In my previous post from just a few hours ago, I wrote about how playing with my non-gamer friends gave me valuable insight on making my game more accessible for others. Not by changing the design, but by modifying the layout and presentation.
I think I'm going to use Dawn Sector as the new name instead of Empire. If that rubs you the wrong way, please tell me!
The focus of 3 of my 4 tests this week were accessibility. I deliberately sought out 4 people who don't really play board games and in some cases, just don't like them.
Empire has had many names in its life. I have called it General Staff, Field Marshals, Empire of York, Empire Reborn, just Empire...I need a new name. I want to create one that's hopefully final and I can use to build awareness and recognition.
Last week I received my first publisher rejection for Empire. The game wasn't a thematic fit and I should have known better. But, if you've done anything in the board game design space you know that rejection is common and frequent.
Jay is fresh from Unpub 3 where he took a few of his new prototypes to test with a flood of designers and gamers alike. He's also been participating in the PPP program. Therefore, Jay's input on gathering and using testing feedback is useful and should be read!
Guest Column by: Jay Treat
You’re more likely to be struck by lightning twice than you are to design a flawless game without any playtesting.
7 Wonders is an outstanding game. The game plays with up to 7 players in as short of a playing time as 30 minutes! It scales fantastically down to 3 and even has a 2 player variant. The Board Game Geek community seems to agree.
I've been writing quite a bit about Molly's Last Hope lately because I'm working on it fervently. I have a tight deadline for the contest submission and I need to be cracking! Last night I was able to hold a really good test of the game with a friend/co-worker/professional graphics designer who has tested many of my games in the past.
I spent the majority of my Sunday and a bit of time on Saturday night making a complete pass for all the art for my new prototype, Molly's Last Hope. I needed to put in so much effort for a few reasons.
Folks often stress the importance of mechanics and note that "presentation isn't everything." Rightfully so, but when a prototype like Jay Treat's Lost Planet comes along, the presentation alone piqued my curiosity and more than once has gotten me to ask "what is that?" Jay kindly wrote this post to dive deeper into the game and I couldn't be more excited.