Remove Balance Remove Mechanics Remove Point and Click Remove Prototyping
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How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Click here. After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. You need it for five reasons: It confirms that the core engine and mechanics of your game make intuitive sense. It confirms that the core engine and mechanics of your game make intuitive sense.

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The Final 100 Play-Tests: How to Put Final Touches on a Board Game

Brand Game Development

Click here. To quote my good friend, Wikipedia: “ [i]n statistics, an outlier is an observation point that is distant from other observations. With enough games, outliers tend to balance each other out. This is a checklist I like to check off before I start final testing: Get the physical prototype ready.

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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

As we were prototyping there was still a feeling the game needed more action. Thus I make an effort to use purchased art assets only as a starting point to then be modified into something more unique and fitting of the aesthetic.” “We built a prototype in our spare time and saw the potential. But that’s not all.

Studios 104
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How To Play-Test the Rules of Your Board Game

Brand Game Development

Click this picture for some backstory! Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Short-term mechanic testing. This is to make sure the game is – on some fundamental level – balanced. They explain, limit, and clarify.

Mechanics 130
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My Elephant in the Room, Part 1

Designer Notes

Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. A good example is what I’ll call “Every Unit Moves” which is how Civ has always worked.

Tile 98
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Few people called for the return of stacks-of-doom, but critics pointed out that carpets-of-doom were just as bad.

Tile 40
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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

And the point is that you… because you get so used to selling the idea, ultimately you'd know nothing about that idea until you market tested it, until you've, like, started building it, until you start getting some data. Gigi brought up a good point about the kinds of companies I sort of have three in my head about video games.

Games 52