Mar 25, 2007: A Playtest Night
Venue: Brian’s place.
Present: Brian, Andrew, Brad, Pat, Richard, Alex, Paul.
Played: Princes of Florence, Settlers of Catan, HM#418, Clans, Sex.
This week’s entry is also tagged as ‘game design’, since I got participation from the guys in a playtest of my latest game invention. More on this below.
A few other games got played too. Pics as usual by Brad.
Princes of Florence: Andrew, Brad and Brian underway with this one after dinner. Seemed to go quite quickly, but was probably over in about an hour.
Brian won.
Settlers of Catan: A, B and B’s second game for the evening.
Andrew won this one, with Brian and Brad left back on 6.
HM#418: This title is actually code for a new game invention I’ve been working on. Although I think the possibility of idea theft is low, I’ll keep certain details obscure here for now, since if it does sprout flappable wings I’ll be serious about trying to see it through to publication.
The code btw just stands for “home made”, game no. 4, iteration no. 18. ie., this is the fourth game invention I’ve brought to the state of playable prototype (don’t ask about the other 3!). This one I’ve been working on since about June 2006, and it has gone through 18 iterations of the rules set, with accompanying “virtual” playtests. A virtual playtest is simply a walkthrough of the game using a spreadsheet to track turn actions, etc. of four hypothetical players each with slightly different strategies. This is achievable in this case since there is no hidden player information in the game.
The spec is a modern Euro-like game, ideally suited to 4 players (although adjustments to come later to support 3 and 5), about resource management with financial control, and turn order timing. Comparisons that come to my mind include Puerto Rico and Goa, although it is not modeled on, nor has anything more in common with either. Of course, if it can made to be anywhere near as good as either of those games then I will have achieved a stellar success…!
Anyway, I was delighted when Richard, Alex and Pat agreed to be guinea pigs for this. I had finally got the mechanics (ie., the various mathematical ‘instruments’ in the game) to behave with stability, and until reaching this point at least, it wasn’t ready for a human playtest. I read recently someone’s account of their own thought processes in game design (don’t remember who now; maybe Friedemann Friese?), who said that after the first cut or so they reach almost a binary decision of ‘no; forget about it and move on’, versus ‘there could be something in this’. One of my main objectives tonight was to get from these guys a similar opinion – should I stop wasting my time, or keep working on it? And the sense I got was more the latter, which was reassuring, even though there’s a lot of work to do to get to the next iteration.
To summarise player strategies and outcomes, Pat focused on maximizing the output of only the core engine for vps and money in the game, eschewing the distraction of some of the other abilities and benefits that could be acquired. Richard’s strategy was similar, although he did dip into one of the improvement purchases, which he later aborted and therefore suffered some time wastage. Alex and I on the other hand experimented more heavily with the more “orthogonal” game benefits as an alternative means for gaining vps, and these strategies might have been more successful if the game had run a few turns longer – maybe.
I was actually pleased with the timing of the game – still too long, but typically coming in at about 10-15 minutes per turn. This was one of my main worries, since Paula and I had tried it the night before, playing two separate “characters” each, and it soaked up an enormous number of hours, averaging about 25-30 minutes per turn.
I got lots of good suggestions on what to change and simplify, and will try to work on these over the coming weeks and months. One of the more intriguing suggestions came from Pat, about converting the commodity sale track instead into various market boxes. I’ve already got some thoughts about how this might work in an interesting way, and I’m keen to get editing!
Anyway, for the record: 40 minutes rules explan., almost exactly 2 hours to play through 9 turns. The game end was somewhat artificial, since one of the instruments in the game (number of commodity-producers) was out of kilter.
Pat won, with 41 points; Richard 2nd on 40; Alex on 30; me on 28.
Clans: The last game for Brian, Brad and Andrew before Andrew left.
Don’t know the results of this one.
Sex: Richard recently pointed out that the name origin of this game is in fact Latin, not German, so what I had been writing as Sechs, is in fact, Sex.
This is definitely the game of the moment for 6. We played the same rules again as last week, in which a misere hand can score no more than 72 points.
A few low-scoring hands this time around, with Alex scoring a zero in one round, and me a zero in the next! That was one hand in which I should have called misere, but under peer pressure I avoided it. Doh!
45 minutes.
Results: Richard: 342. Brian: 327. Pat: 312. Paul: 293. Brad: 282. Alex: 263.
