There is little to be gained by rushing through this further. Evaluation doesn’t take very long you’re making a simple yes/no decision of whether the game is “done” or “good enough” based on playtest results.You can reduce time spent in playtesting by being efficient about scheduling and designing playtests to give maximum information for minimum play time… but there is a natural limit to this, and beyond a certain point you can’t rush through playing the game.You can’t really reduce the time it takes to design the rules of the game, without compromising your goals.Now, consider that each iterative cycle consists generally of four steps: design, prototyping, playtesting, and evaluation. Corollary: do everything you can to reduce the time required in each iteration. Remember that the entire purpose of prototyping is to maximize the number of iterative cycles. This does not mean that “clone” games do not benefit from iteration, but simply that you should use it selectively in those areas where you are innovating. For “clone-and-tweak” games where you are mostly lifting gameplay from an existing game, rapid prototyping is less important. That will leave you with as much time as possible to playtest and iterate.Īs mentioned last time, iteration is the most critical for those parts of your game that have high design risk. Once you have a basic idea, the next step is to get it in playable form as quickly and cheaply as possible. Remember, the more times you can iterate on your idea, the better the final game will be. 1. Creative Thought in PSU's General Education Programġ9. The Design Process: More About PlaytestingĢ1. Digging Deep Inside the Game of Go FishĢ2. A Game to the Core: A “Go Fish” AnalysisĢ3. Getting A Better Understanding of WarĢ4. What is War Good For? Still Nothing, Apparently
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