Game Development Continued…

How robust is your game design?

There’s a lot of criteria people use when determining whether game design is robust? For this quick post, when I’m talking about “robust,” I mean how easy is it to expand with additional rules?

Do follow-on rules fit seamlessly and appear to a player as though they were meant to be a part of the game from the beginning? Or can the players easily discern where you tacked it into place and see the wire, spit and gum?

I’ve seen plenty of both over the years, as I’m sure most of you have.

Why am I bringing this up now? Well, the one benefit of the production issues for Leviathans is we continue to thoroughly kick it to make sure it’s as good as we can make it, and we’ve slowly uncovered what appears to be an issue…smaller ships are a tad too hard to destroy, while the biggest ships are at a bit too easy.

Now don’t go thinking the whole game is broken. ;-) It’s still solid…and it’s taken a while of playing in a lot of different ways to find this issue (forum members, along with the host of Gen Con demoes and a new team of volunteers, really provided the fantastic feedback to bring this into focus). So I’ve been discussing with a core set of playtesters some ways to address this, after which I’ll send to the full playtest list to see if the patch works.

However, working on the patch itself has been a fascinating exercise in finding how robust the system is. Because it’s a subtle set of tweaks. Can you make those tweaks and maintain all the current “look and roll dice” mechanics that help define the game? Or do you have to tear the game back down slightly and rebuild? Obviously I’ll do anything required to make a game better (even if part of me wants to yell “but it’s done!!!”) and if I have to tear the top end down slightly and re-build, I will…

…but the game designer in me is hoping that no rebuilding will be required. That instead the patch we’re zeroing in on will provide that seamless fit I described above, leaving everyone feeling as they’re tossing dice in a future game that the additional mechanic or two were always meant to be in the game. Because it means the system is as robust as I was trying to make it from the very beginning.

We’ll just have to wait and see….

See ya next duty shift!

Randall

Comments (6)

blackbrunswickerAugust 25th, 2010 at 3:01 pm

I can’t wait to see what this “patch” is and how it will affect the game. Though it means my beloved HML Raven may have to give up the title “Unsinkable Destroyer.” Even when the rest of my ships are wiped out, Raven always manages to get out safely.

ToolianAugust 25th, 2010 at 10:12 pm

Thanks for the update. I hope this does not delay the new proposed release date which sounded like sometime early 2011 IIRC from the video interview.

Any update on the miniatures? Have they been finalized?

RandallAugust 26th, 2010 at 7:45 am

We don’t have an absolute date yet, but know, this should have no effect on that date. Will start large-scale playtesting of the patch by early next week and should be done by end of September; i.e. by then I’ll know if it works or not.

KarasuAugust 27th, 2010 at 1:49 am

I am so willing to wield spreadsheets and statistics at the patch, whatever it is, to see what the theoretical changes are.

Of course, that is only secondly to what the perception of the patches to the game do.

Cynthia B.May 4th, 2011 at 1:09 am

“Any update on the miniatures? Have they been finalized?”

I want to get to see those miniatures as well. Anyone have a link for them?

RandallMay 4th, 2011 at 7:18 am

Not yet, Cynthia…I”m suppose to be seeing test shots of all the minis in the next few days…we’ll see if that’s the case.

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