Wednesday, May 7, 2008

Frustration Part V

Today could easily have been the make it/break it day for our group: we play tested with a group that knew very little about games. It only took about 2 minutes to successfully explain the rules, and we took notes as rule questions came up, so we could make sure to address any uncertainties. The only change between today’s game and yesterday’s were the changing of the “switch spots” cards, which I mentioned in my last post, and a decision we made about the shortcut. We decided that when a player lands on the shortcut space, they are moved one space ahead, sealing them in on the shortcut so they aren’t so easily hindered out of it. The game played, once again, very similarly to our many previous tests. One player pulled ahead, but the other players ganged up on her until everyone caught up. The game was neck-and-neck, with the occasional happening of one player being much closer to the finish than the rest. There were a few questions regarding the obstructions and how to move through them, but it was easily answered.

When the players got to the parking section, we questioned our decision of forcing the player to park in order to progress. This presented a few problems:
1) When a player is hindered to the point in which they are moved out of the parking section, after having parked, do they have to park again?
2) What is in play to make the player choose one parking space over the other?
3) When you park in a space, what is to keep the other players from landing on the same place?
4) Can obstructions be placed on parking spaces?

We all agreed that the parking was a mechanic that didn’t really add anything or any enjoyment to the game. Because of this, we removed the parking rule. Players no longer needed to end a turn on a parking space, and could now move right through the parking lot. The parked cars that we originally for pure aesthetic were now turned into permanent obstructions, which players could not pass through.

The game moved a bit faster than our previous tests, only taking about 45 minutes, which was a pleasant surprise. The players literally ended the game with a back-to-back line one space away from the finish (see the picture below). They seemed to love this part, and the last 15 or so minutes of the game, because it was such a close call. They were frustrated, but were enjoying it: exactly what we were going for. When we asked if there were any changes they would like to be made, only one had a slight concern. This player pointed out that although the beginning of the game was fun, the second half was more enjoyable. When we talked about this in the open, we all, including the player with the point, came to the conclusion that as the game progresses, players get more and more sucked in and attached, making the game more enjoyable and more frustrating because of acts for or against the player’s piece. We decided to keep things as they were, as there were no out-right complaints, and that we concluded that the game becoming more enjoyable as the players play was simply due to the players getting sucked into the game – not because the first half is boring. The new cards worked well, as well, and the players got a kick out of the leader being moved to the back of the board more than once.

With the testing complete, we only needed to finish our designs and type a formal rules sheet. Once that’s done, I’ll be sure to post some images and the rules themselves.

Until next time
-Connor


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