Tag Archives: playtesting

Heartland – February Update

 

My board game, “Heartland” is still under construction, and will be for several more months. Even after the construction phase, there is much playtesting ahead. I decided to finish the game before playtesting anymore. At first, I was playtesting individual facets of the game. After some thought and advice, I decided that it would be best to playtest with the full game. The last element I’m adding creates the most variation, so it is crucial to see that element in action.
 
Another idea I’ve been toying with is how I plan to publish the game. Kickstarter has made publishing more feasible for the average person. If you are willing to put in the work, a successful Kickstarter campaign can get your game out to lots of folks. “If you are willing to put in the work” is the key here. I’ve read about lots of successful campaigns and backed a few as well, and the workload is quite large. It is alway very easy to mess up. Traditional publishing may be the best bet for me and my current state of affairs. (husband, father, pastor, school teacher, graduate student, etc…)
 
Along with that same idea, I’ve decided to design a smaller game to test the Kickstarter waters. I’ll be posting about it soon. It should be a popular theme with a small production cost – perfect for a first game.
 
I’m still looking for playtesters for “Heartland.” I’ve had several from different parts of the country express their interest. That thrilled my soul. Once I get working prototypes (late summer goal) I’ll begin sending those out. If you’d like to playtest, let me know. Also, I’d love to hear any questions you have about my future games.

Playtesting Your Game

In my last post, I introduced my design project, Heartland. With any new board game design, there is a large amount of playtesting involved. Playtesting gives the designer insights that he or she can’t see on their own. As much as you may think your game works, most of the time it will fall flat during the first few playtests. After many other tests, a polished product begins to emerge. There isn’t a particular method to playtesting. I’ve adopted a sequence that has worked for many other designers in the past.
 
First, there needs to be a short period of testing the game for “fatal flaw.” Many designers call this the “insanity test” for the game. After initial creation, I made errors in the game that made it unplayable or “broken.” “Broken” is a term used by gamers to denote game mechanics that don’t work, or work too well. In my initial tests of Heartland, the fur-trading mechanic was too strong. It was so strong that to compete, you had to play that space every time. We adjusted mechanics and tested again. You continue with this until you have something to show to others.
 
The next phase is a time of playtesting among folks you know well, but aren’t invested in the game. The goal for this phase is to weed out things that may seem confusing or unnecessary. Because I’ve been so invested in the game, everything makes sense to me. Yet, during my first playtest of this nature, a friend asked a good question. He asked, “So, you explained it, but I still have no idea what I’m supposed to be going after.” That’s good info. Something needed to be clearer. I’ll continue to weed these inconsistencies out until the game is ready for a wider audience. I’m currently in the middle of this stage.
 
The next stage is “blind” playtesting. This stage involves giving a prototype of your game to a group of people who have shown interest in your game. They take the game, read the rules, and play it a few times, taking notes. You may even ask them to video the experience. This is the real test of a game. It mimics the experience that future game owners will have when they open their game for the first time. This is the process I look forward to the most.
 
Are you interested in blind testing my game? Please let me know. I’ll be looking for testers by the end of the Spring.