Because playtesters are very important and we really really need them. They're crucial during the design of a game. The urge to over complicate. So if you're mechanic, if your prototype is boring, there's usually an urge to pile on new game mechanics on top of the existing ones, because the thought process is that if there's more things to do in my game, then it will be more fun. But piling mechanics onto a boring game usually doesn't fix it. And piling more mechanics onto an awkward and tedious game definitely won't fix it. Because more things to do doesn't equal more fun.
A good example of this is, we all know the game Rock, Paper, Scissors, and there's a variation of it called Rock, Paper, Scissors, Lizard Spock, I believe, where it is just same Rock, Paper, Scissors but there's more symbols to make with your hands and those symbols beat each other the same way that in Rock, Paper, Scissors this one beats that one and that one beats this one. And it doesn't really add any gameplay it's just more signs to make. There's no new gameplay in Rock, Paper, Scissors, Lizard, Spock as opposed to Rock, Paper, Scissors. So, yeah. Just piling on new mechanics does not solve your problems. Instead, you should make your design more cohesive. So, different parts of the design should be more interconnected, and you should make the different game mechanics intersect and work with each other in interesting ways to create what is called a game dynamic. Also, you should make your existing mechanics more enjoyable. For example, if walking in your game is boring, don't add an option to fly, but think about how you can make walking fun. For example, yeah.
This is usually done with rapid playtesting, which rapid playtesting is when you have a bunch of just a huge list of ideas of how to fix something, and you implement them quickly, and you play test all of them as quickly as possible. For example, in the case of walking is boring, what can we do about walking? We can change the camera zoom, change the camera position, change the camera turn speed, change the smoothness of the camera, change the smoothness of the player movement, change the speed of the player movement, et cetera, et cetera, et cetera, change the feel of the player movement. There are so many things we can do about it, and we should test all of these ways to find what is the best way of making this mechanic fun, in our case walking. And if you don't find the solution, rapid playtesting will usually at least get you in the right direction. Okay, so when my camera is smooth, it's kind of fun, but how can we make this even more fun? How can we, maybe we can completely transform the game to make it just instead of a third person walking simulator it can be a, you know, just a little spirit looking around the room, with a smooth camera, or something along the lines of that.
A personal example of what I just described is when we, Alteida, we're working on our current game, Beast of Colchis, which is a board game, a 1v1 board game, where the heroes that are in the corners here, find, fight the Gueleshabi, which is a mythical creature from Georgian folklore that is kind of like a huge dragon. The thing about the, you know, boss essentially, the boss Gueleshabi, is that it is much stronger than the players because all of the players are against it, but it is also much slower because otherwise it would quickly catch up to all the players and kill them off one by one. But when the boss is slow and the players are quick, they can all kind of avoid him until they get strong enough and then they can easily defeat them, defeat him, which is called a degenerative strategy, when there's one undeniably great strategy, which in this case is avoiding the boss until you get strong enough and then killing it off easily. So we needed some way for the boss to control the players and sort of lead them in a specific location or perhaps weaken them. And so we added the little minions, and the way the minions worked is that each of them had its own dice roll. All the players roll walk by rolling a dice, and that was also how the minions walked. And it was very tedious and very boring because the all of the minions also had their own health and so it was very hard to track. Reminder that this is a board game, and we quickly realized that that wasn't going to work.
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