Thursday, October 10, 2013

Official Playtesting Results!

Today in class, we were given the opportunity to playtest Shipwrecked! among three different groups of new testers, or testers completely unfamiliar to the game experiencing it for the first time. Some of the questions we sought to answer in testing our card game were: What could we change? What did testers like the most? What would testers prefer the game to do differently? And perhaps the most important question specifically pertaining to our game: Did testers feel our game was balanced? Needless to say, I think we were all pleased with the results of our test run-throughs today.

After three test plays, the overall impressions of our game were almost unanimously positive. Players lauded the witty and often funny encounters, praised the wide array of items, and especially were enamored with the treasure chest of rations! As far as suggestions on what we could do different, players had almost nothing but praise for the actual mechanics of the game, with most suggestions pertaining only to the presentation of the cards and layout of the game. One glaringly absent element of our game were the physical tokens representing the boat pieces. As much as players loved the tokens denoting the rations, players often asked why we didn't have a physical boat piece to give them.

That said, hearing praises such as, "Your game was the most fun so far!", "Your game is one I could definitely see myself playing!", and "I like your game even more than ours!", I know I speak for my entire group when I say we're extremely proud with how far Shipwrecked! has progressed. Hearing and actually seeing players appreciate your efforts, especially players who have made similar efforts to create fun games themselves, truly was rewarding today, and I look forward to next week when we're able to present our finished product!

1 comment:

  1. This last week before our finished product was due, our group dedicated our time primarily towards presentation. Finalizing each type of card (ITEM, SPECIAL ITEM, ENCOUNTER, & ISLAND) with designs, illustrations, and brief stories; felt rewarding. Rewarding because we're all proud of how Shipwrecked! turned from a subpar elimination card game into a fun yet wacky game with a great balance of luck and strategy.

    We met up Monday night at the College Ave Student Center for one final play test (Alex victorious- he cheated). The mathematical values of the items compared to the encounter and island cards were fair and varied nicely in difficulty. Another formal element we discussed was our individual strategies. We found that the SPECIAL ITEM cards added much more tactical behavior and strategic thinking, which is great since it gives players a reason to go for something else besides just rations. An additional influence on our strategy was the face up ISLAND card, since we knew what was coming we needed to prepare for it.

    The game took roughly 30 minutes to play through, and if it weren't for exam schedules and papers we would've played again. We can only hope the replayability of Shipwrecked! is as good as we believe it to be. Looking at our group's progress throughout this project, we're certain we've hit the Ten Conditions for Group Flow multiple times.