Wednesday, 19 September 2012
Switch Up
We took our game rules and mechanics to Drew and asked for his opinion on a few of our concepts. We began to explain the idea of our game, and I told him how, for me at least, the play test was a flop. We looked over our mechanics and discussed how they did or didn't work through feedback of the play test. The main thing that stood out to me was that each player chose the Double Damage comp of our optional teams, this kind of made the effort we put into thinking of utility specs pointless. Despite the utility builds having awesome skill sets for the game, the option to play the damage class for each player is too appealing. The way we've tried to prevent this from happening is to remove the option to choose a spec at the beginning of the game, and replace it with the option to build your own through tier skills, similar to how a talent tree would work. This gives the player a lot of choice to think about strategy before the game even begins. They can pick skills to counter their foes, they can stick to the full damage spec if they choose, or they can mix it up and bring map control as well as a source of damage. This is yet to be play tested but I believe this will change the way the game was played, and hopefully remove the mirrored game play that happened in our first play test.
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