Playtesting is crucial to any successful design, but the tricky part has often been which feedback to accept and which to ignore. Keith Ferguson and I really thought we had "Magnificent Marvels" nailed down when we pitched it at Origins and eventually signed it with Hexagram 63. The publisher identified some modifications for us to explore, so Keith tested some changes out at WashingCon and again at The Island Games, our friendly local game store. The changes that Hexagram 63 requested seem to work well, but some other feedback that Keith received surprised us somewhat. We have to look hard at where to make changes and where to stick with our original design.
Ridere, ludere, hoc est vivere.
Showing posts with label Magnificent Marvels. Show all posts
Showing posts with label Magnificent Marvels. Show all posts
Monday, September 17, 2018
Monday, September 3, 2018
Magnificent spreadsheets
There was a bit of a comparative discussion on Twitter among a few game designers about the use of spreadsheets. For my part, I find them useful in maintaining balance in a game's economy, in the relative values of different components of the game. In "Magnificent Marvels," Keith and I recognized the need to be sure that the different components with widely varied point values would need appropriately balanced building costs, and we put together a spreadsheet to try to manage that.
Monday, August 20, 2018
"Magnificent Marvels" signed
Almost two years ago, I recounted an initial foray into a collaborative design with Keith Ferguson. We have come a long way in those two years, and that work has paid off. On August 6, Hexagram 63 Game Studios announced that we had signed with them to produce "Magnificent Marvels," our contraption-inventing game. Keith and I are excited to be working with Anthony Racano and his team to make "Magnificent Marvels" a reality on the tabletop.
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