As part of the Game Design course taught by Jesse Schell at Carnegie Mellons Entertainment Technology Center, we were required to create whatever game experience we wished. The one requirement we had for this experience was that it was to be excellent! So I created Dominate, a tablet top strategy game!
In addition to creating the experience we prepared a marketing and rule sheet, as well as a written record of our iterative playtest driven process. The following is materials from my playtest notes.
Playtest Notes
Playtest 1
Date: March 29th 2017
Purpose: Playtesting initial concept
Playtesters:
Me
Time: 20 minutes
Playtester Comments:
A significant number of broken rules
Two resources for construction, sheep and wood were unnecessary
Need a method of counting the different resources, can’t keep track of it mentally
How do I know when I won?
Observations:
Playtesters had trouble counting tokens
Giving players the choice of resource location made resource placement polarized and clumped
Since no restrictions of village placement players would build lots of villages around themselves making the game drag out longer
Revisions
#
Description
Purpose
1
Removed wood
Was unnecessary
2
Bought chips
Made counting easier
3
Made rule about connecting villages
Limit the construction of villages and temples to speed up the game
4
Gave temples life
Made possible a lose condition (all enemy temples hp goes to zero)
5
Wrote up rule set
Needed a document to playtest rules with
Playtest 2
Date: March 30th 2017
Purpose: First playtest with largely functioning game
Playtesters:
Me
Male – 21
Male – 23
Time: 40 minutes
Playtester Comments:
Fireball need chance on hit, I didn’t like knowing I would lose for sure
Who casts first should be based on a dice roll, again I didn’t liked knowing I would lose for sure
The rules for village placement are confusing
Found resource collection rate difficult to count
Liked the strategic element in fireballing then converting enemy villages
Observations:
Players had a good time
Players wasted a lot of time counting resources
Found an issue when a player placed their temple in a certain pattern, they became blocked from building
Both my playtesters were programmers
Revisions
#
Description
Purpose
1
Allowed world to wrap around itself
Avoid issue of limitation of three building connections per building
2
Fixed in rule sheet to clarify village placement
Clarification based on request
3
Added initiative system to allow the spell phase not be a guaranteed thing
Stop the feeling that you were guaranteed to lose
4
Add a conversion of resources to belief 2:1
People seemed to enjoy the spell phase more than the build phase so I wanted to charge up the spell phase. Also it was one method of increasing the utility of resources making investing in resource growth more useful.
Playtest 3
Date: March 30th 2017
Purpose: First iteration of rule sheet, introduction of game to more ‘casual players’
Playtesters:
Me
Male – 28
Female – 30
Time: 45 minutes
Playtester Comments:
Make the game board bigger!
Color code the villages!
Board is so cluttered, can’t see anything!
Don’t need initiative rolls every time, just do contest rolls on build if wanting to build in the same spot (everyone declares where they are planning to build then builds)
Clarify rules
Observations:
Playtesters got bored waiting for their turn
Playtesters didn’t read the rules at all
Playtesters had great difficulty counting belief and resources
Playtesters found the world wrap rule super hard to visualize
Both my playtesters were more artistic individuals, casual game players – from the previous playtest it seems that my game is more suited to strategy game fans
Playtesters converted all their resources in belief as they found that part most fun
Playtester though the strategy of high belief would work. but lost because had no base of resources to sustain that burst of belief
Revisions
#
Description
Purpose
1
Made game board bigger
Reduce clutter
2
Made color coded tiles and villages
Made one's own villages easier to see
3
Introduced contest rolls on build
Way to allow free for all building while allowing to resolve two players wanting to build on the same place
4
Touched up rule page
Added more pictures in case people didn't want to read
Playtest 4
Date: 5th April 2017
Purpose: Second iteration of rule sheet and 1v1v1 setting
Playtesters:
Me
Male – 26
Male – 30+
Time:
10 minutes to understand rules
40 minutes to play game
Playtester Comments:
Include pictures of tiles on instructions
So what is the victory condition?
Mention influence earlier
Use the word adjacent, its more clear
Clarify construction rules, they are not clear
Mention that villages at 1 development level cannot be destroyed
Typo on spells, town not village
Observations:
Watching these playtesters reading the rules showed that I needed to change the information order to make the document easier to process
Playtesters were confused that they needed to select separate colors
Playtesters placed tiles on top of each other which I needed to verbally clarify
Playtesters found the phrasing of various parts of the rules confusing, and had to jump back and forward in the rule book to understand the rules
Players found the overlap rule confusing
Players found counting the resources wasnt too bad
Player suggested using higher value counters to make collection of resources faster
Players suggested a counting tool to keep track of how much you need to collect
Players suggested bidding resources to win the spell phase
Players suggested building should not be simultaneous but instead be one after another like before
Players suggested a thematic change to lighting bolt
Player had difficulty understanding the rules at first but then got into the game
Players felt the counting of belief and resources was most tedious
Revisions
#
Description
Purpose
1
Reduce cost of fireball to 1 but introduced a probability of it missing (intention is to create more tension when attacking)
Create a balanced fireball spell with an element of chance
2
Added image of village and temple to rule set
Wanted a visual indicator of what was what for easier understanding
3
Made a resource/belief tracker for easier counting
Wanted players to focus on the game rather than counting chips
4
Added 2-1 conversion to rule sheet
Improve the rulesheet
5
Made variety of fixes to rule sheet e.g reordered sections – clarified victory conditions – made explicit mention that tiles dont stack – clarified construction rules – explicitly said players are assigned colors
Improve the rulesheet
Playtest 5
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Date: 8th April 2017
Purpose: Third iteration of rule sheet and 1v1v1 setting
Playtesters:
Me
Male 32
Male 26
Time:
10 minutes to understand the rules
1 hr 20 minutes to play game
Playtester Comments:
Playtester complained that reading the rules felt like studying
Very interesting moment when players said no need for chips use the income tracker to keep a track of how much you have instead
Playtesters mentioned income tracker could use a zero
Playtesters suggested having some visual indicator for turn order
Players wanted the resource and belief tokens on the income tracker to be more obvious
Playtesters found the income tracker awkward to use, and instead wanted more numbers on it instead of having to do arithmetic
Playtesters wanted a more efficient way of removing and adding villages to the board, and suggested making color coded physical representations of the village which could be placed and removed from the board
Playtesters suggested carefully considering how to manage the player who would lose the game early – either give them incentives to stay after losing, design it so they can continue and have an incentive to stay, or accelerate the game to end quickly
Playtesters suggested trying 1v1 or 2v2 game format.
Observations:
First time I explained as little as possible and had playtesters read the rules and play, had to explain income tracker.
Playtesters understood how to generate the board, and do the initial game setup
Had to explain the income tracker
I needed to explain both how to represent development levels, how to use the income tracker, and using d6 to represent hp on the temple
Players never used the offering mechanic
With three playtesters the maximum amount of belief/resources reached around 15-16
What happened was a Mexican standoff moment where each player had direct access to attack the other players temple, and it turns out that based on chance of spell phase the weakest player actually won the game because one player destroyed one other player and the weakest won the spell phase of the next turn and killed the other player before they could retaliate
Revisions
#
Description
Purpose
1
Changed the income tracker to the warchest a tool for keeping account of how much resource and belief a player has
Completely eliminate the need to use chips for keeping track of a player's belief and resources
2
Kept the offering mechanic
Wanted to test how it would affect a game when used properly and it was designed reduce the power of the spell phase and also mess with the power that a guarantee of casting spells first gave
3
Changed the income tracker to warchest also added a zero on it
Completely removed the need to use chips to represent the amount of resources you had allowing players to focus even more on the core experience
Playtest 6
Date: 9th April 2017
Purpose: Wanted to test what 1v1 was like
Playtesters:
Me
Male – 21
Time: 25 minutes
Playtester Comments:
Playtester got upset and felt cheated by the game because didn’t fully understand the rule of only allowed to connect to three adjacent buildings
Observations:
Playtest was short, and other player lost very quickly, playtester wasn’t happy at all, felt cheated by the game
Problem was they were in a situation where they could not build anything anywhere – I think a solution that would be in the 1v1 game mode give players two temples rather than one to add more skill to it
Used the offering mechanic to spell first
Revisions
#
Description
Purpose
1
Made three game modes – 1v1v1 – 2v2 – two players with two temples each – 1v1 – each player has two temples
Avoid the disastrous playtest happening again with giving a single player two temples
Playtest 7
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Date: 9th April 2017
Purpose: Wanted to test out what the 1v1 with two temples was like
Playtesters:
Me
Time: 33 minutes
Observations:
The dynamic was certainly different, two allied temples were placed back to back
Other two were on sides of map
What ended up happening was that middle two gained lots of resources and that built up over time, eventually the aggressive village tactic was overcome by resource snowballing and the central allied players eventually won, and the two outer players forfeited before the end of the game
Found that placing resource chips (chips that represent the resource income of a tile) made counting of resources so much faster, will do it in future playtests
Revisions
#
Description
Purpose
1
Added resource tokens onto village and temple tiles
Making counting of resource income much faster
Playtest 8
Date: 10th April 2017
Playtesters:
Me
Male – 24
Time: 42 minutes
Playtester Comments:
Initially I was doing well then the playtester converted a critical village and I lost
Playtester liked the idea of converting resource to belief
Told me that playing required multidimensional thinking, resource gain, blocking, and long term growth
Resources became so important because of offering system
Required finding critical villages and capturing them, anticipating your enemies offering
Playtester commented that warchest system was good, but they didn’t mind the old system of counting chips one by one
Playtester appreciated new method of displaying village and resources on map
Observations:
Found it hard to find resource tiles since tiles were in a pile
Revision
#
Description
Purpose
1
Playtester found better way of arranging belief and resource tokens on warchest. Keep it by the side as to not obstruct the numbers. Will update that in the rule set
Improve warchest by having tokens not obscure the warchest
2
Made a box with compartments to make it much easier to find the piece you needed
Reduce the hassle in finding game pieces
3
Added the resource and belief token representations to the rules
Speed up the process of counting resources and belief
Playtest 9
Date: 10th April 2017
Playtesters:
Me
Male – 21
Male – 21
Male – 22
Time: 40 minutes
Playtester Comments:
Asked if resources were generic
Couldnt find use for belief
Confused about building only within area of influence
Found village upgrade table super confusing they thought it cost one to upgrade to level 2
Got confused by a line that said build first cast spell last
Highly disliked the whole 3 adjacent village thing
6×6 feels small for 4 players
Game suffers from same problem as RISK where one player clearly snowballs to victory
Feels like you know who is going to win from the start based on the position
Playtesters said consider a large map and multiple temples
Playtesters suggested giving temples some resistance to fireballs
Observations:
Read the rules in 6 minutes – skimmed it
Allied players placed their temple in a resource rich but locationally disadvantaged position, and were unable to get lucky enough to break out of their bad positioning and so lost the game
Playtesters did not know the rule of adjacent first and so placed thinking they could place anywhere and that they said messed up the game for them
Revision
#
Description
Purpose
1
Remove the rule of adjacent to three
Players were not liking this rule and often players including myself forgot about keeping to this rule
2
Change the phrase resource cost to construction cost and phrasing around construction and upgrade of villages
To clarify this
3
Added new rule for temple damage
Made temples resistant to fireballs to reduce likelihood of player losing in one turn
4
Made changes to rule set based on confusions from playtest
Improve the ruleset
Playtest 10
Date: 11th April 2017
Playtesters:
Me
Male – 28
Time: 42 minutes
Playtester Comments:
Destroyed temple should become empty
Board still needs to be bigger, still feels cluttered but is improved from before
Fun game, liked the warchest system
Moving around map, places hard to reach
Didn’t want to place 1 belief villages as it was suboptimal
Inert villages seem weird in 1v1 didnt think to convert own because it felt you already owned it
I would play again
Real time strategy board game
Wished there was another dimension to movement
Observations:
Player went crazy in converting to belief to try and take me out quickly
I invested in building up resources and eventually snowballed to victory
Revisions
#
Description
Purpose
1
When a temple is destroyed is becomes empty
More sensical outcome and reward for the player who destroyed the temple
2
Clarified offering rules in rule sheet
Improve the rule sheet
What Went Right
Warchest system was a marked improvement over the old system of counting chips. The warchest cleared up the playspace and created an easy way for players to keep track of their resources without fussing around with chips. This allowed them to focus on the game.
New method for representing income and belief made collecting resources at the start of the turn much easier, before a significant amount of time was wasted counting, and this was a marked improvement.
Adding dice rolls to attacking heightened the tension in the game and had a positive effect on gameplay.
Once players got over learning the rules they had generally positive feedback about the experience, particularly that throughout the game players had the option of several interesting choices.
Adding the resource to belief conversion rule was highly appreciated. By doing so it created a good reason to invest in growing one’s village network so that a player had more resources to convert to belief. Now players would avoid wasting placing villages that weren’t connected to a resource. This helped address the problem I had seen in my first playtest of arbitrarily building villages.
The way the game was designed allowed it to be very easily scalable in terms of grid size, number of players, temples per player, resource tiles per column. This design supported a wide variety of game modes 1v1/2v2 which felt distinct, and so the game was more accommodating to different numbers of players.
Procedural generation of the board helped make the board experience fresh each time, increasing replayability.
What Went Wrong
Playtesters didn’t spend much time reading the rules, and so made suboptimal choices in the game and got upset, and felt cheated by the game. What was particularly bad was placement of temples and villages. If placed incorrectly could mean the game was lost if players didn’t get lucky with die rolls.
As one playtester pointed out my game suffers from the problem in RISK where one player will snowball to victory and this is apparent. This caused forfeiting to occur multiple times to save time because the odds were clearly stacked against the player. RISK attempted to address this problem with country cards that gave bonus armies, perhaps something equivalent would help my game.
Procedural generation of the board acted as a double edged blade. If in the case the board was generated in a manner that made blocking of a players progress easy, new players felt upset and cheated (in tandem with point 1)