Hypnotic Kickstarter

It can’t be just me.

It isn’t only when I’m involved in the project.

kickstarter logo

Whether I write the game or simply pledge for it, the same thing happens. Every time I’m near a device with a net connection I feel a powerful urge to check the current total. Repeatedly. Even if I did this 5 minutes previously, and I know that it will be pretty much the same, I’ll have to stamp down the urge to check. Just in case. KS is amazingly addictive.

I find watching myself do this quite bizarre, and if I was wearing a hat I’d take it off to whoever invented this cunning form of long-distance virtual crack. Kicktraq only makes it worse.

Now if you don’t mind, there’s something I’ve got to do…

Posted in Kickstarter | 17 Comments

DreadBall Xtreme Kickstarter Funds

extreme-logo-preliminary-3-isolated

I went into the Mantic office at lunch time to watch the KS go live along with the assembled staff. Once again, thanks to the amazing support of you lot it very quickly reached its initial funding goal, which is both very cheering and a touch scary all at once 😉

Posted in DreadBall - The Futuristic Sports Game, Kickstarter | 11 Comments

DBX Rules Questions

The rules are here.

Any questions, ask away 🙂

To try and keep things sane(ish) I will delete comments once they’ve been incorporated into the digital rules, discussed in an article, or added to any FAQ below.

 

Sponsors, Teams & Team Building

These have been left out of the Beta for the moment. Please use the two starting teams provided. The idea here is to get you playing the game so you know how it works from personal experience. This stage also helps us to clarify any fuzzy rules points.

Once everyone is clear on this then we can move onto the next step and have a close look at how teams are built. Yes, this will be well before the end of the KS 🙂

 

Board Notes

The board art in the downloadable pdf (above) is not final yet. It will be updated in due course. Until then, note the following:

  • There is only space marked for one deck of cards. There should be space for 2 decks and their discard piles. This is because I split the deck quite recently and the art hasn’t quite caught up.
  • The kill 3+, etc part of the board is not used in this version of the beta. It’s for betting and applies only in league games.

 

The Future Of DreadBall

A few people have asked if the different rules in DBX are going to be taken back and dropped into DB.

Many of the changes in DBX reflect the difference between the two games. That said, some of the new rules may well make it to a future 2nd edition of DB (if we ever do one), but none are currently planned to port across before that point.

Posted in DreadBall - The Futuristic Sports Game, Kickstarter | 74 Comments

Two Days…

The DreadBall Xtreme Kickstarter is all ready to roll, launching on the 21st. I have, as you might have guessed, been quite busy in the last week, though oddly it’s not been the DBX that’s occupied most of my time. Deadzone and Mars Attacks went through the KS process last year, but this is only one early step in the process of getting the game made. I’ve been finishing off the ends of the DZ rules and tweaks, and having completed the MA core rules I’ve got the expansion books to get ready and get tested. So, as is often the way, I’ve got bits of all these games on my desk at the moment, all in very different stages of completion.

I’ve also got what is for me a very big personal project underway, though I’ll refrain from going into details till I know it’s confirmed. All this has kept me away from posting much over the last week. I have, however, been composing things in my head for DBX, all of which have been biding their time until the KS goes live. So I’ve got some design articles on that to come at the appropriate time in the KS process. What goes when depends on how well the KS goes and where it gets to. The core things like pitch design can go out at the start. We may or may not get to all the more esoteric corners so they’ll have to wait and see.

I’ll also be intrigued to see the Guild Ball KS campaign and what they’re up to. This launches tomorrow (20th), and it’s hard not to see them as going head-to-head with DBX for the same sports fans. Well, we shall see. From the little I’ve seen the games look pretty different and will scratch different gaming itches. Each will suit different folk better, and I’m sure a few people will back both. Personally I’m most interested in watching their gameplay videos to see how it looks on the table 🙂

Posted in DreadBall - The Futuristic Sports Game, Kickstarter | 26 Comments

Latest DreadBall Xtreme Playtest

I’ll just leave this here…

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Posted in DreadBall - The Futuristic Sports Game | 35 Comments

Not Sure…

It’s not always easy to know exactly how much I can say here. However, with the Mantic blog mentioning that DreadBall Xtreme was “just around the corner” the other day I don’t think anyone’s going to be surprised that I’ve been doing quite a bit on that project lately.

So far, it’s been a tricky one. Some games come easy and others less so. In general, this doesn’t seem to actually have any bearing on whether they’re any good or not when they’re finished. As long as you go through the whole process to the bitter end (and don’t just give up and release it anyway) then they can be of any quality. I’ve pondered the why of that at some length and still don’t think I entirely understand it.

Obviously I can’t go into specifics on DBX yet, but I thought I’d drop one idea into your minds. Because DreadBall is well liked as it is, the real challenge with designing DBX has not been the violence, nor the changing arena. Instead it’s been balancing doing something new and exciting against not messing up a great game. The good news is that I think this last iteration has cracked it. Some considerable changes to what I had in order to make it all more streamlined without sacrificing the depth and difference of tactical decisions. That, at least, is the plan.

Got another demo at Mantic tomorrow to see if they agree.

Fingers crossed 😉

Posted in DreadBall - The Futuristic Sports Game | 20 Comments

The Bigger They Are…

Yesterday was quite quiet, which was sort of expected with the late change of date. In the end this turned out quite well for me. I had the time for a couple of games as well as a good browse around the racks. I even rattled a few blisters and bought some more to add to the tiny collection of miniatures I have already.

Both battles were against the same chap who had played a bit, but not recently, and had come up for the game. He’d got a mercenary amy that he’d made up from whatever he could find, which included some ogres. These are always a challenge to fight, especially in smaller battles (we played once at 24 and then at 36). Being so tough they are an expensive unit, and a classic demonstration of the problem that having such elite troops gives you – not much of anything else. I fielded my normal, basic Orc Warlords army, replete with 4 units of gobbos to back up the orcs themselves. They didn’t much like the look of the ogres.

In the end I hope I demonstrated the way you fell these problem units by using positional play. Both times the ogres were wiped out, with the first time being relatively straightforward. They ate a goblin uint, as expected, but had been faced with two orc units as well and couldn’t avoid them. These included my shaman (who fought like a demon) and were carefully blessed in expectation of the fight. In the second battle I did something similar, with a one-two from the pair of orc units being enough to finish off the ogres. Only just enough in the second game though, as the first unit (with the hero in) got ground down (to make their bread¹) after nerfing its charge. However, a combination of blessings and careful sequencing of actions allowed the orcs to carry the day.

Both games were very entertaining and showcased a lot of the aspect I was aiming for in God of Battles, especially the wealth of hard choices that constantly evolve during the game.  My opponent is clearly going to be rather dangerous when he’s had a bit more practice and has finessed his army. Will he bring ogres next time? Possibly not. He said they were the quickest way to make up the points when he was packing the army for the day, which is fair enough. We’ve all done that. I think they’re a fun thing to take on occasion, but not something to rely on as any regular opponent will work out how to neutralise them.

Naturally I forgot to take pictures…

 

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1: Fee, fi, fo fum…

Posted in God of Battles | 6 Comments

More Killage Saturday

These do come round fast 😉

Yes, it’s that time again – God of Battles at Foundry tomorrow. I’ll be there and I’ve no idea who else may be coming. I think there were some abstentions based on my last conversations. No matter, there’s always plenty to look at in a factory full of toy soldiers 😉

If anyone fancies an intro game I’ll be on hand to run them through the rules. Just pop along.

Posted in God of Battles | 2 Comments

Playtesting Questions

I was asked the other day about playtesting. Over on the Games Design page John said the following:

“I’ve been developing a game with a few friends for a while, could you maybe provide some insight into what kinds of questions to ask playtesters? General feedback is good, I know, but are there specific things you ask or things that you look for when watching others play ?”

Well playtesting is a large and complex subject, and I have been meaning to write something about it for ages. It is, however, somewhat tangled and I would probably want to break it down into a number of bits. That will take a bit of time. However, for the moment, let’s have a think about John’s question and see what there is to say off the top of my head.

Step One

Regardless of what type of game you are making, the most important question is this: is it fun? A game that isn’t fun needs something serious doing to it before you worry about any details.

If it isn’t fun then ask what isn’t enjoyable. Do your best to avoid comment here and just let them speak. You presumably liked it enough to show it to them, so you may already think it’s great. But they don’t. You need to find out why. Encourage them to be honest even if it’s painful¹. If your playtesters hold back then you’re only saving up trouble for later.

If there are problems at this most basic level then you need to carefully dissect the whole thing.

Still, all is not lost. Be sure to also ask what they did like. Most designs that aren’t fun overall are still working well in parts. You can build on this. Keeping the bits that did work in mind, be prepared to do some major restructuring.

Avoiding Confusion

One important thing is to limit what you ask. Playtesters are dealing with a new game and there are a myriad things to consider. Try to get them to focus on a specific aspect of the game in each session. For example, are the rules clear? Are the different scenarios sufficiently different or do they duplicate each other? Are the different sides balanced? Are the rules really clear?

With some of these you may need to break it down further. This depends on how you have written/developed the rules, which stage of testing you are at, and what kind of game it is in the first place. You also have to consider what the end result of the game needs to be. If you are intending to sell it to the public then you probably want to hold it to a higher standard than if you expect to play it only at Christmas with your immediate family.

So, deal with one bit at a time. This reduces confusion and allows you to get a solid basis on which to build the rest of the rules. Some questions may need several sessions to resolve, others can be fixed on a single run through. Playtesting is an organic process that evolves as it goes along. Don’t be afraid to adapt as necessary and change your plans as you go along. Far better to dwell on something longer than you’d intended than to miss something important.

Sequencing is often critical. For example, there’s not much point in fine tuning the balance of the forces before you’ve finished with the core rules. Changing the rules on which the balance is based simply wastes that effort. By all means do a rough cut, but be aware that you can’t get a final balance till the rules themselves have settled.

Reconsidering

As a designer, it’s very likely that you will be more defensive and protective of your design than you really should be for its own good. Spend some time after each feedback session pondering which darlings could be murdered and which criticised elements really need to stay (and why, and what needs to change). Then bin the expendable ones (but perhaps keep some notes) and look very hard at the bits you keep. How can they be improved? This gives you a good idea which areas you still need to concentrate on.

Teach Me

One of the best pieces of advice for making sure a playtester can understand the rules is to get them to teach you how to play. You can do this at a number of different stages in the process, but you can only really do it once with each tester, so save it for important steps.

Simply give them a set of rules and the time to read them. Then sit down and have them explain the game to you. The hardest part here is not leading them on to the conclusion you know you meant (but perhaps didn’t write). Take notes. If they are going down a completely wrong track then you might need to steer them back. Ask them to check the wording of the rule. Perhaps they are mistaken? Most people make mistakes when they play a game the first time.

Remember that you’re testing their understanding here, not their skill (or yours) at the game itself. Are you playing the game you intended, or is there some confusion and miscommunication in what is written down?

I’ll say again that the tricky bit here is keeping your mouth shut as much as you need to. Once you open your mouth, keep comments to the minimum needed to get them back on course and then clam up again. Do not let them get to the point where they are looking to you to check the rules. Keep a poker face. Ask them rules questions. Make them refer to the written rules as that’s all anyone else is going to have.

 

Belief

As with any other creative endeavour, game designers need a fair amount of self belief. There are tens of thousands of games out there already – why is yours worth playing? What’s special about your baby?

You also have to believe in the feedback of your playtesters. By this I mean that we’re all individuals and you have to be careful not to allow a single strident voice to colour the whole development of your game. Ask each person in the test what they thought, especially the quiet ones. Don’t just listen to the loudest voice. Try to gauge the consensus opinion on criticised elements. If everyone hates something, finds it dull, doesn’t understand it, etc then it certainly needs looking at. If a minority don’t like it, especially if others do find that bit works, then you have more of a challenge.

At the end of the day, no game suits everyone, and so you cannot please every individual gamer. But you can aim to please the bulk of your target audience. You did think about your target audience, didn’t you? Wasn’t that part of your brief?

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1: Don’t be ashamed to weep openly.

Posted in Game Design Theory | 14 Comments

More Magazine Reviews

As I mentioned in the WD review, I’m feeling inspired to look at what other magazines (print or digital) are out there for someone interested in gaming and associated modelling and painting. As I go through them I’ll write up some more reviews.

For the moment, I have the following on my list (in no particular order):

  • No Quarter
  • Ravage
  • Wargames Illustrated
  • Miniature Wargames (with Battlegames)
  • Military Illustrated Modeller
  • Airfix Model World
  • AFV Modeller
  • Wargames, Soldiers & Strategy
  • Model Military International
  • AIR Modeller
  • Military Modelling
  • Military Modelcraft International
  • Ironwatch
  • Portal
  • Figure Painter

I’m sure there are loads of options I haven’t considered yet. If you know something cool that I’ve missed then be sure to comment below so I can add it to the pile 😉

Posted in Review | 14 Comments