The first playtest of Fight Night Version #9 went off the rails. The hurriedly put together graphics were hard to follow, there was no clear player direction, and the mechanism’s in general were a little clunky and slow. The teach was horrible (My Bad) and one of the mechanisms was broken so bad we couldn’t finish the game. Ouch!
There is, however, a glimmer of hope. I witnessed the first emergent strategy in any of my games. The players were also immersed in their roles in the game, not through any story or art in the game, but by their behavior alone. It would have to be the behavior, because the art in the prototype is so cheesy. This is a sign that there is something intriguing buried under this current mess of a game. Yeah!
The first steps are to fix the broken mechanisms, then deal with the graphic issues, and finally guide the players a little better. This version of the game will be a test bed for determining player behaviors and looking for patterns.
Once I have more information, I can start looking at simplifying the game while adding more opportunities for unique player actions. This will come later in version #10. “Stay tuned to this station for further updates.”
Special thanks to the play-testers for their time and their valuable insights.
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