On Friday Mik came up to Salt Lake and we had our much-anticipated first
playthrough of our card game--for now called Gears and Steam--even though the prototype was decidedly un-finished. I'm
thoroughly glad we decided to playtest earlier rather than later,
however, because not 5 minutes into the game, we stopped to talk about
some of the things we were noticing, and we continued talking for a good
2 hours.
Immediately, things became apparent about how fun or not fun they were,
and I was disappointed with how many things just weren't fun. The most
notable thing was the "speed" mechanic. Initially this was a resource
that would allow you to either play a card or use a power. Every player
started out with one speed, which was the core of the problem. While "do
one thing on your turn" was supposed to be what made the game simple
and streamlined, it was frustrating because it became "develop your
character or do something to fight", which was a decidedly un-fun choice. Furthermore, while neither of us
started our hands with the extra action cards in the deck, it was very
clear that having that card in your starting hand would be tremendously
advantageous--so much so that we could both picture players thumbing
through their decks to "coincidentally" put the action-getter cards
close to the top of their decks. Not good.
Furthermore, the original idea of speed was far away from making the
game simpler. Since you could use this resource in any time during your
turn and it was an inherently flexible resource (we'd talked about using
a speed to draw a card, as well), it made things more complicated, not
less. The original idea was inspired by
Ticket to Ride, where each player only chose one thing to do during their turn and moved on. While this concept worked beautifully for
Ticket to Ride, our game was going to scale by adding more of these actions during your turn down the road. In this case, having 2 speed was
not
twice as complicated as having 1 speed, it was several times as
complicated. Specifically, it was however many things a player could do
with a speed brought to the power of how many speed that player had. If
the player could play a card, draw a card, or use a power with one
speed, thats a choice of three things. Now if they have that choice
twice, they have an initial choice of three, followed by an additional
choice of one of three things for each option of their initial choice.
Having 5 speed would result in 243 combinations, which is more daunting
than we wanted, especially for the vanilla characters.
Speed was our primary problem, but there were others, too. Since we had
begun by porting character decks from other games to give us a starting
point, the characters were not designed to work with the mechanics we'd
developed. Specifically, we both found ourselves without sufficient
outlets for the steam cards we were attempting to acquire. Furthermore,
we found our hand size rapidly dwindling to nothing as we faithfully
discarded our worst card at the beginning of every turn to gain steam to
potentially use later.
Discarding the worst card of your hand to get something is not
necessarily a bad thing, but we found that this just wasn't as fun as
we'd hoped. Nobody wants to look at a hand of great cards and decide
which one they want to axe for an activity they can only do once per
turn (so you'd better not miss it). Furthermore, if there's a card in
there that you'd prefer to discard because its not as great, why not
just make that card better?
When
World of Warcraft was in beta, the game slowed down hardcore
players with plenty of time to dedicate to the game by lowering their
experience rate after a certain amount of time. They called this
"unrested experience", with the idea that your character wouldn't level
up or learn as fast without some time to rest. It was received poorly,
but the mechanic was sound, so Blizzard changed the mechanic to "rested
experience", which instead gave casual players a bonus to the experience
they got until the bonus was gone. This was applauded by players alike
as a great mechanic, but in reality, the only thing that changed was the
wording. Now, people feel like they're being rewarded instead of
punished, and subtle changes in mechanics like these are what separates
mediocre games from games that truly shine. I frequently refer to the
unrested experience story in terms of player perception, and it was
appropriate in how our game gave players the steam resource.
Instead of discarding a card at the end of your turn to get a steam, we
decided on changing it to a choice of gaining a steam or drawing a card.
Now, the player feels like its the end of their turn and they get to
choose a reward. Ironically, this mechanic is actually
worse for
the player, because they don't get a chance to search for a better card
and discard their worst, but we both agreed that it felt much better and
rewarding.
Still, speed was quite problematic, and steam felt like an
all-or-nothing resource depending on what kinds of cards you drew. To
make the early game fun and not punishing for not having sufficient
speed, we changed speed to a resource that would do more limited things:
play a card, and rarely be required for abilities. Most activated
abilities would now cost steam, but speed would still be the kind of
thing that would only be used on your turn. Abilities that required
speed would carry the unspoken question: "is using this ability worth
sacrificing a card drop?" This question will be the question that we consider while designing new decks.
Steam mounted really quickly when dealt the right cards, which was a
problem because you had 8-12 permanent steam cards that would untap at
the beginning of every turn. There were a couple things we did to
address this. First, we moved the untap stage to the end of your turn
instead of the beginning. While neither of us had seen a game that does
that, the location of the untap phase primarily affects when you want
the players to save their resources. Players tend to use all their
resources right before they're refreshed, would we want players to save
steam on their turn so they can use it later, or save steam on other
player's turns so that they can have an awesome turn? Additionally,
having resources vulnerable from the end of your turn, through the
beginning of other players turn, and toward the beginning of your turn
gives each player vulnerabilities that the villains can target without
saying things like "target resource does not untap normally during your
untap step". Now we can just say "tap a resource" and you're not able to
use it until the round after your next round.
Finally, we ended up changing what we called the resources. Steam was
feeling more like something you got paid in, and we switched to calling
that particular resource money instead. Everyone understands how some
villains would target their money, but it was always hard to picture
somebody targeting steam and making sense. We still wanted steam,
however, so now the "play card" resource is steam instead of speed.
Speed is gone, which is fine with me--I called it "actions" probably 80%
of the time, anyway. Since we're calling it money now, we changed the
way that it operates slightly: when you spend money, you don't get it
back, and you now have cards that are "contracts"-- permanents that give
you additional money per turn. Players can choose to draw a card or get
a one-time pay at the end of their turn.
There were a few things that ended up working very well, like the
doom-track method of attacks and villain draws. We were both stoked that
that turned out just as well as we anticipated, and we're looking
forward to really making some interesting things happen with it.