I had the opportunity to playtest Carrier over Thanksgiving break with my family, and I thought I'd talk about that for a while.
None of them are gamers, so I was worried that the playtests wouldn't go well - when we playtested at school, we were able to show people not only the current state of the game, but also what we wanted the final game to be like. The people that were looking at the game had experience with the language of what we were trying to do, so they could offer fairly logical advice.
That wasn't necessarily the case with my Thanksgiving crowd. Fortunately, there are some advantages to the other approach. Because my family doesn't play many games, they don't take as many things for granted. I found out that different mechanics I had thought were obvious, weren't.
It was useful. Mechanically, I want to slow the helecopter, and the game in general down a little bit, to make it easier to control. People also commented on scaling issues when flying too high, so that's something to look into as well.
No comments:
Post a Comment