Saturday, November 6, 2010

Opportunities are often things you haven't noticed the first time around.

A couple of notes from our observation on the game.

The learning curve was too steep. The players were still learning about the fundamentals of the game and asking questions even 30 mins in. There could be many reasons for this so we had to take a close look at everything.

Having too many units/resources complicated the game more than it needed to be. There really was no reason to have uranium as a main resource. Food is understandable but Metal and Uranium were being used as a form of currency. So we kept the food and changed the metals to Gold. Gold can be used as form of currency as well as a component in building relics or monuments.

There also seemed to be too many unit types for the players to keep track of. Some units, like the Priest, didn't have enough of a purpose. Players were buying them for no reason because they assumed they'd be more useful. So we had to take a look at the units and their purpose in the game.

Chance had too much control over the game, to a point where it was obstructing players strategies. A dominant player in the game couldn't progress without a Factory and every time he made it to an empty space, choosing a random card from the pile offered no luck at all. This could obviously become frustrating after a while and discourage players from the game.

Watch this space for more updates coming soon!

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