What are you testing for?
Take each step of development to see if it holds up. Each development stage is tested separately in order to determine overall funtionality.
Foundation
Is the basic idea fun? Is the original idea a good foundation for a game? (as opposed to some other type of media like a movie or tv series...)
Structure
Once the foundation is determined to be a solid game, what is the structure in your prototype? How much structure needs to be created to experience the game play? Is there a play mechanic? Does it work and is it fun at the same time? What does the player accomplish? Does it compell?
Formal details
Once the "hook" is established, which formal elements are working, and which ones are problematic? Are all elements functional? Is the action complete? Is the game a balanced system?
Refinement
After determining the game is functional, complete and balanced, this is the time to check once again for the fun factor. Is the game accessible to the target audience? Are all the details in place? (page 225 chart)
Is the game Functional?
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funtional?
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complete?
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balanced?
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fun?
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accessible?
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foundation |
.
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.
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.
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X
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.
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structure |
X
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.
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.
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X
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.
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formal details |
X
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X
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X
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.
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.
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refinement |
.
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.
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.
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X
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X
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Is it Internally Complete?
What is missing?
Sample solutions; pros & cons
- making it harder
- making it easier
Loopholes
- What makes the game "break"?
- What are the "unforseen" problems?
Bugs or "Features"?
- Does it need to be fixed?
- Are there Dead Ends?
Attaining Completeness
- The game is done when you say its done!
- The work could continue forever but what is acceptible?
What is "Balance"?
- meeting the goals
- elements work together
- multiplayer conditions are "fair"
Balancing variables
- are properties even in the "bigger picture"?
- i.e. Starcraft: Zerg, Protoss, Marines
Balancing Dynamics
- reinforcing relationships
Are players becoming stronger or weaker?
- dominant objects
- The rotational symmetry of a balanced "payoff" matrix
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rock
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paper
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sissors
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rock |
0
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+1
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+1
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paper |
-1
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0
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+1
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sissors |
+1
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-1
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0
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- dominant stategies
Balancing positions
- head starts
- handicaps
Symmetrical games
- Checkers to Battleship
Asymmetrical games
- RTS, simulations, FPS
Asymmetrical objectives
- defend vs. conquer
- build vs. destroy
Timing out
- end of the day, end of the level, end of the era, end of the turn
Defense/Protection
- prevention, continuation (i.e. Lemmings)
Combinations
Individual Objectives
- Complete Asymmetry
Balancing for skill
- track novice thru expert skill levels
- what is the median skill?
- what is the learning curve for fun?
- is it too easy for good players?
- is it too hard for novice players?
Balancing for Average Skill
- creating Skill Levels
- dynamic balancing (A.I.)
Techniques for Balancing the Game
Isolate the sub-systems
- Is each element balanced? character? level? goals? encounters?
Flow Chart and define purpose
Balance one modification at a time
- change, then test
Track balancing as a spredsheet
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possible event
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feature |
result?
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Excersises
Test prototype for:
- functionality
- completeness
Identify loopholes in prototype
What are the variables in your original prototype?
Is imbalance being reinforced in relationships?
Reading Assignment
Review: Functionality, Completeness, and Balance