Just a Bit More CCGing
Aug. 14th, 2005 06:45 pmPlayed my second-and-a-half game of my CCG today, once again with
kimberly_a. As I play it more and more, I increasingly feel like there's a real game here, which is cool.
The two main systems, which are combat and influence, innately need a lot more tweaking to get them just right, but I feel like their meta-structures are accurate and any additional work is just going to be making sure that they're balanced just right so that there's a good mix of strategy, tactics, and brinkmanship in the game.
Our 2.5 game today revealed some minor issues, but I feel like I'm into pretty subtle tweaking at this point. It's probably largely unnecessary, given that the game is still at a speculative stage, but I've set my deadline for printing up my final (nice) copy of this game as tomorrow night, so I'm willing to do another evening's worth of tweak.
After that, it's just going to be crossing my fingers for the GenCon presentation: that we don't expose any major problems at that point; that the developer is looking for a game of this complexity (though I feel better about that the more games I play); and that someone else doesn't offer up a thoroughly butt-kicking design (though right now I think the color + mechanics of my game combine to make a pretty strong offering).
I'm fairly amazed that I've managed to put together this solid of a design in this short of time (2 weeks? 3?), and that's going to really encourage me to try my hand at some other game designs in the future, whether something comes of this one or not.
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The two main systems, which are combat and influence, innately need a lot more tweaking to get them just right, but I feel like their meta-structures are accurate and any additional work is just going to be making sure that they're balanced just right so that there's a good mix of strategy, tactics, and brinkmanship in the game.
Our 2.5 game today revealed some minor issues, but I feel like I'm into pretty subtle tweaking at this point. It's probably largely unnecessary, given that the game is still at a speculative stage, but I've set my deadline for printing up my final (nice) copy of this game as tomorrow night, so I'm willing to do another evening's worth of tweak.
After that, it's just going to be crossing my fingers for the GenCon presentation: that we don't expose any major problems at that point; that the developer is looking for a game of this complexity (though I feel better about that the more games I play); and that someone else doesn't offer up a thoroughly butt-kicking design (though right now I think the color + mechanics of my game combine to make a pretty strong offering).
I'm fairly amazed that I've managed to put together this solid of a design in this short of time (2 weeks? 3?), and that's going to really encourage me to try my hand at some other game designs in the future, whether something comes of this one or not.