Question Set 1
- Game developers usually don’t design the game; they enhance a designer’s game.
- Developers will try to push the boundaries of the game’s mechanics to see if they break.
- The number of components that need to be balanced, incorporating “costing”, and being okay with imperfect balance are challenges of balancing games.
- You can avoid stealing players’ fun by making sure they believe that there is a reasonable chance they can win until the very end.
- Use no intermediary terminology, use real words, make no more work than necessary, add flavor (but not too much flavor), make your text no smarter than your reader, discard rules that can’t be written, take a breath, go easy on the eyes, get your final version playtested, and fix it in the FAQ are 10 maxims you should follow when writing rules
Question Set 2
- Play-testing changed my games by making it easier to tweak rules based on the experience of the testers.
- I am open to anyone testing my next game or another version of one of my existing ones, but I would like Harmony to test my newest version of Headlampers.
- The audience for my game (Headlampers) is ages 6 and up.
- I think my roommates here at RMU and my friends from work should test my game outside of class.
