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| Play Testing In Practice The Evolution Of SparkTM By Matt Ryan | |
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Over Memorial Day, 1991, John Pursey and I came up with the idea for Spark.TM It was the coolest game I'd ever seen (aren't they always?), with a mechanic not found in any other game. This is still true in my eyes; actually I guess I should say it's "true again" because it took nearly five years to get back to that initial feeling, once we actually started taking an objective look at the game and play testing it with other people.... John and I have the unusual habit of making the board before we make the game. This makes the creative process nearly impossible at times, but we're just that much happier when the process actually works! I made a simpler, black and white version of the board that appears in 1990, and happened to pull it out the day John was scheduled to come over to play a session. A few hours after John arrived, the first edition of Spark had been born. Sometimes it's frightening to look back and contrast how much one knows about game testing and rule writing how much one thinks one knows. Here is a small but scary sample of the original 1991 rules:
* A turn consisted of the
movement of six sparks, followed by the movement of five
orbs--ELEVEN pieces to move in ONE turn. Turns - Evaluate what happens during a single turn. It it's too much, simplify.In Spark we tried moving just the sparks, or just the orbs, or one spark and one orb, but we eventually settled on going back to basics and moving only one piece at one time. When all was said and done, the change basically didn't affect the outcome of the game, but the outcome itself became much easier to reach. |
![]() Movement - The way a piece moves can be extremely important, and in a two player strategy game like Spark, it everything. Originally, a spark's movement was dependent on its power; the ore power it possessed, the farther it could move, and in more directions. In this case, the repair came by making the movement both unidirectional, and more limited in length. This gave a greater advantage to the player who moved more shrewdly--it became more difficult for the opposing side to simply reverse what had just happened. Monotony - We killed the "spark jail" idea pretty early on. It only made the game longer and put off the inevitable. If it's going to happen anyway, it shouldn't have to be a long and drawn out process. Board - The hardest thing for me was to give up the board, because that's what I thought set Spark apart from other games. I later realized that the mutual dependence of the pieces would be heralded as a brand new concept in strategy games. Even without knowing this, however, it was pretty clear that the board was more complicated than it needed to be when it came to this game, and I let it go. Spark can now be played on a standard Othello® or Go board. And it's still the coolest game I know. If you're having a hard time with your game, take a look at it, and try to see what is truly captivating or unique about it. When you find that, you can pretty confidently throw out almost everything else. It will make your game better, and will make the rules shorter, easier to write, easier to understand, and easier to remember. Nothing will sell your game better than word-of-mouth advertising of an excited player who can tell his friends how to play without looking at the rule book.
Matt Ryan is an experienced
game designer and play tester and is as close to being
the head of
Envelope Games as one can be.
Matt is also a musician, songwriter, radio narrator,
graphic designer, word processor guru and even the
manager of the local Software Etc. store. He lives in
Iowa with his wife Lisa and their two daughters Shelby
and Kaylee. |
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