| Going
It Alone The story of the design and production of 6 Billion™, by David A. Coutts. Page 2 |
| As it turned out, the United
Nations Population Fund issued a press release on 9 July
1998 which tied in with this idea beautifully. Apart from explaining
the previous milestones in human population, they announced a Day Of
Six Billion which was initially June 1999 then 12 October, 1999.
Perfect. It was at this point I decided I would try to take the game
to Spiel
'99 in Essen, Germany. Make it there, you make
it...anywhere!
Anyway, after starting back with my old project as Testing Manager, I began to involve playtesters in the process. This part of designing is crucial, I feel. I have playtested other designer's games, so I had a feel for what I would expect from my playtesters. Fortunately for me I was (and still am) a member of The Billabong Boardgamers. We play the German style of boardgame so much in favour these days. I wanted my design to be acceptable to these players. Also fortunate for me, I am a member of The Melbourne Science-Fiction Club. I wanted the game to present a vision that was acceptable to Science-Fiction fans. As a bonus, it happened that Aussiecon Three, the 57th World Science-Fiction convention, was coming to Melbourne (2nd to 6th September 1999). I would aim to test the waters there. And I am a member of The Living Universe Foundation, an organisation which has its origins with Marshall T. Savage and his inspirational book. I was looking for an endorsement for the game from this organisation. I had determined who my audience were. As a note of caution to would-be designers, I wouldn't recommend this approach unless you - like me - know what you have to say and who you want to say it to. Getting good playtesters is very hard, and getting any playtesters to commit their time to your idea is harder still. However, it's an absolute must. The other thing is that, once the game has gone through the mill with your friendly playtesters, you use blind playtesters and complete strangers. I also used complete novice gamers to a limited extent, even though the game wasn't aimed at them. Blind playtesters are essential because they have to understand the rules without you being there. Their feedback, which can be difficult to get, should be taken very seriously indeed. Complete strangers, encouraged to use the rulebook after your explanation, serve a similar purpose. Listen to them carefully. And never pay anyone - that would change the relationship for the worse, I believe. Take notes, record the time to play, record the scores. Don't try too many new ideas at once, especially with the card mix - you'll never know which elements made it work, or fail. Don't be afraid to stick to your guns - it's your idea, your game. I had one player who thoroughly enjoyed the game, so we played again immediately, and a few days later had suggestions for how to turn my game into yet another space empire game! I play those games all the time, but I didn't want to design one! Other players wanted to include alien invasions, super-plagues and so on. No - those are other games, and that is not what 6 Billion™ is about. However, if the suggestions made are in line with your design intent then try them. My playtesters made some excellent suggestions. Or, if a complaint is consistently made, do something about it. Don't just dismiss it. The inclusion in my Optional Rules for a way of manipulating the otherwise random turn order is the result of a complaint for which I came up with the solution.
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