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	<title>Push cx &#187; playtesting</title>
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	<link>http://push.cx</link>
	<description>A traveling geek&#039;s blog on development, games, and the web</description>
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		<title>Athenge Ops Playtested</title>
		<link>http://push.cx/2009/athenge-ops-playtested</link>
		<comments>http://push.cx/2009/athenge-ops-playtested#comments</comments>
		<pubDate>Wed, 03 Jun 2009 21:55:05 +0000</pubDate>
		<dc:creator>Peter Harkins</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Athenge]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[playtesting]]></category>

		<guid isPermaLink="false">http://push.cx/?p=1084</guid>
		<description><![CDATA[Over the weekend Snarky dropped by for some ribs and playtesting. I think of early playtesting as scientific experimentation and had a specific question I wanted the session to answer: is the design of the core gameplay, op combat, any fun? It&#8217;s pretty easy to design a game looks fun on paper but doesn&#8217;t actually [...]]]></description>
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Over the weekend <a href="http://push.cx/wp-content/plugins/wordpress-feed-statistics/feed-statistics.php?url=aHR0cDovL3RoZXNuYXJreS5jb20=">Snarky</a> dropped by for some ribs and playtesting. I think of early playtesting as scientific experimentation and had a specific question I wanted the session to answer: is the design of the core gameplay, <a href="http://push.cx/wp-content/plugins/wordpress-feed-statistics/feed-statistics.php?url=LzIwMDkvd2ViLWdhbWU=">op</a> combat, any fun?
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<p>
It&#8217;s pretty easy to design a game looks fun on paper but doesn&#8217;t actually work in practice. Maybe you have too many or too few rules, maybe players never have to make a serious decision, maybe it just feels&#8230; off, which means your playtesters are too polite to tell you it&#8217;s not fun.
</p>

<p>
So, we played. And quickly discovered poorly-defined terms, gaps in the rules, bad instructions (up there with <a href="http://push.cx/wp-content/plugins/wordpress-feed-statistics/feed-statistics.php?url=aHR0cDovL29yYWNsZS53aXphcmRzLmNvbS9zY3JpcHRzL3dhLmV4ZT9BMj1pbmQwMjA3YiYjMDM4O0w9bXRnLWwmIzAzODtEPTEmIzAzODtQPTQ0Mw==">Time Walk</a>), worthless options, and gigantic imbalances.
</p>

<p>
But it was fun.
</p>

<p>
We spent as much time talking and tinkering with the design as we did playing, but the fundamental gameplay mechanic was, thankfully, fun. So I know it&#8217;s worthwhile to spend the time developing that for the web so it can get lots of playtesting and improvement and balancing.
</p>

<p>
This is a nice milestone, so I&#8217;m going to mention that I&#8217;ve picked a name for the game: Athenge.
</p>

<p>
It doesn&#8217;t really mean anything, I was playing around with words and my brain connected the high-tech @ sign in email addresses to prehistoric <a href="http://push.cx/wp-content/plugins/wordpress-feed-statistics/feed-statistics.php?url=aHR0cDovL2VuLndpa2lwZWRpYS5vcmcvd2lraS9IZW5nZQ==">henges</a>. It&#8217;s short, spellable, pronounceable, doesn&#8217;t sound like any offensive words, and, most importantly, the domain name was available. I&#8217;ve tagged my earlier posts on the web game, so they&#8217;re collected on the <a href="http://push.cx/wp-content/plugins/wordpress-feed-statistics/feed-statistics.php?url=L3RhZy9hdGhlbmdl">tag page</a> if you&#8217;re curious.
</p> <img src="http://push.cx/wp-content/plugins/wordpress-feed-statistics/feed-statistics.php?view=1&post_id=1084" width="1" height="1" style="display: none;" />]]></content:encoded>
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