First post will be about the game I've been developing for several years now --UFO Racing League. More about the game itself later, but last month I had the opportunity to take the game to UnPub 3 for some playtesting. It was a fabulous experience that I recommend to anyone with a game in development.
One of the best things is that players are given a form to fill out after they play your game and then John sends them to you. I glanced at them when I got them but then saw Daniel Solis' quantitative review of the data he got from his play test of Belle of the Ball at UnPub 3 and couldn't believe I had not thought to do the same. Yesterday I did the same.
17 different people played the game over the course of 4 games -- three 4-player games and one 5-player game. I had two families play. One husband, wife, and 2 young boys (~8-10 maybe). Another father with his two tween daughters (who texted between moves). There were also a number of other designers who played the game so a great mix of play testers.
The first 5 questions on the form ask people to rate various aspects of the game.
The next six questions asked more yes/no quesitons.
The rest of that set of questions:
The end of the questionnaire asked if you liked the game, why, and asked what other games you like and don't like. 16 of the 17 said they liked and 1 said they didn't know.
- It was a quick, interactive game more based on strategy then luck
- The physics is fun. Having to think ahead about where you need to be when you get to the later parts of the track was fun
- Lots of fun, fast paced. Opportunities for player v. player
- Physics is a fun, unique aspect in a game
- A lot of fun and very quick, and very interactive
- because it was strategic and interactive
- I felt it required a good amount of strategy
- because it was fun and could spend time with the family
- I enjoyed being able to bump players into walls
- I have never played anything like it
- cool take on racing game with concise, clear mechanics
- fun, light (feeling) but still interesting
- great 3-D. momentum is really neat
- simple, fun and its racing
- it was enjoyable with good mechanics
- it was very cranial + strategic w/o being tedious
- the player interaction
- racing, persistent momentum
- the way the physics worked
- I dunno, using quick thinking to outwit my opponents? I like competition.
- I loved crashing into people
- ramming into people
- the interaction with others
- interaction with others
- preventing players from moving forward
- movement mechanics
- getting a feel for hot to control your ship
- imagining the 3-D space
- the math
- collisions and movement aspect
- the visualization of reakl thrust/momentum, etc.
- managing the momentum - preparing for changes in the course - strategic use of expert pilot
Least favorite parts:
- collisions feel like, with all of the cool persistent movemebt, the collisions feel a bit unrealistic
- tough to say, it was all fun
- Math problems, haha
- keeping momentum
- getting trapped in the corner
- downtime? (maybe streamline movement resolution (time limit))
- hard to visualize the ceiling
- make the expert pilot card once per turn
- the parts falling apart
- the math :)
- as the learning round it was too long
Favorite games of the testers;
- strategy, RPG
- rog (?)/themed
- tabletop role playing games
- word games
- anything really
- table top RPG
- heavy w/ tension (diplomacy, agricola, I do like RFTG [race for the galaxy?])
Least favorite games of the testers:
- fluffy, non-strategic party games
- worker placement
- poker/gambling games
- lifestyle(?) games. Games where you just set up a life
- I do not like racing games