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Test Preperation

April 15, 2013

Having anyone playtest your prototypes is sort of a tough sell. In the best case scenario you’re still likely to run into some aspect of the game that is tragically awful and what you thought was a light 30 minute game turns into a 3 hour slog, and usually if you don’t encounter that, it’s just because you’ve missed some particular strategy a player might enact that does basically the same thing. Trying to convince people to suffer through that can be particularly daunting. And when you substitute that on a game night where many passable games are within arms reach of hard core board game geeks? It’s not always the best combination.


From → Gene

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