On Friday, we got to playtest two games. One was a beta of a video game and the other that was a prototype for a game. The video game was called Shady Sam and was about loans. Shady Sam was very fun and addicting. In the game, you are a loan shark trying to get the most money you can from your clients. At the end of the game, you would get a rank like Slimy or Callous, which made you want to play again to get different ranks. I think that in Shady Sam, the clients need to come with a variety of difficulty. You would get one client many times, where you just had to charge her, so that was a little too easy to get the money. The prototype was for a game about credit scores, which at first was very confusing with all the rules, but very fun to watch. But as we kept playing, it became clearer. In that game, you are trying to either get to a credit of around 830 or get your opponent to around 320. I feel that the credit game will be easier if it is online because then you can have the rules right in front of you and you don’t have to keep track of your own points and number of rounds. I feel that both of these playtesting experiences provided me with a sense of how much work actually goes into making successful games. When we made games and playtested them, we didn’t really utilize the info that we got to revise our games. I think that when you playtest both prototypes and betas, you get more helpful info that will help you determine what platform will be better and how the player will feel playing your game.
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AuthorI'm a student at Durham School of the Arts, and currently in the Game Art Design pathway. I like playing the Sims 4, playing with dogs, and riding horses. This blog will reflect my learning and discoveries. Archives
May 2019
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