This my first experience designing a game. The idea came from playing TCGs and other games revolving around the "collectible" premise (heroclix for instance). My goal with the game is to offer an experience that is involved like TCGs but ultimately self-contained (all in one box but with enough variables and game variations to satisfy gamers). My hop is to create a game that can be enjoyed reasonably instantly yet reward the studious player. Semi-immediate appeal but with considerable depth. I'd say it's about on par with the more advanced versions of risk as far as mechanics go but the 20 or so customizable characters create more variables. If I had to put in in one sentence: "This game will give gamers a thrill but it will give geeks an orgasm!"
I have a few questions as to what I can expect as a designer of this game and am open to any input you feel might be helpful.
#1: I've put 100+ hours into it so far and I'm beginning to see the light at the end of the gaming tunnel. I can tell I'm far from finished but I feel I have solid core mechanics and rules (having had it play tested a dozen or so times by a revolving door of players). How many hours should I expect to put into this until I get to the "polishing off" and prototype building/branding phase? I do have a very rough prototype built but I'm talking about a close to finished product prototype.
#2: What other games you know might be in a similar vein as this one I'm working on (ie. rewards aggression, customizable characters, fairly advanced strategy, not collectible)?
#3: Coming from a design background (print and identity design) I know that staying focused on the original objectives is important. My objectives are, reward aggression, provide a relatively simple core game mechanic, encourage creative use of game mechanics. How many goals are too many goals?
#4: What do you feel should be the designers top priority? Do you designing the mechanics around the theme (bottom up design)? Or do you write a theme to fit the mechanics (top down design, which is what I'm favoring thus far)? Would you consider adding a game element that might complicate the rules but create an exciting payoff? Would you risk alienating a certain demographic in order to appeal more effectively to another (accessible vs. involved)?
#5: I have found that play testers' comments fit in one of three categories, "I like it but something is off about this specific thing(s)", "I love it!", "I think it would be nice if". How do you differentiate from a play tester who does not enjoy the game because he/she may not be part of your target demographic from a gamer with a concern that might be representative of your target market? And how do you decide if a certain piece of feedback should ultimately be ignored? (you can't please everyone).
#6: Do you participate in play testing sessions or supervise?
#7: the game utilizes properties from other entertainment media (movies, TV, comics). What's involved in pitching a game with these sorts of licensing issues? Should it be pitched to publishers in the same way one would pitch a game with completely original properties?
I know it's a lot of questions! I'm very excited to have found this arena to learn from you and hopefully contribute in some useful way also.
Thank you in advance for discussing my questions! :D
Thank you for the input Dralius. You've substantiated a lot of what I could intuitively sense. Nice to know that I'm not completely lost here :D