How important do you think design is when it comes to the first few rounds of playtesting your games?
I ask this question, because my co-designer and I had our first playtest this past weekend, and to prepare, I spent an inordinate amount of time designing cards in Illustrator so we could have something pretty to look at. I printed them out on plain printer paper and stuffed them into card sleeves with some old MTG cards behind them to provide support.
Here's the thing. I'm not a great artist by any stretch. I'm decent with a pencil and paper, and I know my way around the Adobe Creative Suite, but I plan to eventually hire a much better artist than myself for the game's artwork. So after spending all of that time designing cards that I knew were going to be replaced, I started to wonder if I had wasted my time.
But after playtesting, I came to the conclusion that using cards with some kind of design on them, even if they were woefully substandard, enhanced the experience. It felt more like we were playing a real game instead of something that a 4-year-old might have thrown together.
What are your thoughts? How much effort do you put into design in the earliest stages of your development process?
After further rumination, I believe it can be very beneficial to have something pretty to look at while playtesting, and I think it can worth the effort to create something beyond a set of index cards, as long as you don't spend too much time on it. As mentioned before, since the designs are going to change anyways, it's pointless to put too much effort into it.
So I'm going to strike a balance. For our next playtest, I'm just going to print out some artwork that I find online. This will give us something nice to look at while we're playing, but it won't consume an inordinate amount of time.
In case anyone is interested, I wrote another article on "playstorming" at:
http://madspellz.com/2015/11/falling-in-love-with-the-process/
I'd love to hear your thoughts.