Abstraction and Progress Update

So in today’s class I finally ran the first play-test for ‘Slasher’, despite missing many of the key mechanics and components. Of the feedback provided, the general consensus identified that the game rules needed tweaking and it was evident during the play-test that the players spent a-lot of time trying to understand the mechanics and rules of the game. In contrast, however, the theme really worked and was sufficiently complex and engaging for all players. Inevitably, because elements, such as the choice cards and black tokens, were missing during the play-testing, most of the comments suggested including more mechanics. I think that the next play-test, which will include the other elements that were previously missing, will provide a better indication on how successful the game is.



One major takeaway I took away from the play-test was the abstract nature of the game, particularly regarding the seemingly ‘simple’ movement mechanics. The fact that the current game board design, is in the form of a grid and therefore presents multiple ways and directions for players to move and this was without the involvement of choice cards, demonstrates a much more abstract way for players to move around the board. With choice cards, some situations raised might require players being moved from their current spot, in order for the situations to play out.

Furthermore, another abstract feature in the game revolves around what happens when the killer has his turn. When its the killer’s turn to move, the rest of the players must close their eyes and cover their ears until the killer is finished with his turn. The reason behind this unorthodox rule was purely to keep other players in the dark, much like the characters in a slasher-film would be. I have to admit that this incredibly risky, but I felt that by introducing this, it would create more suspense for the players. 


Overall, the feedback from my first play-test was incredibly useful and provided me with important insight as to where the game works, as well as the aspects that need work. I look forward to the next play test, which I have stated, will give a clearer indication into the way the game does and doesn’t work.

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