Sometimes during, the design process, you have an idea. and you think to yourself, when you put it on paper, that this is going to be awesome! Then, in execution or in testing, you find out that your idea doesn’t hold up. And while you want to be mad at yourself for having a bad idea, or what you feel is a bad idea, at some point you just have to step back and realize that this isn’t just all negative.
We recently had that happen to us with a test of the Genesis System using the “Dead House: Watchers of the Night” universe, wherein we thought that an idea that we had (a new way of looking at health) would execute better than it actually did; not just in our opinions but in our playtester’s opinions as well.
With this in mind, we’ve decided that we, once again, have to reassess how we want to handle certain attributes, especially regarding health, and that our abstract concept most recently tried out didn’t play out as well as intended. However, knowing that our most recent test did yield a definitive result, that is useful information which will allow us to proceed forward more carefully.
We’re hoping to be able to put some more thought into the health and damage systems in the near future and test out some new concepts that will ideally yield better, more functional results!