Actually that helping out bit, while it involved a lot of standing and talking, and had me physically exhausted by the end, wasn't too difficult as a steady flow of interested people coming past meant that the designers never had very long to wait before they had volunteers to try out and give feedback on their games.
The Playtest Zone just getting up and running in the morning. Thanks to Rob Harris of Playtest UK for the photo. |
In the event, it took almost exactly an hour to play with the two very fine volunteers who joined me. OK, so they weren't hurried in their way of playing, but even so the game did go on a bit. And adding in the teaching and feedback time, I decided to call it a day afterwards.
My testers were very helpful in their discussion, but as is usually the case, the real gold comes from watching what happens to the game state as we go along and how the players behave and interact with the components and each other. Throughout the game the players seemed engaged and invested, and didn't seem to have a problem with the game taking longer than hoped for. Sure, they had issues here and there, but were willing to roll with it, albeit pointing out the times when they had a terrible hand of cards or felt that their options had been reduced to the point of being frustrating.
About a third of the way through the game, brought to you in Blurryvision™. |
As it turns out I was able to try out some changes a couple of days later, but that is another story...
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