"Perfect is the enemy of good."
- Attributed to Voltaire
Another design post. Been a while since the last one.
I've hit an interesting point in the design of Nebula: I've stopped focusing on improving the game's major mechanics (which I feel are in a good place) and I've been more working on the game's 'balance'. In this situation, balance to me means that all game starting configurations have a roughly equal chance of winning, that all the powers and ship layouts and tracks and everything are close to equivalent in point-earning potential. Sure, I can't make it exactly equal, but it doesn't need to be; as long as any imbalances are unnoticeably small I'm in good shape.
However, I keep finding large flaws in that balance. This ship layout is too strong, so I apply a nerf, and now it's too weak. This power is too strong, so change it out for something else. This ability is uninteresting, maybe I can swap it for something more fun.
This has been my thought process for the past month or so. Stuck in this loop of endless tweaking, trying to find the perfect blend of evenly-distributed potential and enjoyment. And each time I make a tweak, it takes days of playthroughs to fully grasp the impact of the change.
Seems like lately, I've been seeing signs that everyone else thinks the game is done. "When can I buy this?" or "When's your Kickstarter date?". Even at one of our recent weekly playtests, a fellow designer flat out told me "You need to publish this now."
Welp. Once again life is trying to tell me something by beating me over the head with it until it soaks through my thick skull. My pursuit of the perfect balance is apparently getting in the way of completing this project.
With that in mind, I finally pulled the trigger on Nebula. I've started consulting with a graphic designer (same one as Manaforge!) in order to figure out how to organize the mess of information in the game into an understandable whole. As part of that, we will eventually decide on the size of each of the game's sheets, which in turn will specify the dimensions of the box. We will also determine what room there is for any artistic embellishments, which will tell me if I need to hire an illustrator to do art for the game (most likely yes). And with the game component specifications, I can do to manufacturing companies and start requesting quotes, which will also give me a price and timeline for running a crowdfunding campaign.
Ugh, so many moving parts. I'm wondering if part of the reason I'm hesitating is because I've been through this once before and I know how much of a pain some of the process can be.
But no matter. If I don't break this loop the game will never be done. And that is really the key; the goal should be progress, not perfection.
Of course, I'm not going to stop balancing. Manaforge had a couple of its cards get a complete overhaul right before the game went off to be printed, and I suspect Nebula will similarly have some breaking changes go into effect at the last minute. I've got a game design convention coming up in a month and I'm sure I will get some useful feedback there, maybe something to push me over this last bump. But I can't let any of that stop me from making sure the process is moving forward.
This year. I know I've said it for the past couple of years, but this time it has to be this year. Look for a Kickstarter campaign this year. Even if I have to launch it on New Year's Eve (oh please no don't let it come to that), it must be this year.
Success, I'm coming for you.
I've hit an interesting point in the design of Nebula: I've stopped focusing on improving the game's major mechanics (which I feel are in a good place) and I've been more working on the game's 'balance'. In this situation, balance to me means that all game starting configurations have a roughly equal chance of winning, that all the powers and ship layouts and tracks and everything are close to equivalent in point-earning potential. Sure, I can't make it exactly equal, but it doesn't need to be; as long as any imbalances are unnoticeably small I'm in good shape.
However, I keep finding large flaws in that balance. This ship layout is too strong, so I apply a nerf, and now it's too weak. This power is too strong, so change it out for something else. This ability is uninteresting, maybe I can swap it for something more fun.
This has been my thought process for the past month or so. Stuck in this loop of endless tweaking, trying to find the perfect blend of evenly-distributed potential and enjoyment. And each time I make a tweak, it takes days of playthroughs to fully grasp the impact of the change.
Seems like lately, I've been seeing signs that everyone else thinks the game is done. "When can I buy this?" or "When's your Kickstarter date?". Even at one of our recent weekly playtests, a fellow designer flat out told me "You need to publish this now."
Welp. Once again life is trying to tell me something by beating me over the head with it until it soaks through my thick skull. My pursuit of the perfect balance is apparently getting in the way of completing this project.
With that in mind, I finally pulled the trigger on Nebula. I've started consulting with a graphic designer (same one as Manaforge!) in order to figure out how to organize the mess of information in the game into an understandable whole. As part of that, we will eventually decide on the size of each of the game's sheets, which in turn will specify the dimensions of the box. We will also determine what room there is for any artistic embellishments, which will tell me if I need to hire an illustrator to do art for the game (most likely yes). And with the game component specifications, I can do to manufacturing companies and start requesting quotes, which will also give me a price and timeline for running a crowdfunding campaign.
Ugh, so many moving parts. I'm wondering if part of the reason I'm hesitating is because I've been through this once before and I know how much of a pain some of the process can be.
But no matter. If I don't break this loop the game will never be done. And that is really the key; the goal should be progress, not perfection.
Of course, I'm not going to stop balancing. Manaforge had a couple of its cards get a complete overhaul right before the game went off to be printed, and I suspect Nebula will similarly have some breaking changes go into effect at the last minute. I've got a game design convention coming up in a month and I'm sure I will get some useful feedback there, maybe something to push me over this last bump. But I can't let any of that stop me from making sure the process is moving forward.
This year. I know I've said it for the past couple of years, but this time it has to be this year. Look for a Kickstarter campaign this year. Even if I have to launch it on New Year's Eve (oh please no don't let it come to that), it must be this year.
Success, I'm coming for you.