cyborg battle game analysis
DESCRIPTION
Playtesting document for Cyborg Battle.TRANSCRIPT
© 2014 DigiPen Institute of Technology Page 1
Khan Sweetman GAT210 - Spring 2014
Khan Sweetman
Gat 210 - Spring 2014
Instructor: Jeremy Holcomb
Game Analysis: Project #2: Strategy Game: Cyborg Battle
© 2014 DigiPen Institute of Technology Page 2
Khan Sweetman GAT210 - Spring 2014
Playtest 1:
Rules: v1.0
Testers: Ryan Baker the Ork([email protected]), Troy Barnes the Elf([email protected])
Time: 30 minutes
Things To Do and Other Notes:
● I wasn’t able to figure out whether or not Robot Duel conveys the experience that I was
going for. The players didn’t seem to have much of a reaction to the theme one way or
another. Then again, players tend not to remark on themes unless they stand out
because of uniqueness or excessively good or bad quality. Testing ended up mainly
focused on the mechanics and how well they worked, as well as exploring the difficulties
associated with developing a custom card game.
● The cards themselves seemed to be one of the biggest problems with the game. The
common consensus on the Robot cards was that they didn’t feel right. All of them had a
unique ability as well as the ability to directly deal two damage. All dealing two damage
was generally regarded as making the cards feel too much alike. This didn’t matter too
much though, as the players almost always elected to use the special ability instead of
dealing flat damage. While I liked that players preferred the special abilities over flat
damage, never having the flat damage chosen means that it probably wasn’t a
strategically viable option. Most of the time, that was completely true.
● The Robot Destroyer in particular lacked balance between its special ability and its
standard, deal two damage ability. The average damage of its special ability dealt 3.5
damage, this was supposed to have been balanced by the drawback of the card having
a one in six chance to blow itself up. In retrospect, that isn’t much of a drawback when
you can construct a replacement Robot on the subsequent turn.
● My attempt to make different playstyles through the cards turned out to have been
addressed too directly and clumsily. It was rather obvious what card were supposed to
have high risk and which ones were supposed to have low risk. Rather than address this
idea so directly in the future, I think it would be a better idea to address the typical play
styles associated with this kind of card game and tailor cards to match those styles.
● It was remarked that the playstyles in the game all felt the same. The high risk cards
tended to not have big enough drawbacks, and everything in general tended to have
middling risk values.
● The mechanics of the game were good in some aspects, lacking in others. The biggest
issue with the game is that player interaction is low. Most card games of this type have
some way of affecting the other player’s field. Since I did not put in a way for Robots to
attack each other, I tried to make up for a way to interact with the other player’s field by
adding lots of Technology cards that allow players to affect each other’s fields. This
didn’t really work out that well, as adding cards to fix the shortcomings of the way that
other cards work just isn’t a good idea. This means that I should probably add in a way
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for cards to attack each other.
● Balancing the cards is one of the bigger issues I need to address for the next iteration of
Robot Duel. This will likely be mostly tweaking math. A bigger issue in terms of the
actual design of the game is enabling different play styles with the same cards. One idea
to allow high risk, medium risk and low risk playstyles with preconstructed decks was to
put a high, medium and low risk ability on each card. Having all these abilities that feel
different would be rather clumsy though, and it was agreed during discussions that this
wouldn’t feel elegantly designed.
● After that idea, I discussed different ways players could choose their playstyles when
they couldn’t construct their own deck. These ideas mostly revolved around being able
to choose your cards from the number of cards available one way or another. Derp
Rock: The Summoning(Ryan Baker’s game during lab six) had a mechanic called
drafting that enabled players to choose cards at the beginning of the game in order to
tailor a deck that fit their personal preferences. Dominion’s deck building mechanic did
this as well, but during the actual game.
● An idea that I’m leaning towards is having plenty of cards that enable the player to
choose the cards that they draw through looking at the top cards in their deck, shuffling,
discarding, redrawing cards etc.
Playtest 2:
Rules: v1.1
Game participants: Leo Saikali the Orc ([email protected]), Eric Kube the Troll
Time: 35 minutes
Things To Do and Other Notes:
● This playtest was from the lab in week seven.
● The main focus of this playtest was to test the changes that I made since week six. The
major changes that I made were oriented on fixing the most apparent problems with the
previous version of Cyborg Duel. The biggest problems were that the rules and cards
were confusing, players were limited in their playstyles, the mechanics didn’t flow well,
and that there was little significant player interaction.
● On the field of play, the interactions between the players were frequent and significant.
Off the field of play, they verbally interacted constantly, and in a mostly constructive and
light hearted manner. I managed to get the level of interaction up to this point since last
time by changing the effects of many of the cards as well as implementing a mechanic
that allowed players to attack each other’s Robots instead of just each other.
● Not enough playtesting was done with enough playtesters to see if different playstyles
emerged, but the playtesting that was done leads me to believe that there is a variety in
playstyles. Not a huge variety, but enough for the scope of this game. Making different
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playstyles was done by redoing the Draw Phase so that players would encounter a
variety of cards very quickly, as well as by redoing many of the card effects.
● The mechanics appeared to work fairly well. There was an interesting contrast between
the experience of the two players though. Leo is an experienced Magic: The Gathering
player, and so he jumped into the game wholeheartedly. He seemed to enjoy the game,
especially figuring out card combinations on the fly and figuring out how to bend the
rules in his favor. His feedback was very useful, as his playing revealed many holes and
ambiguities within the rules. It did not take him long to see the similarities between
Cyborg Duel and Magic: The Gathering. In fact, it didn’t take long for most people to see
the similarities between the two. However, many people remarked on these similarities
after just seeing the cards, so the fact that I used an application called Magic Set Editor
to build the cards on Magic templates probably had a lot to do with this occurrence. Eric
on the other hand, played much closer to the way I expected. He followed the rules and
played the game along the lines of the way I intended them to be played. Neither player
seemed bored with the game, although they both argued vivaciously over what they
were and weren’t allowed to do. I believe that they enjoyed the game.
● To fix the problem of the rules and cards being confusing, I rewrote the rules, cut out
parts that were confusing, and added more information to the cards themselves. The
rules didn’t seem overly confusing to the players. There is still much room for
improvement to the rules, but they are currently passable in their clarity and ability to
explain the game. The main issues left in this part of the game is with the cards and
making sure players know how they work. Removing ambiguities, loopholes and filling in
what gaps I missed is something on my to-do list. What players can do and when they
can perform certain actions is also one of the bigger remaining issues.
● Playtesting as much as possible will be the biggest thing in regards to what to do next.
As much as I thought about cards before I made them, it never took long for players to
see what what was wrong with them, or how best to exploit them.
● Some cards were overpowered, but Professor Holcomb advised not spending too much
time on balancing, so I will probably only bother with balancing the cards that thoroughly
break the game just by existing.
● There were many small points of clarification that cropped up, as well as many small
things that stopped the game from working properly. I say small because they have
quick fixes, but most of them could qualify as, “Major Hole in the Rules, -5%” because of
the way they can thoroughly stop the game until a situation is reached. Thus, playtesting
enough to find these bugs will be of utmost importance. Some of the mechanics also
seemed suboptimal at times, so I want to try out a few different implementations to find
the one that works best.
Playtest 3:
Rules: v1.2
Testers: Spencer Mauro the Musician([email protected]), Sarah McGinley the
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Artist([email protected])
Time: 23 minutes
Things To Do and Other Notes:
● Spencer won the game at 29 health using Secret Weapon Unleashed!. Sarah had 18
health the turn before she was defeated.
● When starting the game, the players performed actions in the order that they were
written. This resulted in them needing to take the Factory cards out of their hands in
order to start with 3 factory cards, then go through the deck to find more, then shuffle,
then redraw. Since this slowed the game down, the next ruleset will have “Each player
starts with 3 factory cards” before “Each player starts with 5 cards”.
● Players were confused about whether or not Factory cards generate Construction Points
on the first turn. Writing in that they do indeed generate Construction Points on the first
turn should be written into the rules somewhere.
● Players tended to take the example set-up diagrams as how the cards must be set up,
rather than just an example of how cards could be organized. This should be clarified in
the diagrams.
● Magic: The Gathering players tend to construct equipment cards when they can, then
assign them to Robots later. It should be clarified that equipment cards must be
assigned to Robots on the turn they are constructed.
● The “Quick Swap” and “Secret Weapon Unleashed!” card combination automatically
wins the game. “Quick Swap” isn’t broken though, it’s really just “Secret Weapon
Unleashed!”. It’s a fun card that players tend to like, but it definitely needs to get nerfed.
● Playtesters and spectators alike tend to immediately recognize “Secret Weapon
Unleashed!” as game breaking. They like it though, because it is a card with cool art and
because it is incredibly powerful. They also recognize the card’s picture as Exodia from
Yu-Gi-Oh! fairly quickly. This is a good thing because people seem to like Yu-Gi-Oh! and
the Exodia card in particular, but I might have to change the art to avoid breaking
copyright laws.
● Spencer brought up a good point during playtesting, and that is that players will almost
always opt to directly damage each other instead of breaking their opponent’s Robots.
Players did not go for each other directly 100% of the time though, so the current
attacking mechanic isn’t useless, but it does require changing. I like the way that it works
right now though in terms of player choice, strategy and the way that players don’t tend
to constantly have fields empty of Robots. Having the ability to designate blockers might
be okay, but it doesn’t have the feel that I’m going for(offense favored game, with Robots
fighting alongside their controller, not just minions to be sacrificed). It is also exactly the
way that Magic: The Gathering handles attacking, and I do not want to remake an
existing game. To fix this problem, I think I will add more abilities and Technology cards
that make players want to attack each other’s Robots instead of each other. Potential
things to add:
○ Special Ability: Rivalry: Deals +1 damage when attacking other Robots.
○ Special Ability: Power Hungry: Must attack opposing Robot instead of opposing
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player if there is the option to do so. (Takes away choice from the player, might
not want to add this)
○ Scrap Titan: Construction cost: 5. Health: 5. Ability: When this card destroys an
opposing Robot, construct a token(1 health, 1 damage) for free on your side of
the field.
○ Adding Magnet Pull(Special Ability that lets Robots force attackers to attack
them) to more cards might increase the level of interaction between players.
Making player interaction more significant in terms of quantity and quality is one
of the main points of letting cards attack each other, so even though it wouldn’t
make players want to attack each other’s Robots more, it would still potentially
improve the game.
Playtest 4:
Rules: v1.21 (Same as v1.2, but the decks had Secret Weapon Unleashed! taken out for
balancing, as well as to see how the game progressed without the ability to instantly win after
constructing a specific card)
Playtesters: Spencer Mauro the Musician([email protected]), Eduardo Gorinstein the
Troll([email protected])
Time: 34 minutes
Things To Do and Other Notes:
● Playtest 4 took place immediately after Playtest 3. The game was started by Spencer
saying, “That was fun, again?” to Sarah, so I am inclined to believe that he genuinely
enjoyed the game. Eduardo seemed perfectly willing to play after spectating part of the
previous game too, so Cyborg Duel seems to be a fun game to both watch and play. I
am unsure why people have watched rounds of Cyborg Duel played though. Possible
reasons:
○ To satisfy curiosity and to answer questions. There are plenty of questions that
designers would want answered that they could best answer by seeing each
other’s games played.
○ The components are somewhat polished and eye-catching.
○ The game resembles Magic: The Gathering and players wanted to watch a round
of Magic.
○ The genre of Cyborg Duel is popular.
○ Spectators are attracted to the game by the level of engagement of the players.
○ The actual quality of the game is unlikely to be the reason why it is fun to watch,
as it is difficult to tell the quality of a game just by walking by it.
● Reading “Each player starts with” at the beginning of the rules gets repetitive. Replacing
those words with “...” and an indent might make the rules more succinct.
● Since Robots cannot attack on the turn that they are constructed, having the rule, “The
player that goes first cannot deal damage on his first turn” seems redundant and so shall
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be removed.
● A suggestion from Spencer was to put, “+1 Construction points per turn” on the Factory
cards. I do not think that this is necessary though, as players do not seem to need the
reminder as to what Factory cards do. If I were to eventually add Super Factory cards
that produce 2 Construction points per turn, I might want to add the text in to avoid
confusion though.
● Players sometimes seemed to encounter problems with not having enough Robots or
Factories, but the high draw rate and the ratios of types of cards in the deck seemed to
mitigate this problem sufficiently. Having no Robots to construct was only relevant for
one or two turns anyway.
● Players knew what the Portable Time Machine was meant to do, but the wording on the
card is ambiguous and allows for some opportunities, in the words of the players, “to be
a douchebag about it”. The wording on the Portable Time Machine card will be changed
in the next version to remove this opportunity.
● People enjoyed the recognizing the cards that were from pop culture. Since cards that
are too iconic break copyright rules though, I’m not sure if I will be allowed to keep all of
the art though. Checking with Professor Holcomb on what I can and can’t keep will be
necessary to avoid plagiarism.
● Special abilities are sometimes mistaken for flavor text because they are in italics, which
is the convention in certain other games in the TCG genre.
● The wording of Cyborg Vanguard’s ability has been leading to the card being misused
and should be reworded.
● Deathbot should not be allowed to sacrifice himself, though he can given the ambiguous
wording of his abilities.
● The wording of EMP Blast needs to be redone so that players know that it does not
destroy factories. This would make the game stalemate.
● The next iteration will have some changes to the rules for the attacking mechanic, to
explore how forcing players to attack each other’s Robots would work.
Playtest 5:
Rules: v1.3
Playtesters: Khan Sweetman(myself), Leo Saikali ([email protected])
Time: 20 minutes
Things To Do and Other Notes:
● The main point of this playtest was to see how well the game tested with people who
had prior experience with the game. I wanted to see if the game would play any
differently, if there would be more strategy, and to see if the game would no longer be
engaging the second time around. Thus, I, the designer played against Leo, a previous
tester.
● Leo won the game with 30 health. I had 18 health the turn before I was defeated.
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● Leo discovered a card combination that breaks the game. Equipping “Magnet Armor”
and “Force Field” to the same Robot forces the opponent to endlessly attack an
invincible target until he manages to remove one of the pieces of equipment. There are
only two cards per deck that can do this.
● To make this combination not game-breaking, I am changing the way that “Force Field”
works. Instead of making a card invincible, it just gives them a lot of health. This way, it
still has a similar effect to its original, and it will still synergize well with “Magnet Armor”,
without breaking the game.
● “Secret Weapon Unleashed!” is not a fun card to play with. There are many ways to get
around its high construction cost(“Quick Swap”, “Enola Gamma”, just waiting a few
turns), and so it ends up getting constructed fairly quickly after it has been drawn. Due to
its high damage output, it tends to wreck everything else on the field until the opponent
somehow manages to overwhelm it. In other words, the game tends to revolve around it,
which is not an enjoyable experience. In the next iteration, I’m changing SWU!’s ability
so that it completely ignores all Technology, including “Quick Swap”, so that it is harder
to summon. I am also reducing its attack and health, while still keeping both stats high.
Doing this will also keep it in line with the the original feel that I was going for with this
card. The original attempted feel was a card that was completely apathetic about every
other card because of its immense power.
● After talking to Professor Holcomb, I am redoing the art for many of the cards to avoid
breaking copyright issues.
● “Lightning Field” is overpowered and allows players to deal too much damage in one
turn. It will be removed.
● Unfortunately, I did not manage to test many of the new cards I made since the last
iteration. This means that I will probably need to remove some of the already tested
cards in the next playtest to make sure that the new cards get tested. That, or I need to
just playtest more to eventually get a good amount of the new cards tested. This would
probably be better, as it would allow me to test the way that new cards work with the old
cards.
Playtest 6:
Rules: v1.31
Playtesters: Enrique Rodriguez([email protected]), Collin Bissey
Time: 30 minutes
Blind
Things To Do and Other Notes:
● The primary goals of this playtest were to see if the game could be played blind, and to
see how well the attacking mechanic worked if players could not attack each other
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directly, and they could not move their Robots out of the way either.
● The diagram of the example playing field was taken out for this play test. This was done
to see how well players would set up their cards without an example to guide them.
● Throughout many of the playtests, Magic players used Factories like they would use
lands. By this I mean that they would turn used Factories sideways in order to keep track
of how many Construction Points they had left each turn. People who hadn’t previously
played Magic on the other hand, had no idea how to keep track of which Factories they
had and hadn’t spent each turn. The Magic player playtesting usually showed the non-
Magic player how to keep track of spent Factories on the first or second turn. It has just
ended up that every playtest has had at least one Magic player in it, so this hasn’t
actually been a problem yet. However, I figure that I will eventually hit a playtest where
neither player knows how to keep track of spent Factories.
● Robots have become a much bigger presence on the field, and focus has shifted from
the players to their Robots. This has been a gradual shift, but it was quite noticeable in
this playtest where players were forced to go after each other’s Robots.
● The change to the attacking mechanic was not a good one. Rather than a bad change
though, it was more that the change to the attacking mechanic broke many of the other
mechanics, which were designed to work with an attacking mechanic that was
completely different.
● In this iteration as well as in all previous iterations of Cyborg Duel, Factories have the
Technology - Permanent type. This has ended up being a problem in several situations
where cards that can target Technology - Permanent cards have been able to target
Factories when I did not intend them to be able to. These situations were often
potentially game breaking situations too. In this playtest, one player was able to use
“Hades Alpha” to destroy Factories and prevent the other player from creating any more
cards.
● The game was even in the beginning. However, one player was able to press a minute
advantage and snowball out of control. Within a few turns, the other player was unable
to do anything and ended up redrawing his hand during his last few turns in hopes of
getting the one card(“Time Bomb”), that could wipe the field of Robots and turn the game
around.
Playtest 7:
Rules: v1.32
Playtesters: Ryan Baker([email protected]), Jesse Hibbs([email protected])
Time: 25 minutes
Blind
Things To Do and Other Notes:
● This playtest was rather different from the other playtests. Partway through, one of the
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playtesters felt that he could no longer win and began killing himself as quickly as
possible. Occasionally however, he tried out different card combinations in an effort to
retaliate. Unfortunately for him, his opponent discovered a game breaking card
combination that made all his efforts in vain.
● The other player however, seemed to enjoy trashing his opponent. He also enjoyed
making effective card combinations.
Playtest 8:
Rules v1.4
Playtesters: Micah Rust the Elf ([email protected]), Joshua Biggs
Time: 40 minutes
Things To Do and Other Notes:
● To be honest, I spaced out for much of this playtest. This was completely a controlled
and deliberate decision though, as the two main goals of this playtest were to see if
Cyborg Duel was ready to be played without me there for guidance, and to see if the
revisions made since the last iteration fixed the last of the bugs that I encountered. This
playtest wasn’t completely blind so that I could focus on analyzing the experience of the
players more thoroughly. I also was fairly confident in the abilities of the players to figure
out how to play since previous playtesters tended to get how to play the game, even if
they got a little bit confused along the way.
● Upon starting the game, players still did not get how the starting Factories worked. They
were not sure whether they were supposed to play two Factories from their hands or
whether they were supposed to dig through the deck for them. Both of the playtesters
used logic to deduce that digging through the deck for the cards was how the rule was
meant to be interpreted.