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Testing a prototype

by Peter Sundqvist on March 31st, 2010

Besides Joels and Tobias shenanigans we actually do work here at Turborilla. Work is extraordinary fun though. One example is the recurring task of playtests:

The pic above is from the very early development stage of the sequel to Planet M.U.L.E. A few days ago we tested a prototype. We have forked off a few bastardized modifications of PM and reused all graphics, networking and crap, but changed the game mechanics. We wanted to compare the funniness between two of those versions. One was a Real Time Strategy thing with all players running around simultaneously doing whatever actions they like, and the other a Boardgame type game played in phases with more structure and the players having to wait for each other to take their turn. The boardgame type may sound like the original but it had some changes and new expanded, strategic fluff added.

During the test we were three guys crammed in one room at our office. Me, Joel and our conscientious intern Fredrik. We had another dude on loud speakers through Skype and a fifth guy playing from Germany. Three of the testers had never played MULE before and I had to quickly brief them on the rules as we played. That's why we were in the same room. The boardgame version gave us lots of laughs. After a while all players got the hang of it and they started to screw each other over by some self-sacrificing, mean tactics. There was especially much laughter during the auctions, which some earlier newbie testers have found to be the most boring part of the game. Interesting indeed.

After playing one full game of each version the conclusion was unanimous. All testers found the boardgame style more fun. The main problem with the real time version is that it feels like you're playing alone with a bunch of other unimportant guys running around in the perimeters. There was not enough interaction between players. Instead of trading with others, which is a core component of Planet MULE, players rather produce all goods they need themselves and sell it to the store. To make the RTS float we'll have to come up with something to make players more dependent on each other.

Even though we believe that an RTS version could be made fun, and we have some nifty ideas on how to improve it, we'll be exploring the turn based approach for now. Personally I think a turn based MULE will turn out the most fun in the end.

Happy Holidays!

And don't forget to hand in your leaderboard ideas to win a full version of Mad Skills Motocross.

Peter

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