Day 70 - Lens 15: The Lens of The Eight Filters
To use this lens, you must consider the many constraints on your design. Your design is only finished when it can pass through all eight filters without requiring a change. Ask yourself the following questions:
Does this game feel right?
Mostly yes. I keep wanting to make small changes to simplify and deepen the play, but the broad feel of the game is what I want.
Will the intended audience like this game enough?
That's a difficult question. Presenting the game it sounds like it's a game for hard core eurogame types and abstract strategy game lovers. But it turns out that it's a challenging game for them to like because of the social aspects.
It looks pretty intimidating for casual board gamers and has a steep learning curve. But I think it's actually pretty easy to get a handle on the rules and enjoy the game once you jump in.
In the end I think that it's a game that will resonate with mid-core gamers but that it can be played across the spectrum.
Is this a well-designed game?
Ha! Well I think so. It's probably the thing that I have spent the most time in my life thinking about.
Is this game novel enough?
Oh yes. If anything it is too novel and pushes the boundaries on too many fronts.
Will this game sell?
I really think so. But I think that it needs careful and intentional marketing. It needs a community of players. It is a new genera of game and I need to create fans of that genera. That's going to be hard, but probably worth it.
Is it technically possible to build this game?
Yes. The challenge will be to create versions of the game that are light enough and cheap enough to mass produce, while also creating premium versions for enthusiasts to play. If you think of Chess, there are boards you can buy for $10, and ones that you can spend thousands on.
Does this game meet our social and community goals?
Yes, the game is very social and I think will thrive as something that wraps itself in a community of players.
Do the playtesters enjoy this game enough?
Yes, although I always want them to enjoy it more. Feedback at the end of a game is almost always positive. The more 'full' and focused the presentation of the game is the more people seem to enjoy it. When played at playtest meetups with players who don't have a specific interest in it it can take a while for players to warm up to it.