Feedback for Ingeniators

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Matt Arnold
November 21, 2010

The winner of U-Con's local semifinal of the 2010 Rio Grande Game Design Competition is "Verlatical"! Congratulations to the designer, Ross Atkinson.

Here is the feedback I received for the game I entered, "Ingeniators".

Scoresheet criterion, on a scale of one to ten. Each column is 1 of the 7 playtesters. 1 2 3 4 5 6 7
1. Decision Driven: How much is the winner determined based on their decisions, as opposed to luck factors? 4 4 4 4 5 4 5
2. Originality 3 5 5 3 5 4 5
3. Wait Time: How much time do you spend without interacting with the game/other players? 3 3 4 3 5 5 5
4. Unpredictability: How often is the outcome of a turn/round known before it ends? 3 3 4 4 5 3 4
5. Broad Appeal: Would you teach this to someone who is not a serious game player? 1 1 2 1 5 2 4
6. Replayable: Do you want to play it again soon? 2 2 3 2 4 4 5
7. Interactive: Do the player decisions impact other players? 5 4 5 4 5 5 5
8. Equal Opportunity: Does every player have an equal chance of winning regardless of turn order/role? 5 4 5 4 4 3 5
9. Fun 2 2 3 3 5 4 5
10. Simple to Learn: The rules were clearly stated and communicated. 1 2 2 4 5 2 4
Total 29 30 37 32 48 36 47
Tie Breaker: How would you rate the overall game & game playing experience? 3 3 5 5 7 9

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  • Fairly simple, but there are some gray areas requiring the clarification of a designer or experienced player.
  • Not saying it's a bad game, just not my thing. Was difficult to grasp all the rules/possibilities on a first play.
  • I like the originality of game. I feel a little overwhelmed with the number of patterns & powers. I could see some gamers over-analyzing what they should do & taking a lot of time. I wonder how easy it is to self-exploit his own invention for points but that might be resolved with others flipping/clearing the tracks... so might be OK.
  • There are some little tweaks that would be very helpful, like the scoring mechanism and the stacks of tiles. Both are very easy to knock over.
  • Definite potential.
  • The pieces were kind-of hard to tell apart. It was fun but it hurt my brain a bit.
  • Very cerebral, almost to the point of causing brain malfunction.
  • Overall this was fun!

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The message is unambiguous. While the game I designed appeals strongly to its own target market (such as playtesters # 5 & 7), there is clearly a need for a more casual version. Many of the playtesters were grandparents and teens who didn't seem engaged.

After I received this feedback, it didn't take me long to condense Ingeniators down to its purest recognizable form. Unfortunately this version loses the thing I liked about it the most: self-interested co-operation. But it's still fun.

The other thing I learned is that few people are confident in how Ingeniators should be pronounced. (In-Jee-Nee-Ay-Ters.) This feedback came exclusively from folks who I know to be highly literate.

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