![]() ![]() We had to take these differences into account as well before we could start drawing conclusions. Sometimes, the differences between beginner and more advanced players were also quite significant – it was visible both in the base game and in the expansion implementations that some cards and strategies were often neglected by the beginners but turned out to be quite powerful in the hands of experienced players. Sometimes these anomalies were indeed caused by that leader’s abilities, but often there were other factors in play as well, like big differences in players’ experience or an unusual combination of conditions (like cards in the card row, sites discovered, etc.) that were more favorable for that particular game situation. Often, when interpreting the data, we even had to go through particular gameplays to identify what caused some significant score deviations. We also tracked other things like what scores were achieved on which of the two new research tracks, the number of cards gained and played, the number of turns per leader and per round, how often different leader-specific bonuses were used in case of the Falconer and the Mystic, and much more. From this data, we saw which characters needed tweaking, and over time we were also able to define which leaders were more suited for beginner players and which are more difficult to play. One of the most important things we tracked was the average and maximum scores of each leader, to see how consistent their performance is. The expansion is highly asymmetrical, so we had to be extra careful with tinkering and tuning. The data we’ve gathered was highly rewarding, but processing and evaluation of all this data were also quite challenging.Īs was mentioned before, this data is invaluable to us – the data and the option to replay each game session directly on BGA are both the strongest tools we have to make sure different elements of the gameplay are balanced. If you’ve missed Part 1 of this series, you can check it out here.ĭuring playtesting we were tracking a lot of data, both from the feedback forms the players filled out and from the game stats. In this part, we’ll talk a bit more about what information we were actually tracking and looking into, and why digital playtest is not everything and real-world tables actually matter.
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