I’ve been working on Terra Machina for a while now,
and I’ve been privileged to have a great group of playtesters helping with this
project. The last time we playtested this game, we did a trial run of the
game’s Adventure Mode. The mission I’m testing right now has a group of heroes
delving into crystal mines where the mechanical drones have been reprogrammed
by terrorists to attack the former owners. Overall, the game went well, but we
ran into one major problem: the mission takes too long.
Shortening Things Up
So, the problem is that the mission just takes way too much
time to play through – in the neighborhood of 4-5 hours. That’s way too long
for a single mission, even with 6 players participating. I need to find a way
to shorten it.
The mission basically consists of moving through a series of
rooms until you reach the boss room and defeat him. Along the way you’ll
encounter other minor enemies. You don’t actually have to defeat all of these
enemies, but you probably should so that they don’t cause problems for you
later. It seems like all this moving around and clearing out the enemies is
what takes so long.
One option would be to reduce the number of enemies in each
room. Right now there are four enemies in each room. Doing this would allow you
to clear the rooms faster. To me, though, I think this might make the rooms
feel kind of empty. Less enemies in each room would also mean less variety in
the encounters.
Another option would be to reduce the number of rooms. Right
now there are a total of five, including the boss room. Three of those rooms
are preset, meaning they’ll be the same every time you play the mission. The
other two are drawn randomly from a small selection of rooms. Reducing the
number of rooms would make the mission more predictable, because you would have
to remove the rooms that are drawn randomly. It would also mean that the
mission would cover less physical space. That, to me, would make it feel very
small.
So, the solution I’m going to try to use is this. I will
first reduce the number of enemies in each room by one. Then, I will replace
the two random rooms with three random corridors. Corridors are half the size
of rooms, and they will only have two enemies each. This will allow me to
maintain a good amount of randomness to the layout of the mines, and keep the
mines a good size. At the same time, it will reduce the overall number of
enemies in the mission by four. Also, the remaining enemies will be a little
more spread out, which should help players to dispatch them more quickly when
they get to them.
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