Hello
This discussion is about the time length of a game. The main question is: Where are the time limits?
I believe that time is one of the most complicated components when I designing a game. The length of the game has to feel right for that game. You will always end up with tests, but you don't want to come to the test group with a game that takes forever.
How do you calculate, how long time a game will take?
How do you see what effects a rule will have on the game?
Some month ago I tested a new game for the first time. I had two groups that tested the game at the same time and it was quick, fun and took around 1 hour to complete. After collecting there opinions and suggestions, I did some small changes. A new prototype was created and the game was up for test a second time. One of the small change in the rules made the game go from 1 hour to 2.5 hours and the game become both slow and boring.
One of the main problems with gaming time is the down time. I know that the question about down time between the actions come up several time, but we have also some other related situations about down time:
If you are removed/eliminated from the game, how long time can you wait? Can it be OK to wait 10 minute if you have been an active player for 50 minutes or and then eliminated. Is 20 minute wait and 40 minute active OK or…?
Can the components lower the time for a game? Usage of scoring board instead of paper and pencil will probably take away some time, but what about other things as game board to handle a card game...
Finale
Is there an upper and lower time limit for different type of games?
// Johan
Hello
Actually I did the other way around and let the rule become more dominate (I will see how it work next Saturday). The rule was about the number of cards you could play during your turn. In the first case, there was no limit, but if you had the right combination you will win that turn. That happened 20% of the time.
Every game is unique, but I think that could be a good base rule.
Of course, solitaire play can't tell you everything. Play is always different when you don't know what the other players are thinking. Different people approach a game in different ways, and will surprise the designer (as well as each other) with their play. The time each turn takes will be different when players are wondering what the others are thinking, and so on. So I'm not arguing against play-testing, just saying that a few solitaire runs beforehand can be helpful in ensuring that a game is basically functional and playable.
I have never managed to get the feeling of how long time a game would take out of the solitary test. I have a hard time to predict what the players would come up with.
One game was build around that player should try to get the cards on the table. Each time a card was taken, a new card where put in that place. The game was ended when the last card was placed on the table (you received points for the cards you had in the end).
I calculated the time to be around 1 hour and the solitary study did show the same. In the first test, the players tried to rob each other instead and after 2 hours I stop the test. Only half of the deck was used.
// Johan