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Fashion

Theseus – or why I am worst tester ever

1 stycznia, 2014 by Ignacy Trzewiczek Brak komentarzy

First version of Theseus was ready very quickly. Michal told me about his idea and he began design different locations and cards. He is good at this stuff and he was working fast and efficient…

I, on the other hand, got this simple idea with Mancala rules – few days earlier I player Trajan and I really liked this 'mancala wheel’ there but in my opinion it lacked something. It lacked interaction. When thinking about space station for Theseus I got this cool idea – we take mancala wheel from Trajan, but we change it a little bit – we make every pawn matter – no matter mine or yours – each pawn changes number of spaces you can move from this location.

I showed it to Michal. It worked perfect. In a few days Theseus was basically ready…

***

For the next few weeks we were playing Theseus every Wednesday. I was giving Michal my suggestions, asking him to change things, I was looking for best game play, tweaking in the game and every week he got long list of changes I want him to put into game.

From my point of view we were doing great.

Unfortunately, it was only my point of view…

***

The thing I did not realized at that time was that Michal is not used to work in this way. For me it was damn obvious cycle, my daytime practice – change this, change that, move back, don’t change this, but change that in different way, remove special cards, add special cards, try to shorten game, try to make it longer… 

This is how I work. I play and I test, I play and I look what’s best. I am not wise ass. I don’t know all best solutions from the very beginning. I am testing animal. I play and I play, and I change things as many times as needed till the moment I feel that this is it.

For me all the changes, moving back and forth was fun. For Michal it was not fun at all. Every single week he was closer and closer to loose temper.

So one Wednesday…

***

It was just another testing Wednesday. But Michal that day looked strange. He was damn serious. He sat, put prototype on the table and before he set up the game, he said something like that:

’I think we are not moving forward. This is pointless. We play and change the game and nothing works. I did some changes, but if you don’t like it today I think I will abandon this project.’

Woow. That was shocking. For the past few weeks I had great time exploring different possible variants of the game and now what?! Abandon? Not moving forward? WTF?

’What do you mean?’ I asked.

’Let’s play. If you don’t like it again, we will talk and we will have to make decision…’

OK, that was kind of a shock. I didn’t expect that coming.

So we play. I am quite nervous. It was to be fun afternoon. But it isn’t! Michal is damn serious. I feel like I am playing with Christopher Walken. It’s not cool!

***

I don’t know how it was possible. Was it because of terror Michal introduced at the beginning? Was it because of the fact he spent countless hours on this new version? Was it just because everything finally clicked and jumped in right places…? I don’t know. The fact is – that afternoon Theseus was working damn good. I really liked it. 

I told that to Michal. He took prototype and continued his work.

I am not sure what would happen if I suggested him another portion of changes. His acting that Wednesday was only a bluff or he really was standing against the wall and had enough of my contrary suggestions of changes…

We will never know…

***

We argued a lot for the 12 months. We had many serious and bloody fights with me accusing Michal that he has no idea about design and with him accusing me that I had no idea about strategy… Fights with me explaining him that one faction is weaker and with him kicking my ass playing that very faction. Fights with me telling him that game is too fiddly and with him asking me if I have – by any chance – played Robinson Crusoe… 

We were struggling for every single card. We were struggling for every single rule. It was a one year war.

Both of us loved the game. Both of us wanted to do our best and make this game better. Michal was an author – he had full authority to do any changes he wanted. I was publisher and his friend and his loyal tester – I felt I had full authority to suggest him any changes I wanted.

So we both struggled.

***

Game is ready. War is over. I can say I was the worst tester ever. I was doing exact the thing I hate when my testers do. I was suggesting new rules, I was trying to influence the author, I was pushing my ideas and trying to make Theseus mine game. I was terrible.

If I had such a tester I would kick him off after two test games.

Michal was patient. He fight with me for a year. He kept ignoring most of my ideas and he was doing his job. He made this game the way he wanted.

Conclusion?

Never ever invite me for testing. And check out Theseus. Amazing game, even though most of my brilliant ideas Michal threw to the bin…

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Reading time: 4 min
Fashion

Theseus – how I summoned Michal Oracz

by Ignacy Trzewiczek Brak komentarzy

I think it was August 2012. I was extremely tired with testing Robinson, playing four or five test games every single day, playing all those six scenarios, all those different cards and player variants. I was low with fuel, terribly exhausted. I really dreamed about not playing prototype for a year.

One day, at moment of despair I called Michal Oracz. The guy who designed Neuroshima Hex, then Witchcraft and then abandoned new designs and turned to his other passions…

So when I understood that I have no strength to start working on new prototypes for 2013 I decided to make a call and summon him.

***

’Michal, I need help. I did 6 games in past 4 years, now I am finishing with Robinson and I am sick of playing my prototypes. I need break. I need one year vacation. I need you to give me game.’

’OK’ said Michal.

He then opened his drawer and next day visited my office.

’Here are listed some ideas I have.’ he said and passed me two sheets of paper. There were about 40 games listed. Woow. It took me a while to read it.

There were few interesting ideas. I asked about the one called Alien. I like Alien. To be honest, who doesn’t, huh?

Michal took piece of paper and began to draw…

***

’In all these sf games like Doom or Gears of War players are moving miniatures – one move 3 spaces, then the other guy moves 2 spaces and aims, and then the next guy moves 3 spaces and then first guy moves again and they are moving and moving…’

’…what’s your point?’ I asked.

’I want my Alien to be like Mall of Horror’ he said. Michal knows me. He knows that Mall of Horror is in my Top 10 games ever, spot 1. Best game on that very planet.

Yes, he got my attention.

’Mall of Horror?’

’Yes, you know, locations in Mall of Horror has rules, you move to Security HQ, and you see where zombies go, you move to Parking and you draw items… There is no I move three spaces. There is I run to Parking to grab some weapons!

I want few locations on this space station and you move between these locations, but there are no small steps. You move from Corridors to Armory, you move from Dock to Bridge, you move from Bridge to Med lab. Each time you move, it matters.’

I already liked it, but he kept talkin’:

’You move to Med Lab and you heal all your guys. You move to Armory and you got super weapon. You move to Corridors and you kill enemy. Huge actions. Every move matters. No: I move 3 spaces. I want: I move to Armory. This players pawns would not represent one soldier, but rather group. If you move to Corridors it means, your faction took control over Corridors and you can shoot enemy. You move to Med lab it means your soldiers took control over Med lab and you can heal now…’

He was talking more, but no need to report all of this. You got his point, right? This movement would be rather abstract, but on the other hand so much thematic. Just like Neuroshima Hex, war game that we all love and play a lot – there are units, battles, HQ and such stuff, but in its core this is great abstract game.

Michal got this new idea – one space station. Few rooms with powerful abilities. And your faction trapped there with enemy. Every time you move, you move to new room and you activate its ability.

’I want this for Essen 2013.’ I said.

***

More than year later I can say: I have it for Essen 2013. It’s called Theseus. Michal Oracz is back. I summoned him and we have great sf tactical game.

And me? Well, I didn’t have vacations. Perhaps next year…

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Reading time: 3 min
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9 paź 1843979237730263474

BGG has some testimonials about AI Space Puzzle and I like them a lot! 📷

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Just had a long call with Adam Kwapiński discussing abilities and powers in the faction I designed for Nemesis: Retaliation!

I cannot wait for you to change Island setting into Space base and die again... 😉

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8 paź 1843668539691151812

1/3
🌴 Robinson Crusoé - Aventures sur l’Île Maudite 🧭
Ça y est, Robinson Crusoé effectue son grand retour ce vendredi ! Suite à un naufrage… vous serez confrontés à une aventure extraordinaire, dans laquelle il va être question de gestion, construction, exploration…

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Back in the office! Excited to dig into all these "I'll do it after Essen" topics! 😉

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