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Kromster
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This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

Start playtesting!

It does not have to be fancy - from what I can tell, you can try starting with an A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Or use an online Excel, or playtest in some online grid-cell 2D game like Factorio. You can even do it solo. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • how it scales up for 10, 100, 1k players
  • most important - does it feel fun?
  • etc.

Ask your partner about their concerns and scenarios - what plays well and what are the problem cases. You both need to try to convert your "gut feelings" into a deeper understanding of pros and cons design-wise (and effort-wise, since you have a strong limit on time/workhours) and compromise to pick one or another (or maybe a third alternative emerges).

That will be your answer. And hopefully this helps not only with design, but also brings you back to common grounds.

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

Start playtesting!

It does not have to be fancy - from what I can tell, you can try starting with an A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Or use an online Excel, or playtest in some online grid-cell 2D game like Factorio. You can even do it solo. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • how it scales up for 10, 100, 1k players
  • most important - does it feel fun?
  • etc.

Ask your partner about their concerns and scenarios - what plays well and what are the problem cases.

That will be your answer. And hopefully this helps not only with design, but also brings you back to common grounds.

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

Start playtesting!

It does not have to be fancy - from what I can tell, you can try starting with an A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Or use an online Excel, or playtest in some online grid-cell 2D game like Factorio. You can even do it solo. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • how it scales up for 10, 100, 1k players
  • most important - does it feel fun?
  • etc.

Ask your partner about their concerns and scenarios - what plays well and what are the problem cases. You both need to try to convert your "gut feelings" into a deeper understanding of pros and cons design-wise (and effort-wise, since you have a strong limit on time/workhours) and compromise to pick one or another (or maybe a third alternative emerges).

That will be your answer.

added 363 characters in body
Source Link
Kromster
  • 10.7k
  • 4
  • 54
  • 67

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

FromStart playtesting!

It does not have to be fancy - from what I can tell, you can try starting with aan A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Or use an online Excel, or playtest in some online grid-cell 2D game like Factorio. You can even do it solo. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • how it scales up for 10, 100, 1k players
  • most important - does it feel fun?
  • etc.

Ask your partner about their concerns and scenarios - what plays well and what are the problem cases.

That will be your answer. And hopefully this helps not only with design, but also brings you back to common grounds.

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

From what I can tell, you can try starting with a A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • most important - does it feel fun?
  • etc.

That will be your answer.

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

Start playtesting!

It does not have to be fancy - from what I can tell, you can try starting with an A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Or use an online Excel, or playtest in some online grid-cell 2D game like Factorio. You can even do it solo. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • how it scales up for 10, 100, 1k players
  • most important - does it feel fun?
  • etc.

Ask your partner about their concerns and scenarios - what plays well and what are the problem cases.

That will be your answer. And hopefully this helps not only with design, but also brings you back to common grounds.

Source Link
Kromster
  • 10.7k
  • 4
  • 54
  • 67

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well.

From what I can tell, you can try starting with a A5 piece of graph paper and play with your partner imposing 10-30 players with a set of color pencils. Try it with static square size and try it with growing square sizes - see how it behaves:

  • with growing player count
  • dormant squares
  • how world size restricts you
  • how game dynamic feels
  • how players get in the way of each other
  • and how this can be resolved (e.g. player with 10x10 square level wants to capture 10x10 square area occupied by 100 different 1x1 players)
  • most important - does it feel fun?
  • etc.

That will be your answer.