Now obviously, a lot of great games have been made by designers who have only worked on a single game at a time, but below represents a few good reasons why you should have more than one thing going at once. I am currently actively testing 5 games (meaning I run at least 1 playtest a month for them).
A short list of the advantages of working on multiple games:
You learn a lot just from going through the design and testing process on a game. So why not learn those lessons faster by working on more than one thing? Exposure to how to test and analyze design problems for games of different mechanics, genres, lengths, etc are all useful game design skills. This is one of the reasons playing other designer’s prototypes is such a valuable experience as new designer. You’ll learn as much about what not to do, as things to improve your own design, so working on more than one project will help you “fail faster’.
If you are getting hung up or stuck on a design issue, working on multiple games lets you take a break and switch focus. Let’s say you get a bunch of feedback about the player powers in a game, but you can’t figure out the design solution right away. You can sit on that feedback and spend a little design time on it each week while focusing on another project instead.
Test more frequently.
If you are stuck doing revisions, or haven’t had enough time to make a new prototype from revisions you’ve already designed, you can still show up to game nights / playtest sessions with your other game(s). Since this happens pretty frequently (you’ll have lag time in making new versions), it means you’ll be able to test more consistently. And that also is helping you build your own name in the design community, as well as keeping the wheels turning on your learning process and thinking about game design.
Test more consistently.
You can test different games with different audiences, and don’t miss getting any tests done because the player count, interest, or timing wasn’t right to test one of your games. That way, you are never missing out on audience. If you’re tabling at a convention, it helps to have games of multiple themes and lengths, so ideally you can have something that appeals to most people walk by.
You won’t be overly attached.
If you have more than one game, you won’t be as attached to your baby, and you’ll be able to make more objective decisions about cutting things out of it (or even scrapping a whole game). It’s easier for you to make the decisions, and its easier for playtesters to provide critiques.
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