Board game

The Espada game is an exclusively digital project, it has a tactical, turn-based gameplay where the player uses cards to perform actions and thus progress in the adventure. 

The mechanics in games are essential, especially in Espada, where everything the player can do is directly linked to them. So our first step was to test what had been developed so far. However, how could we test if there was still nothing concrete programmed, just the design, concepts and arts. 

The project has a deadline and limited resources to be used, so we chose to carry out a general test in a much simpler and faster way, that would allow the visualization of the mechanics and elements, a way to validate if we are going to get where we want. 

We chose to develop a test in the board game format, the tactical mechanics that we want to explore in our game favor a lot for this. This type of initial testing is very important and helps to validate much of what we want to put into our game.  

And it's not just in our case, the initial test on paper, whether as a board game, RPG, or any other way is excellent to start ensuring that the idea will follow an interesting path. In general, it is not even necessary to worry about something polished, use only what is enough to test, such as imagination, paper, pencil, tokens or dices and it is already great. The goal is to test everything possible at the moment, and sometimes even simplifying the mechanics a little so that they are easy to reproduce manually. 

After a few meetings, sheets and pencils, it was possible to test much of what we wanted. The result was very interesting for the team, we could see problems that we had not identified about the use of cards as actions. We validate that in general the game works and that it has very fun points, especially when we think about the synergies that are possible. Other details were a bit vague and this resulted in questions about whether we should remove certain mechanics or not, as they did not generate a good or bad weight. Unfortunately, we found certain items that we could not test satisfactorily as a board game, however, they are simpler and we believe that they will not get in the way during the programming phase of the project, in the future these items will be tested and so we will make the decision to keep or not.  

The entire project will always continue to be tested, even if it is only by the team, it is very important to ensure that the chosen path is as correct as possible. An absolute guarantee that the idea of the game and its mechanics are excellent is impossible, so we try to achieve at least a certain level of satisfaction, since certainty will come only when players can play the project in an immersive and fun way. 

Creativity in action

When we analyze a painting, it is possible to feel everything that composes it, from the choice of colors, the shapes, the elements, the characters and especially the focus that will be the path for the viewer. All this is done by the artist, in this case the painter, who decides whether one or another color should be used or discarded, techniques, and much more, taking the composition of the art and let it ready to be appreciated. 

In the case of games, this same work and care exists, and in most places it is called Creative Direction, a person responsible for shaping the game, limiting and creating what it is, whether in mixing, composing or even adding personality to its elements, everything that happens comes by definition from this direction or is implemented by it. 

In our game, the creative direction is carried out by Ohanna Martins Pagani, a dedicated professional in the passion for games and with a lot of expression that she wants to share. Like many other professionals, she understands that the main point is to establish the project's focus and understand its limitations. 

In the game Espada, we have several elements that will serve as a focus for the spectator (player), some are temporary, others appear more, but hope is the main thing. And the limitations are many too, but instead of seeing them as something bad, we should understand them, as they will help the project to fit, in addition to making creativity much easier, since for us humans, it is much easier to solve problems than to create something on a blank sheet. 

Something fun and interesting about our limitations is the option placed by the creative director that all playable characters be women, using her experience, which always chooses to play/work with female protagonists. An opportunity to demonstrate diversity in the female world and its importance in games. 

The limitations that help in the creative process and direction are not only represented in characters, but also in the case of our game, the use of simplified language is a limiter, determined by a matter of accessibility, but which allowed us to see several interesting things, such as adding a narration and making it even easier for players to access. Because of this limitation, many ideas emerged, were analyzed, and the best ones will be implemented. 

Directing creativity in a multi-art project as a game is not only about dealing with ideas and creation, but also about assisting the other team members, understanding their personal limits, and understanding the resources available to apply to production. Again, the limits are everywhere, and the resulting creativity is what draws the most attention in this process, dealing with difficulties and creating something that will be fun and perhaps memorable for the player.  

Finally, player feedback is extremely important for development, with the communication channels we have today it is possible to monitor and analyze what players report about the project and thus use this information and work together with what is determined and limited, seeking to create and further improve the idea of the game. 

We hope that the Espada game will please several players, not only veterans but also new ones who want to start their adventures in the world of gaming.