Skip to content

Playtest Findings

Twenty-two sessions. Paper cards, a Unity app, and a browser. Here is what we kept seeing.

The most surprising thing about playtesting Watts and Wealth: players who started out going all-in on coal almost always switched to renewables by the middle of the game — and they did it without anyone telling them to. The game's crisis cards gave them a cost they could feel. That single pattern is what the whole design was built around, and it held across every version of the game we tested.

Four things we kept seeing

These four patterns showed up across the paper, Unity, and browser versions of the game. Seeing the same thing in three different implementations makes us more confident they are real features of the design, not accidents of one build:

  1. The mid-game flip — rounds 11–14. Players who opened the game committed to coal (cheap, high-output, no immediate penalty) almost always switched to renewables by round 14. Not because someone told them to — because the pollution-event cards started landing in their hand and producing real losses. The board created the argument the lecture can't (Kolb, 1984).
  2. Coal-heavy tables hit the collective loss around rounds 22–25. Tables that leaned hard on coal and oil in the early eras (Industrial Dawn and Oil Rush) almost always triggered the Tipping Point ending — where accumulated pollution crosses 600 and everyone loses — in this window. We saw this in both the Unity and browser phases, where our event logs gave us clean numbers to check.
  3. Winning the co-op path almost always needed an Activist player. The Renewable Pathway win condition (keeping the table below the pollution threshold together) rarely came together without at least one player taking the Activist archetype. Without that role, the group never quite coordinated the defense in time. This locked in a key design belief: the four archetypes aren't just flavour — they shape what a table can actually pull off.
  4. The "whose turn is it?" problem took four rounds of UI iteration to fix. When we moved to the digital version (R9–R12), players kept losing track of whose turn it was, accidentally peeking at another player's hand, or skipping the build phase. We iterated on colour-coded seat indicators, a clear "pass the device" prompt, and an auto-collapsing hand panel until it felt natural (Plass, 2015). By R12 it was no longer the thing people complained about.

Iteration phases

Each card below is one round of iteration. The finding is what that phase actually taught us.

One design rule that came out of all of this

Around the fifth tabletop session we tried fixing a balance problem by rewriting card text. The next session was a mess — players reasoned about the new text in ways we hadn't expected, and the fix broke something else. We tried it twice more. Same result. So the rule locked: card text is final; balance moves through hidden constants only (deck weights, build costs, pollution rates). Once that rule held, every balance fix became predictable. The card you read is the card you get — that consistency is what lets players build a mental model of the game fast enough to actually feel the strategic stakes.

What we still don't know

Grounded in: Kolb (1984) on learning from experience; Plass, Homer & Kinzer (2015) on game UI as a learning scaffold; Squire (2011) on game-based learning in practice; Clark & Mayer (2016) on evidence for game-based instruction.

References

  1. Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall.
  2. Plass, J. L., Homer, B. D. & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533