When it came to the actual design process they said that it's perfectly normal to go through several versions as changes are made to the game. However each step of change(s) should be small so that when the gameplay experience changes drastically from one version to another you can pinpoint the source of the change and decide from their how you want to continue. Part of how the speakers specifically liked to keep track of each version of development was through spreadsheets that everyone on the development team has access to. On that note, it's important to keep components of past games even as you develop new versions in case you want to go back and start from a previous point or reincorporate something from a past version. All in all, I really enjoyed the panel far more than I thought I would and they mentioned some games that they thought were particularly well made so now I have some new games to try out.
On an additional note, I also got to try out the game Killer Bunnies which is a hand management/dice rolling game. The person teaching me wouldn't tell me all the rules before we started, he insisted that I learn as I played and made mistakes which is a pretty frustrating way to learn anything. Aside from initial difficulties early on in the game I actually enjoyed it. It's very much a game that centers on sabotaging other players so it I think it definitely makes a difference in how your social experience in the game pans out depending on if you play with people who are very competitive or vindictive.
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