Tuesday, November 3, 2020

Playtesting

 1. What did you feel when your turn ended?

2. Does the navigation seem confusing?

3. Why did you do your action?

4. Why are you confused when playing?

After the session

1. What was your first impression?

2. Was their anything you found frustrating? 

3. Did the game drag at any point?

4. What was the most exiting about the game?

5. Was the game's premise exciting?

6. Were the rules easy to understand?

7. Overall, how did this game appeal to you? 


Tuesday, October 20, 2020

Loopholes

 Loophole in my game 

A loophole in my game is that the villain can have as many soldier cards as they want because even though the rules say a certain number of cards they can just ignore it and do it anyway. This rule should be added as a challenge mode to the game because it adds a aspect that was not in the game before and makes it harder to play.

Symmetry/ Asymmetry 

My game is asymmetrical but we can make it symmetrical if we make the game 1v1v1v1 instead of having one person have a whole army at their disposal.  

Wednesday, September 23, 2020

Week 5 Formal and Dramatic Elements

 Three types of players that will enjoy playing my group's game would be the Competitor, the Joker, and the collector. 

For the competitor we have added a way to win the game by either killing you opponents, or by getting the escape items first. This would please this character type because they would be super competitive to get those items first to beat their friends at the game.

For the Joker we have event cards that would be able to make the game more entertaining and fun, so its not so competitive and gives the game a feel of randomness to the game. This would please the joker because they will have more fun by joking with his/her friends about that bad/good turn of events.

For the collector we have a bunch of items you can collect in terms of resources, crafting items, and boat pieces. For this type of player our board game would be a nonstop shop for them to play this game everyday. That is how we have added these mechanics to please these player types in our game. 

Tuesday, September 8, 2020

Blog Post #3

 Our Game VS. Life 

1.  Players- in both our game and The Game of Life the game is made for players to be involved in the action of the game. Except in our game the players can survive and gain resources and has a PVP battlefield aspect to it while the game of life is based on who has the most money at the end of the game.

2.Objectives- In both of these games we explain a clear objective to get to while playing the game. In the game of life it is to get a lot of money and assets to have at the end of the game to win. In our game we have one objective to the players playing it "Survive, and outlive your friends." That is how both of these games have clear objectives to help you win the game. 

3. Challenge- In the game of life the challenge of the game is how much you can afford with your money and at random event squares you can lose money and damage yourself so that you can't win later in the game. In our game its mostly the same but with an exemption our game focuses on surviving in the wild and ho you win is by outliving the other players. Our challenge comes when you lose items and lose resources that you need in order to survive. That is how the game of life and our game uses the challenge element. 

4. Premise- In our game the premise is that you have been stuck on a island with four other people with limited resources and everyone knows that only one person can survive. So whoever gets the most resources and outlives the others win. In the game of life you play as a person who is living their life but in college challenged their friends to see who wins at life, and whoever has the most assets and money at retirement wins. 

  These four elements relate to two of my must haves for a game to be a game Rules, and Interactivity. In my opinion Objectives and Challenge falls in too the Rules category because they relate to how the game is played and what you have to do to win/lose the game. Players and Premise fall into interactivity because they both relate to how the player interacts with the game and how they get closer with the game. That is why these relate to what I think a game should always have  

Monday, August 31, 2020

Creativity and Design Week #2

 1. FUN- for me if a game isn't fun then it grows overly repetitive and nobody wants to play a game like that. To have fun is to be able to play this game and even after you come back to it makes you feel great.

2. Narrative- I read a lot of books so as you might expect I care about story more then the game play most of the time. But, for me if a game doesn't have a great story for me to experience while I play I lose interest very quickly. Some of my favorite narrative based games are Destiny (Bungie, 2014) and the Bioshock franchise (2K, 2007).

3. Simulation- I agree that a game has to have this because for me a game is not a game if it doesn't make you feel like you are part of the story, and plays with your feelings to make it feel more realistic. That is why a game needs this feature.

4. Space- I agree that a game needs to experiment with space in the environment. The game that I think does this the best is the Halo Trilogy (Bungie, 2001). In the game you play on a ring that has the same gravity as earth but it you look up you can see water in the sky and the gravity of the ring is holding you in place. This is why a game needs to have this feature. 

5. Time- For me a game has to have a sense of time, and how long it takes to complete it. The game that does this the best is Assassins Creed Odyssey (Ubisoft, 2018) because in the game you have a day and night cycle in game that makes it feel that time is passing in game and it is one of the greatest features that game has.

6. Interactivity- In my opinion a game should make you feel that you are in control of the story and any decisions you make has consequences at the end of the game. That is what truly includes you in the story while playing the game. A example of a game that does this perfectly is Undertale (Toby Fox, 2015).

7. Re-playability - to me a game has to have this feature because a good game gives you the sense of nostalgia when you go back and play it many years later. Also what this means is that you can do the same activities in a game over and over again and they never feel repetitive/boring. A  game that does this perfectly for me is Pokémon Platinum (Nintendo, 2009).

8. Rules- a game needs a set of rules to govern them or else the game turns into chaos for anyone who plays it. In my experience rules sets the guidelines of the game world so you as a player can't do whatever you want in the game. This is why this is a big feature a game needs to have.

9. Mechanics- a game needs to have a a central mechanic that the game world is based on in order to function. 

10. Aesthetics- for me a game needs to have a beautiful environment/ style that can keep you hooked and playing just for the beauty for hours. That is why this feature is important to me.

That is my list that I derived from my personal experience  of playing games since i was a kid, and being a critic of games as well. 

Real World Inspiration 

If I were to incorporate some thing from my life and turn it into a game, I would design a game 

about playing golf and the struggle of becoming better at the sport. I would make it like a PGA 

game but instead of choosing pro golfer you play as someone who wants to make it in the 

pro golf league. But, you are someone who has never touched a club before. So, in order to 

become better you have to train up your person in game. I would make improving your 

character be in the style of a skill tree and every time you play in a tournament you gat a skill 

point to improve your character in becoming a better golfer. The reason I would do it this way 

is because it would make the game more interactive and have a great central mechanic to fall 

back on. Also, I would add a narrative and motivation behind why your player is doing this 

and what they want in return from all the training they have to do.     


Playtesting

 1. What did you feel when your turn ended? 2. Does the navigation seem confusing? 3. Why did you do your action? 4. Why are you confused wh...