Reviews on My Game- Court of Campions

What was the most fruatrating moment or aspect of what you just played? 

  • Not having all the tools for the challenges

What was your favorite moment or aspect of what you just played? 

  • laughing, having fun, watching and doing the challenges

Was there anything you wanted to do that you couldn’t?

Go around the board more be able to slam dunk

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 

  • No

What should be improved with the next version? 

  • Add Timer to challenges to limit amount of point won per turn.

Descibe the game in 3 words? 

  • Sad I lost.

Reviews on My Game- Court of Campions

What was the most fruatrating moment or aspect of what you just played? 

  • Game being too short

What was your favorite moment or aspect of what you just played? 

  • Coming up with rhymes that go with basketball “Make a Hoop, Take a Poop”

Was there anything you wanted to do that you couldn’t?

No

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 

  • Use timer for the challenges to limit points.

What should be improved with the next version? 

  • Spelling errors

Descibe the game in 3 words? 

  • It was Great

Game Rules Pt. 3: “Truth or Lie”

Objective:
To outsmart your friends by convincing them of your truths and lies while avoiding penalties for incorrect guesses.

Components:

  • Prompts Pile: A stack of cards with statements or questions for players to use.
  • Lie Pile: A stack of cards with challenges or tasks for players to complete if they guess incorrectly.

Setup:

  1. Shuffle both the Prompts Pile and the Lie Pile separately.
  2. Decide the order of play. Players can go clockwise or counterclockwise.

Gameplay:

  1. Taking Turns:
    • On their turn, a player draws a card from the Prompts Pile.
    • The player reads the prompt aloud and then decides to share either a truth or a lie related to the prompt.
  2. Sharing:
    • The player must speak convincingly and may provide additional details to support their statement.
  3. Guessing:
    • After the player shares their statement, the other players have a brief moment to discuss and then must vote (either by show of hands or secret ballot) on whether they believe the statement is a truth or a lie.
  4. Revealing the Truth:
    • The player reveals whether they told the truth or a lie.
    • Players who guessed incorrectly must draw a card from the Lie Pile and follow its instructions.

Penalties:

  • Incorrect Guess: If a player guesses wrong, they must follow the instructions on the drawn Lie Pile card, which may include:
    • Performing a silly task.
    • Sharing a secret.
    • Completing a dare.

Winning the Game:

  • The game continues until 5 rounds are completed or a set time limit is reached.
  • Players can keep track of how many correct guesses they made. The player with the most correct guesses at the end of the game wins!

Optional Variations:

  • Team Play: Form teams, and team members can confer before guessing.
  • Timed Rounds: Set a timer for each turn to increase the challenge.
  • Wild Cards: Include special cards in the Prompts Pile that have unique rules or actions when drawn.

Enjoy playing “Truth or Lie”! Let the best storyteller win!

Game Maker’s Play Test Notes Pt2- Court of Champions

What questions did your players have? Am I going the right way?

How quickly did they learn how to play? Not long,

What kinds of interactions did the players have? Reading each other’s challenge cards. Playing the challenges for team activities.

What confused the players? How many points they got per challenge- if it was per right answer or all together.

What made players excited? Gaining points and acting out the challenges

What did you players enjoy doing? Gaining points and see what path they went based on their rolls.

Did any aspect of the game frustrate players? The game being too short for some because they weren’t lucky on their rolls.

Game Maker’s Play Test Notes Pt1- Court of Champions

What questions did your players have? Where are the answers? If they were going the wrong way? How many points do I get?

How quickly did they learn how to play? Not long, although I did both explain it before and I played the game with them.

What kinds of interactions did the players have? Reading each other’s challenge cards. Playing the challenges for team activities.

What confused the players? Where they were supposed to go next. They originally were rolling 2 dice instead

What made players excited? Performing the challenges

What did you players enjoy doing? Watching other’s do goofy challenges

Did any aspect of the game frustrate players? Having to act out basbetball moves while other’s guess.

Reviews on My Game- Court of Campions

What was the most fruatrating moment or aspect of what you just played? 

  • Nothing Frusting, differennt colored cards, hard to read

What was your favorite moment or aspect of what you just played? 

  • never knowing what direction you will go, making a basket into the trash can on first try

Was there anything you wanted to do that you couldn’t?

  • Doing the emoji challenge

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 

  • More ways. to get a slam dunk

What should be improved with the next version? 

  • Make sure everything matches, different colors for the challenge and trivia cards

Descibe the game in 3 words? 

  • Not Long Enough

Reviews on My Game- Court of Campions

What was the most fruatrating moment or aspect of what you just played? 

  • Nothing frusting

What was your favorite moment or aspect of what you just played? 

  • Winning, acting out basketball skills

Was there anything you wanted to do that you couldn’t?

  • Rolled a different number to go around the board more

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 

  • Come up with a way for it to be longer or sorter, add more variations

What should be improved with the next version? 

  • All arrows marked

Descibe the game in 3 words? 

  • A short play

Week 8 Questions – Sara Estus

  • What is the difference between a game designer and a game developer?

A game designer creates the basics of how a game looks and feels in a player’s hands or on a table, but a game developer is the one who gets through the nitty gritty parts of rules, mechanics, and functionality.

  • What commonly occurs during the game development process?

Deciding rules, mechanics, and the modifications needed for those parts to work as desired. There is also often a lot of trial and error and prototyping.

  • What are the challenges of balancing a game?

You must be able to scale how much freedom and power players have in games, how much can they really bend the limits of the rules, and the challenge behind maintaining the balance is to maintain the integrity of the goal and process of the game getting there.

  • What should every player of your game believe? Why?

For me, I often struggle with getting through certain tasks for games. I can get easily frustrated. For my playtesting, I feel that being able to hold players accountable for their choices and give them the motivation to keep going regardless of whether it looks like they will win or not is a big thing I want players to believe.  

  • How can you avoid stealing players’ fun?

Don’t make games so easy to win right away for one player

  • What 10 maxims should you follow when writing rules?
  • A clear objective · 2. Constraints · 3. Interactivity · 4. Runaway leader killer · 5. Inertia · 6. Surprise · 7. Strategy · 8. Fun. 9. Flavor 10. A Hook
  • Question Set 2
  • How has play testing changed your game?

It has allowed me to see new ways mechanics can be used as well as rules

  • who from class would you like to playtest your next game or version 2 of your first game?

Amber, I haven’t played her first game, and she hasn’t played mine either. I have only seen the gameplay a little and I’m super interested in it

  • Who is the audience for your game?

For the first game, with AI called Academic Integrity, really all ages, younger people will have an easier time though, but for the second game “A Box for my Trinkets” is young adults, as there are too many small pieces.

  • Who should playtest your game outside of class?

I want to see some of the media arts faculty play Academic Integrity, I think it would be so fun and silly

Catagories play test

the most frustrating pasrt about the game was trying not to repeat what someone had previously said. my favorite aspect was the fun catagories. some of them i didnt know a lot of but there were ones where i could have gone on for days. If i could change one thing it would be the point system because if you knew a lot of things in that catagory you would not always be rewarded. the game was fun

Week 8 Questions

Question Set 1

  • what is the difference between a game designer and a game developer? A game design is typically the one who comes up with the idea and the design (characters, story, gameplay). Where a game developer takes those game ideas and developes them into a working game by writing code and handling the technical developement.
  • what commonly occurs during the game development process? Planning, Pre-production, Production, Testing, Pre-Launch, Launch and Post-production
  • what are the challenges of balancing a game? crafting difficult obstacles that resonate with everyone.
  • what should every player of your game believe? why? The should be believe that your game is both fun and enjoyable because if they don;t then they won’t want to play your game again or tell others about it.
  • how can you avoid stealing players fun? When the instructions are too long or unclear so players argue about what is right.
  • what 10 maxims should you follow when writing rules? Avoid jargon; stick to plain language. Keep it simple and straightforward. Add a bit of personality, but don’t overdo it. Make sure the text is easy to understand, don’t use complicated terms. Break up any confusing rules; keep it flexible. Make it visually appealing without too much bolding or capitalization. Test your final draft, and address any mistakes in the FAQ after it’s published.

Question Set 2

  • how has play testing changed your game? Helped me to be able to further develope my game and make it suitable for not just those in the basketball community. The game no allows for someone whon may know nothing about baskteball to win.
  • who from class would you like to play test your next game or version 2 of your first game? I don’t really have a particular person in mind, nobody in class has actually got to play it yet so anybody would be fine.
  • who is the audience for your game? Anyone 12+ just because some of the Trivia Questions are hard.
  • who should play test your game outside of class? I think people at my work since everyone is pretty much involved in sports.

Week 8 Questions

  • Question Set 1
    • what is the difference between a game designer and a game developer? A game developer does not design the game, but “they make a lot of the games you buy better” (pg. 74). The game developer helps perfect the game by suggesting often minor changes to the rules, mechanics, etc. The designer comes up with the idea and inspiration for the game, but the developer turns this into a finished product. 
    • what commonly occurs during the game development process? Initial playtesting, reviewing and editing the rules, blind playtesting, and settling on titles and theming. 
    • what are the challenges of balancing a game? Players should be able to feel like they all have a chance to win and that makes balancing a game difficult, especially when there are cards or mechanics that have drastically different rarities or power levels.  Additionally, the interactions between the components need to be balanced, not just the components themselves. You also need to consider a card or components value. You also need to consider the different strategies that players may use in the game and if there are special techniques that will dominate over others and win every time. 
    • what should every player of your game believe? Why? Every player needs to believe that they have a chance to win up until the end of the game. Games become uninteresting if you know that you are not going to win; it just feels like the game is dragging out and you want to get it over with. Players also want to feel like they have some sort of control over the outcome of the game. 
    • how can you avoid stealing players fun?Based on Dave Howell’s guidelines, “don’t kick a player out out before the game is over”, avoid kingmaking (including kingchoosing, kingmaking, and kingbreaking), “don’t reward the leader”, “include inherent declaration”, “a player’s ability to influence other players should fall between none and lots”, and “don’t force a reverse”. 
    • what 10 maxims should you follow when writing rules? Use no intermediary terminology, use real words, make no more work than necessary, add flavor (but not too much), make your text no smarter than your reader, discard rules that can’t be written, take a breath (aka break up your rules), go easy on the eyes (not too much bolding and capitalization), get your final version playtested, fix any errors that pop up after publication in the faq 
  • Question Set 2
    • how has play testing changed your game? Playtesting has made me realize quite a few critical flaws in my game rules and design that I wouldn’t have considered. For Garden Sabotage, I didn’t anticipate players planting plants that they didn’t want in their garden and I had no way for players to remove them. For The Lamp, a lot of the fun cards of the game went unused because I didn’t realize I had put too few spaces in the game. 
    • who from class would you like to play test your next game or version 2 of your first game? For Garden Sabotage test two, I would like to have some of the people in the class that are interested in garden games or sabotage games test them, because I think they are similar to what my target audience would be. 
    • who is the audience for your game? I haven’t taken much time to consider the audience for my games. But for Garden Sabotage, I think it could include people who are interested in plants and flowers and also people who want to be able to sabotage other players. For The Lamp, I’m honestly not sure what the audience would be. I think I need to take further time to establish an audience for both games. 
    • who should play test your game outside of class? Ideally, my target audience would be the playtesters of these games. Because quite a few of my friends and family are interested in plants, I think they would be good for a primary test of Garden Sabotage. 

Garden Glory Test 2

what was the most frustrating moment or aspect of what you just played? 

not being able to plant out of season and not being able to harvest out of season. 

what was your favorite moment or aspect of what you just played? 

buff tokens are a smart touch. it helps you plant out of season. 

was there anything you wanted to do that you could not? 

no i thought the game was very well designed.

if you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 

something with the bundle system. i found it too complex to the point to where i didnt want to pick any bundle cards up. 

What should be improved for the next version? 

the bundle system. 

Describe the game in 3 words.

Fun, Creative, Colorful