Em’s Game 2 (Warlock)

  • What made it fun or not?
    • The game was fun on the second run as I got more comfortable with the mechanics. I enjoyed thinking of creative ways to solve the problem, such as snapping the flute to repurpose it.  
  • What motivates players to start or keep playing?
    • The freedom to think of quirky, out-of-the-box ideas and the unpredictable storylines are what make you want to keep playing.  
  • Is the game persuasive, and what is it trying to get you to do outside the game?
    • It is not persuasive because it does not want you to do anything. However, it encourages you to think creatively.  
  • What’s the game’s metaphor, and which mechanics stand out?
    • The metaphor is problem-solving and overcoming magical challenges set by the fantasy world. The dice mechanics stand out because they determine whether your creative ideas succeed or fail.  
  • How does the gameplay make you feel? Who do you empathize with?
    • The gameplay is unpredictable and exciting. I empathized most with the team as they worked together to get past the challenges.  
  • Is the game an activist game? If so, what does it advocate?
    • It is not an activist game. Instead, it is all about fantasy storylines, thinking creatively, imagination, teamwork, and problem-solving.  
  • Describe the game in three sentences
    • The fantasy world is magical. The fantasy world is a wizarding world filled with spells. The storylines are unpredictable as the group works together to get past the magical challenges.

Em’s DND Game 1 (Litch)

  • What made the experience fun or not?
    • The game was fun because it was easy for players to get into without prior knowledge of the existing universe, and the players were given the freedom to use their creativity in making decisions. 
  • What is the motivating factor to get or keep players playing? What the game did was give the players a sense of adventure, which makes the game fun.
    • The reptile fight was the most exciting part of the game, making it fun. The reptile fight was the reason the players kept playing the game. 
  • Is the game persuasive, and what is it trying to get you to do outside of the game? The game was not persuasive, but it promoted creativity, storytelling, and teamwork. What is the game’s metaphor, and which of the game’s mechanics stand out?
    • Adventure, overcoming challenges, was the metaphor used in the game. The D-20 dice roll system was the only mechanic used in the game. 
  • How does the gameplay make you feel? Who does the game make you feel empathy for?
    • I felt a sense of adventure, which was a good feeling. The game made me feel empathy for my character as I tried to figure out their purpose. 
  • Is the game an activist game? If so, what does the gameplay advocate for? No, the game was not an activist game.
    • The game focused more on storytelling, creativity, and teamwork than on advocating for a cause. 
  • Describe the game in 3 sentences
    • The game was easy for players to get into because it wasn’t too complex. The game was fun because the challenging part, the reptile fight, was the most exciting part of the game. The game was fun because it was adventurous, which was a good thing.

Week 7 MASON TOSADORI

1. What are the challenges a team faces when working on an educational game?
A big challenge is that different team members want different things. Game designers want the game to be fun, scientists want the information to be accurate, and education experts want the game to actually teach something. Because of this, they often disagree about how the game should work.

2. In the case study, why did team members veto each other’s ideas?

Scientist: The scientist rejected ideas that were not scientifically accurate.Pedagogy expert: They rejected ideas that would make it harder for players to learn or access the educational content.Designer: The designer rejected ideas that were not fun or didn’t feel like a real game.

3. What did the team learn from playtesting their prototypes?
They learned how players actually interacted with the game. Some things they thought would work didn’t work well, and some ideas were confusing for players. Playtesting helped them see what needed to change.

4. How does playtesting resolve conflicts among team members?
Playtesting helps because the team can see real player reactions instead of just arguing about opinions. The results show what works best for players, which helps the team agree on decisions.

Play Test- War

Most frustrating moment?- Very short game, by that I mean I got to one of the bases in two turns.

Was there anything you wanted to do that you could not?- Go through the water and forest spaces.

What would you change or add? I would add an option to go through the forbidden spaces at the cost of some moves. I would also add an additional row behind the bases so that people cant block their bases in three turns. I would also specify the movement rules and how many dice we have to use.

Whats the message of the game? War never changes

How did the game make you feel? I feel like the game has a lot of potential but I feel like the movement rules need to be fixed a little better.

Describe the game in three words? Interesting, fast, fun

Playtest – Spoon Buffet

Most frustrating moment– The rules are a little confusing, like some people are getting cards that mention using two cards but in the rules it states to only use one.

Was their anything you wanted to do that couldnt?- I do feel like being able to put more than one card out would be nice.

If I can add or remove anything what would it be? Be able to use more than one card

Whats the games message? Balancing life

How does the game make you feel? Confused

Describe the game in 3 words? Helpful, confusing, fun

Game Idea

Well now I am not sure if i want to make this or not because of class today, but I wanted to make a game similar to dnd on my computer. With that being playtested in class I may change my plans up and think of a new idea for a game.

Silly goose update

I ran into a little roadblock with the sizing of the cards. Right now I am trying to fix it and the game should be playable very soon. May bring in my two games at once which would be this and my clicker game. I look forward to bringing it in class.

Update on Clicker game

The game is now almost playable. I have added way more features than the original game that I had made. It should be playable by the time we get back from spring break. Mainly right now I am making sure all the code I used functions correctly. So soon I will be working on making it look more pretty.

Play test- Color Game

Whats the most frustrating moment you played. Id say it would be that you dont have a lot of time to look out for the better color combinations.

Was there anything that I wanted to do that I couldn’t? No everything was fine

If you can change or add anything what would it be? I would add more color theory thing and color combinations. I also think it would be a good addition if someone says a better color combination than the original you can steal it.

Whats the game narrative? The point of the game is to teach the players a fun way to learn color theory.

How does the game make you feel? Excited and it makes me look forward to playing it again.

Describe the game in three words? Fun, chaotic, colorful