Week 3 Discussion and Game Ideas

Game Reflection:

Tokaido: Tokaido had an interesting premise of going on a journey and seeing and doing as much as your can before the end. While the game was not overly competitive, each of us playing still ended up slightly competing against one another as we started to reach the end of the game. Each of us also developed our own strategies on how to gain the most points, I ended up going for as many complete panoramas as I could get, this however did not lead to me having the most points. Overall the game was a relaxing and fun game that we still ended up bringing a competitive attitude towards.

5 Collaborative Game Ideas:

  • Blind Trust is a collaborative game in which The Navigator, who gives simple directions, and The Saboteur, who gives wrong directions, with the goal of either guiding or misguiding the Blind Player to a destination by giving their directions.
  • Card Flip is a memory/strategy game in which the players throw cards down onto the ground and try to determine what the last card in the deck is by analyzing the face up cards and knowing which could be left.
  • Testers is a guessing game in which players must guess an object or edible item by blindly interacting with it and working together to guess the mystery object.
  • Rock, Paper, Defense is a team game in which players must face the enemy team in games of Rock, Paper, Scissors with the goal of protecting their ‘base’ or destroying the enemy ‘base’ by beating each member of the enemy team three times and reaching their ‘base.’
  • Circle of Letters is a memory game in which players gather in a circle around the main guesser and each of them take turns saying letters of the alphabet, the guesser must then guess what letter is not being said by carefully listening and determining the correct letter.

Week 2 Discussion & Questions

5 Game Ideas that can be played using Cards:

  • Memory Game: For this game players would lay out all cards onto a table face down. Each player would then pick two cards and try to get a match, the player with the most matches by the end win.
  • Building Game: Players would have a certain amount of time to try to construct the biggest house of cards they can. The player with the biggest house of cards by the time limit wins.
  • BattleCards: The game would play similar to Battleship, but players would use King, Queen and Joker cards as their ‘ships’. Players would guess where in the card layout the enemy player placed these cards, the player who guesses all the locations first wins.
  • Guess Who?: Card Edition: Players would get a random card out of a deck and then take turns asking questions about the other players card to try to figure out which they have. The first player to guess correctly wins.
  • 52 Pick Up: The entire deck of cards will be thrown onto the ground, then players will take turns picking up 1-3 cards. The person to pick up the last card loses.

Thoughts on Games Played Last Week:

  • Gloom Munchkin: As a fan of the original Munchkin game, this version was not as enjoyable for me. The game felt too linear the entire time and it felt like the game wrapped up too quickly and suddenly. I also never got invested into the mechanics of the game like I would while playing the original Munchkin.
  • Love Letter: While I wasn’t sold on the game at first, I started to get more into it as I became more familiar with how it worked. The game is rather simple at face value, but as other players started to gain ‘affection’ it started to become a mind game on how to stop those players from winning and finding the chance to get closer to victory for myself.

Kobold Guide to Game Design: Part 2 Questions:

  • 1a. If we were able to play a game where we are all a nanometer tall, I think an interesting mechanic would be to utilize the fact that everything is now bigger than us now. Examples of this could be exploring the area around us in a new way or climbing things that used to be way smaller than us.
  • 1b. When designing games it is best to aim for a target audience, which can be just about any group. The easiest way to find this specific target audience is to design a game that you personally would find fun and make it for the audience that you fit into.
  • 1c. Outside of those in our class, I plan to have my friends and or family play-test any game I create as I know I can trust their opinions.
  • 2a. I might have had to refer to the rules way back, but I never remember a time I had to look at the rules of Uno. Uno has always been a game I feel I just understood how to play and the cards make it fairly clear what each one does.
  • 2b. A game can be defined by these three points: Mechanics and rules, Pieces and graphics, and theme.
  • 2c. You can make your game design more intuitive by adding a variety of aspects: Color, Form, Size, etc.
  • 3a. I would say my gateway game would be Monopoly, this is the game I can remember the most from my childhood and one of the game I remember playing the most. In order to get others into gaming I feel something simple is best so it’s easy for them to get the feel for it. I think a game like Uno can be a good simple way to introduce someone to gaming, it is easy to learn and can show how gaming can be competitive as well.
  • 3b. Gateway games tend to share these qualities: Ease of Learning, Theme, Lack of Complexity, Interactivity, Luck, Duration, Originality, and Replay Value.
  • 4. The 10 Beautiful Mechanics are:
  • Kingmaker’s Noblesse Oblige
  • BattleTech’s Heat
  • Set’s Set-Making
  • Magic’s Card Tapping
  • Battle Cattle’s Cow Tipping Rule
  • xXxenophile’s Popping
  • Bohnanza’s Hand Order Rule
  • Mississippi Queen’s Paddlewheels
  • Time’s Up!’s Communication Breakdown
  • Dominion’s Constant Shuffling
  • When it comes time for me design my own mechanics I want to aim to have the mechanics be something that leave the players satisfied and overall happy with their experience.
  • 5. Luck in games adds a sense of randomness and always gives a feeling of suspense and excitement for the player. Strategy allows the player to make choices and plan ahead to give them a sense of satisfaction.

Week 1 Discussion Questions

5 Game Ideas that can be played on campus:

  1. Large-Scale Hide and Seek: A massive game of hide and seek that covers the entire campus or a certain section of campus. There would be an even amount of hiders and seekers to keep things fair and a time limit of one hour.
  2. Race/Marathon: The goal of the game would be to start on one end of campus and race others to the other side of campus, any path can be taken. Those that understand campus best will have the advantage.
  3. Extreme Eye-Spy: The game involves two players who take turns ‘spying’ something for the other player to find. To win the player guessing must not only guess the object on campus but run to it and touch it. The guesser can guess once a minute and there is a 10 minute limit.
  4. Relay Race: There would be two teams, both have players stationed at different parts of campus and in order to win, the first player on each team will bring a play to the second who will bring it to the third and so on.
  5. Freeze Tag: A large game of freeze tag involving multiple ‘It’ players and then everyone else will try to evade the ‘It’ players. The game has a one-hour timer and ‘It’ players win by tagging everyone, but regular players win by evading the ‘It’ players.

Kobold Guide to Game Design: Part 1 Questions

  1. I believe that every game should have a few key things in order to be fun:
  • A clear goal: Games should have a clear goal to give the player something to strive for, even a very simple goal is enough.
  • Every game should have rules/conditions: In order for a game to be a game, it should have rules/conditions in place that tell the players how the game should be played and enjoyed.
  • Interactivity: Games should also have clear and fun ways for the player to interact with the game or the other players.

2. List of Games I am Playing/Have Played:

Currently Playing:

  • League of Legends
  • Genshin Impact

Have Played:

  • Among Us
  • Batman: Arkham Asylum
  • The Binding of Isaac
  • BioShock
  • BioShock 2
  • BioShock Infinite
  • Bloons TD 6
  • Call of Duty: Black Ops II
  • Castle Crashers
  • Sims City
  • Roblox
  • Minecraft
  • Jackbox
  • Cube World
  • Danganronpa
  • Danganronpa II
  • Danganronpa V3
  • DEVOUR
  • Don’t Starve
  • Elden Ring
  • Fall Guys
  • Fallout 3
  • Fallout 4
  • Fallout: New Vegas
  • Fallout 76
  • The Forest
  • Half-Life
  • Half-Life 2
  • Hunt: Showdown
  • Kingdoms and Castles
  • Lego Star Wars
  • Life is Strange
  • Lost Ark
  • Metro 2033
  • The Mortuary Assistant
  • Mountain
  • Neverwinter
  • NieR:Automata
  • One Piece Burning Blood
  • One Piece Pirate Warriors 4
  • One Piece World Seeker
  • Persona 4 Golden
  • Portal
  • Portal 2
  • Prison Architect
  • Phasmophobia
  • PUBG
  • Resident Evil 2 Remake
  • Resident Evil 3 Remake
  • Resident Evil 7
  • Resident Evil 8
  • Ruined King
  • Sid Meier’s Civilization V
  • Sid Meier’s Civilization VI
  • Smite
  • Spore
  • Starbound
  • Stardew Valley
  • Stonehearth
  • Tabletop Simulator
  • Terraria
  • Town of Salem
  • Trove
  • Unturned
  • Uno
  • Monopoly
  • Sorry
  • VA-11 Hall-A
  • Valheim
  • The Walking Dead

3. I do believe I can apply the Three Act Structure to my favorite game, League of Legends.

  • Act I: League of Legends starts with all players on each team going to their specific position on the map, this is the start of Act I, or ‘Laning Phase’ in terms of the game. This Act takes about about half the game and involves each player fighting their respective opponent on the enemy team.
  • Act II: After Act I or ‘Laning Phase’ ends, Act II or the mid-game begins. This phase of the game takes most of the rest of the game and mostly involves both teams fighting all together to gain objectives on the map.
  • Act II: After Act II concludes, we enter Act III of the game. By this point of the their will usually be one team with a clear advantage and all that is left is for one team to break through enemy’s base and destroy, winning the game and concluding the ‘story’ of the game.

4. When I find myself thinking of a new idea I feel I typically start with the metaphor rather than the mechanics. Most of the time as I brainstorm an idea will pop into my head that I think is interesting, then as I continue to explore and expand on this idea more I will then begin making the mechanics of the idea and how it will actually work. I usually only start working on mechanics once I have a clear idea on what my idea is going to be about.

5. I am taking this class as a part of my minor, so I am unfamiliar with most people in our class, only knowing a few from previous classes. I am always looking to meet new people so I don’t have any preferences on who I end up working with.

Week 1 Reading Questions

1.

Apple’s website is easy to navigate while also being appealing to look at, this creates a welcoming environment for users.

At the top of the website, it has all Apple products listed, this makes it easy to find for someone looking to learn more about their Mac. Once clicking onto the Mac tab, you are given options to learn more about the Mac and even compare different versions of it.

2.

The functional specifications of Twitter’s home page is that it shows you tweets right away that apply to you the most. It also allows easy access to other tabs of the site such as messages and searching.

3. 

Hierarchical Structure: Nodes have parent/child relationships with other related nodes. Ex: An example of a hierarchical structure is Google, you start on the simple homepage of Google, but once you begin to search you are taken to more link that can lead you to further links.

Matrix Structure: Allows the user to move from node to node along two or more dimensions.

Ex: An example of a Matrix Structure could be a clothing website that allows users to sort the contents of the site through different desires such as size or color of the clothing.

Organic Structure: Nodes are connected together on a case-by-case basis, and the architecture has no strong concept of sections.

Ex: An example of an organic structure would be a website such as Wikipedia that has thousands of pages connected to one another in various ways.

Sequential Structure: A Sequential Structure is one that flows in a straight line without varying paths or options.

Ex: Watching a video on YouTube could be an example of a Sequential Structure, as you can only move forward in the video or rewind.

4.

The majority of Huffington Post’s Index Page is navigation as it is mostly a list of links that take you to the variety of stories offered by the website. Besides the links it is just the text that labels what each link will lead you to.

Google’s homepage is a lot more open than the previous example, however most of the options to click on are links labeled by text that will take you to different parts of the site. The main piece of content on the site is the Google logo which is often replaced by a drawing or video.

Wikipedia’s homepage is a fairly even mixture of navigation and content. The side is a wall of links labeled with text, but the middle of the page is content such as the featured article, news, or fun facts about the current day.

Etsy’s homepage is the most even mixture of navigation and content. There are links that can take you around the website, but there are also a lot of images that show what the site has to offer.

5.

The site welcomes you with an eye-catching interactive logo that changes as you scroll down. As you continue to scroll, the website uses bright boxes and large black text on a white background to help guide your eyes to what is important on the website.

Thoughts on Chapter 3, 4 and 5 – Shane Davidson

Ethnographic tools can allow someone to gather how and why someone would use an online banking website. These tools can show how the user goes about exploring the website or what areas they use the most. It can also show why a person uses the banking website from what aspects of the website the user uses.

A design can be considered finished when it is ready to be implemented and taken to the next step. The design then can be considered a success after user testing has been completed, this will usually consist of taking people from the target audience of the design and have them work with and experience the design to see if it works as intended. The purpose of the design is to complete a goal or solve a problem, what exactly that entails differs between each design, but usually it can be found in what the target audience desires from the design.

A favorite drink of mine is Pepsi, whenever I get soda it is my go-to as long as it is available. Pepsi has very strong visual branding, the iconic logo with the blue wrapping around it. This branding and colors have become linked with the drink for me, if I’m ever in a store or looking for a drink, the logo and color will always stick out to me before any other option.

Thoughts on Interaction Design

Interaction Designers must be able to communicate with various different fields in order to help those fields interact with one another. However, in order to be able to do this effectively, the Interaction Designers must understand each of these fields and know how they relate with one another. The Interaction Designer is tasked with bringing together these different fields such as design, engineering, psychology, art, and many more. The challenges they face are the ones that arise in understanding these fields and then discovering a way to bring them together.

Interaction Design is evolving through the use and ever-improving world of computers. Computers give Interaction Designers a new way to design and improve their work. The Interaction Designers then can draw knowledge from the various different fields that they interact with and help and work for.

A Better Morning Strategy

To help create a better and easier morning for the user, our team aims to create an app
that allows for a quick and easy trip through the gas station. With our app we hope to allow the user to set up and account in which they can put money into, then upon arriving at the gas station the pump will recognize the app with the car and allow the user to quickly get started filling their car. We also look to make family or shared accounts for people or family members that share a car.
Another feature we wish to implement into our app is a feed that shows the ever-
changing prices of gas in the area. We believe that this can be a useful feature for the user so they can see an act upon a decrease or increase in gas prices. With this app we hope to create a quicker and easier commute for our users.