Review on Evelyn’s Game
- What was the most frustrating moment or aspect of what you just played? Trying to think of countries that started with a particular letter when I was first to go.
- What was your favorite moment or aspect of what you just played? I loved listing to other players trying to pronouce phrases in other languages.
- Was there anything you wnated to do that you couldn’t? No not at all, this game is perfect.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would mention something about reading the culture cards because I feel like some people would’ve missed that.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Fun, challenging, educational
Review on Gideon’s Online Learning Game
- What was the most frustrating moment or aspect of what you just played? This game wasn’t frustrating at all. I mean there was answers I didn’t know but I expected that lol.
- What was your favorite moment or aspect of what you just played? I loved how the game had explainations as to why the answer was correct or incorrect right after you answered the question. I feel that this game would be very good in an educational setting with the incorporation of different categories for different subjects.
- Was there anything you wanted to do that you couldn’t? I would like to be able to chose a category of questions.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add something in the background rather than just having a plain background, but nothing to fancy to draw to much attention to it.
- What should be improved with the next version? As mentioned about add more variety in the questions and and something else to the background.
- Describe the game in 3 words. Fun, Engaging, instructional
Playtest 1 Game Maker’s Notes – “The Sell Me This Challenge”
What questions did your players have?
- Players were curious about how the “Buy” and “Pass” cards affected scoring in more detail.
- There were questions about the rules for the special spaces on the game board, especially the “Steal a Card” space.
- Some players asked if there were more ways to increase the challenge, like adding more complex sales scenarios.
- A few were unsure about the variety of Object Cards and how some categories might be more challenging than others.
How quickly did they learn to play?
- Players generally picked up the rules quickly. The main mechanics were easy to grasp, but the sales pitch strategies took a bit of practice.
- Most players needed just a round or two to get used to the timers and how the Scenario Cards worked.
What kinds of interactions did the players have?
- Players were very interactive during the sales pitches, offering feedback on what worked or didn’t.
- There was a lot of friendly banter and joking around during the pitches, especially with creative or exaggerated sales techniques.
- Players asked each other questions during the pitches, especially when they wanted to test the seller’s adaptability.
What confused players?
- Some players were confused by the rules around the “Steal a Card” space and how that impacted the game flow.
- The connection between the Scenario Cards and the Object Cards wasn’t always clear, which led to confusion about how to adapt the pitch.
- A few players didn’t fully understand how the points worked and how they accumulated over time, especially with different categories being worth different points.
What made players excited?
- The fast-paced nature of the game, especially with the timer, got players really excited.
- Creative moments where players had to think outside the box and pitch ordinary objects in ridiculous ways were a highlight.
- The Mystery Box Challenge variation, where sellers didn’t know what they were selling, generated a lot of excitement and laughs.
- The “Steal a Card” spaces also kept the game unpredictable and added a fun competitive element.
What did your players enjoy doing?
- Players enjoyed coming up with funny or exaggerated sales pitches.
- They liked adapting to different scenarios and trying to convince others to buy something unusual.
- The feedback phase, where players voted to “Buy” or “Pass,” was a fun way to engage everyone and kept the competitive spirit high.
- Many enjoyed being the buyer and giving constructive feedback on sales pitches.
Did any aspect of the game frustrate players?
- The time limits for each sales pitch were frustrating for some players, as they felt rushed.
- Some players found it difficult to pitch an item when the Scenario Card described a defect or limitation.
- The “Steal a Card” mechanic felt a bit unfair at times, especially if it interfered with a player’s strategy.
- The imbalance in Object Cards, with some categories being harder to sell than others, led to frustration.
What is you plan to adress player questions, confusion, and frustration?
- Clarify rules: I will add more detailed explanations about the “Steal a Card” space and how points accumulate in the next edition of the game.
- Balance Object Cards: I will work on balancing the categories so that the difficulty of pitching items feels more equal, with more challenging items being worth more points.
- Adjust time limits: I’ll consider adding optional rule variations for players who want a longer time to pitch, especially for more difficult items.
- Provide more guidance: I will include a guide for structuring effective sales pitches to help new players get the hang of it faster.
If your players didn’t get your intended message, what will you change?
- I will add a section in the instruction manual that emphasizes the importance of thinking quickly, being confident, and using humor or emotion in sales pitches.
- I might include a few examples in the rules to better show how to approach sales scenarios with creative solutions.
- I will consider adding a “Tips for Sellers” section to help players understand how to make the most of every pitch, no matter the limitations.
Playtest 1 (With Work People) – “The Sell Me This Challenge”
Player 1:
What was the most frustrating moment or aspect of what you just played? The Scenario Cards sometimes didn’t make sense for the items I had to sell.
What was your favorite moment or aspect of what you just played? The Mystery Box Challenge added a fun twist to the game.
Was there anything you wanted to do that you couldn’t? I didn’t get enough time to prepare for my pitch, especially with the shorter rounds.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add more interactive elements, like challenges for buyers to raise the stakes.
What should be improved with the next version? A guide for better structuring sales pitches would help new players.
What was the game’s message? It teaches how confidence and creativity can help you sell anything, no matter the odds.
Describe the game in 3 words: Funny, fast-paced, interactive.
Player 2:
What was the most frustrating moment or aspect of what you just played? The timer was stressful, and I felt rushed during my pitch.
What was your favorite moment or aspect of what you just played? Coming up with a wild pitch for a simple object like a spoon was hilarious!
Was there anything you wanted to do that you couldn’t? I wanted to try pitching to a billionaire or in a funny scenario, but we didn’t use those options.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d give more time for each sales pitch so I could be more creative.
What should be improved with the next version? More variety in Scenario Cards would keep the game interesting.
What was the game’s message? The game is all about adapting quickly and thinking outside the box to persuade others.
Describe the game in 3 words: Creative, challenging, fun
Player 3
What was the most frustrating moment or aspect of what you just played? I kept landing on spaces that made me lose cards, which felt like a setback.
What was your favorite moment or aspect of what you just played? I loved convincing the buyer with a pitch I thought was impossible!
Was there anything you wanted to do that you couldn’t? I really wanted to use more humor in my pitch but didn’t feel like it would work.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d make the Scenario Cards more balanced so every pitch has an equal challenge.
What should be improved with the next version? The game could use a bit more strategy, especially with special spaces and rules.
What was the game’s message? The game’s message is about being persuasive and creative in any situation.
Describe the game in 3 words: Exciting, persuasive, unpredictable.
Player 4
What was the most frustrating moment or aspect of what you just played? I struggled with the limitations on certain Scenario Cards, which made pitching more difficult.
What was your favorite moment or aspect of what you just played? Pitching to a child was such a funny and unique challenge.
Was there anything you wanted to do that you couldn’t? I was hoping for more variety in the Object Cards, but the same categories kept coming up.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? A feature where buyers could ask questions during the pitch would be fun.
What should be improved with the next version? I think the buyer’s feedback system could be more detailed to improve the pitch process.
What was the game’s message? It shows that a good pitch is about solving problems and connecting with the buyer.
Describe the game in 3 words: Quick, witty, competitive
Player 5
What was the most frustrating moment or aspect of what you just played? It was hard to sell some items with such a short time limit.
What was your favorite moment or aspect of what you just played? The excitement when I landed on a ‘Steal a Card’ space made it unpredictable.
Was there anything you wanted to do that you couldn’t? I didn’t get to try the ‘Pitch Continuation’ rule, which sounded fun.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d love to have more themed categories for objects—like futuristic items or fantasy products.
What should be improved with the next version? The Object Cards should have more challenging items for advanced players.
What was the game’s message? The game emphasizes adaptability—sales pitches rarely go exactly as planned.
Describe the game in 3 words: Hilarious, engaging, strategic.
Player 6
What was the most frustrating moment or aspect of what you just played? When my pitch didn’t get any ‘Buy’ votes, it was discouraging.
What was your favorite moment or aspect of what you just played? Winning a round after a tough pitch felt so rewarding.
Was there anything you wanted to do that you couldn’t? I couldn’t land on a ‘Gray’ or ‘Black’ space to see how they affected the game.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would make the timer adjustable so players can choose how much time they want.
What should be improved with the next version? It would be great if the game had a team mode for larger groups.
What was the game’s message? It’s about overcoming obstacles, being confident, and making the best of what you’ve got.
Describe the game in 3 words: “Fun, dynamic, clever.”
Review on Sara’s Game (I dont Remember the name – Sorry Sara)
- What was the most frustrating moment or aspect of what you just played? I would say that the game wouldn’t be very frustrating for the majority of the people. However, for the first few rounds I was reading the cards upside down and Gideon would guess very crazy prompts for people that we know. So I didn’t begin to get the connections till about the third round.
- What was your favorite moment or aspect of what you just played? I loved the everything about this game. I loved the design and the overall concept of the game. I feel like this game could have so many different versions. Like if you were to make this an actual game, you could do versions such as: hiden facts about celebrities, actors, brands, professors, etc.
- Was there anything you wnated to do that you couldn’t? No not at all, this game is perfect.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would have made me see the connections sooner so it wouldn’t have taken me so long to figure out.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Fun, Engaging, Creative
Review on Amber’s Game (We Didn’t Start The Fire Game)
- What was the most frustrating moment or aspect of what you just played? There wasn’t anything frustrating. I knew that I wouldn’t know a lot of the answers to the questions because I’m not very cultured.
- What was your favorite moment or aspect of what you just played? I felt like the game taught me new things that I didn’t know before.
- Was there anything you wnated to do that you couldn’t? I wanted the game board to be longer.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Nothing
- What should be improved with the next version? See question 3
- Describe the game in 3 words. Fun, different, instructional
Week 7 Questions
What are the challenges a team faces when working on an educational game? They bring up a few different challenges in this article that a team faces. One of the major difficulties is having a game be educational while still being engaging for users. Another challege is the conflicts that arise among members of the team. Each member of the team may have a differnt focus or vision for the game and it often leads to as disagreement between the team members.
In the case study team members vetoed each others game ideas, what were the scientist’s, pedagogy expert’s and designer’s issues? The scientist, likely an expert in the subject, focused on the scientific accuracy and was cautious about any design elements that could confuse the intent of the product. The pedagogy expert was responsible for the educational aspect of the game, making sure that the game supported edcational values and that the mechanics backed that. Meanwhile, the designer was focused on making the game fun and enagaging.
What did the team learn from play testing their prototypes? Through playtesting their prototypes, the team learned a lot about their game’s strengths and weaknesses. They were able to identify design flaws early on, such as gameplay elements that were confusing or ineffective, and pinpoint areas where players struggled. Playtesting also helped the team understand how players interacted with the game and which parts they enjoyed or found frustrating.
How does play testing resolve conflicts among team members? Playtesting helps resolve conflicts by providing objective feedback from real players. When team members disagree about game features or design decisions, the results from playtesting offer a basis for making decisions. Additionally, playtesting helps align the team’s goals by showing how players respond to the educational and gameplay aspects. By seeing the actual player experience, team members can make changes that address both the educational and entertainment needs of the game.
Review on Ames Game
- What was the most frustrating moment or aspect of what you just played? Trying to figure out what everyone’s rules were. I amean I had it easy because I was a Civilian and all I had to do was get across the border and try not to kill anyone. However, Everyone else had so may roles that they had to do.
- What was your favorite moment or aspect of what you just played? I liked “What I felt like running away from all the other players. I also loved how the game was designed and the uniqueness of the pieces.
- Was there anything you wnated to do that you couldn’t? Not really, other than wanting to be a le to take my car back to get other people once I crossed the border, without taking a civilian back across the border.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would probably make some sort of cheat sheet for the other players so they know what all their roles in the game are so it limits the amount of questions they have.
- What should be improved with the next version? See questions 3 and 4.
- Describe the game in 3 words. Unique, Competitive, Creative
Playtest Pt. 2 Game Maker’s Notes
What questions did your players have? The players didn’t really have too many questions to start. This game was overall pretty basic to learn.
How quickly did they learn to play? I only took about 5 minutes. Once I explained the instructions, they were pretty much good.
What kinds of interactions did the players have? There wasn’t a whole lot of interaction between the players themselves. However the players enjoyed making fun of each others earnings and items they bought.
What confused players? Players had a little bit of confusion at first trying to figure out when they could go to the store, some players thought that as soon as they earned enough money to buy a product that they could go to the store. They didn’t realize that they had to wait until they land on a store space in order to be able to go to the store.
What did your players enjoy doing? Players enjoyed earning money and being able to go to the store and buy things.
Did any aspect of the game frustrate players? Earning a lot of low vaule items, resulting in it taking awhile for players to be able to buy high value items from the store.
What did your players learn/ take away from your game? Was that what you intended? There wasn’t really mush of a learing aspect to this game. However, I think players eventually got the idea that it is not always worth saving to buy the most expensive item because the smaller items are easier to buy an abundance of and they eventually add up to be a larger value. Overall, the intention was to teach players about price and value of items.
What is you plan to adress player questions, confusion, and frustration? I plan to make a board to display the store products on so that it is easier for all players to see. I also plan to add another card element to the board. So I will have to have “Pick Up a Product Card” and “Pick up a chance card” space to the baord. The product card will be the same as before. The chance card, will have cards that allow players to steal cards from other players, take free objects from the store, freeze a players turn, etc. I also will give players a set amount of mony to start with, so if they happen to land on a “store” space early on in the game, they have the option to buy something if they choose to.
If your players didn’t get your intended message, what will you change? I think players did get the message but I may try to add more to it somehow.
Playtest Pt. 2 – “Shipping Craze”
Player 1:
- What was the most frustrating moment or aspect of what you just played? There wasn’t really anything frustring other than it sometimes taking awhile to be able to build up money to be able to go to the store to buy products.
- What was your favorite moment or aspect of what you just played? Landing on a card and get a large value items – earning money and then going to the store to buy items.
- Was there anything you wnated to do that you couldn’t? Not really, maybe a way to add a form or sabatoge to other players.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would like there to be some form of stand that holds the items in the store, so that you can see the items better.
- What should be improved with the next version? not necessarily improved but it has been mentioned that you want this game to go mobile and I would like it see it in that form.
- Describe the game in 3 words. Fun, compeitive, exciting
Player 2:
- What was the most frustrating moment or aspect of what you just played? always collecting very low value items so it took forever to build up my money to buy stuff from the store.
- What was your favorite moment or aspect of what you just played? I liked making jokes about the items the other players earned or bought from the store.
- Was there anything you wnated to do that you couldn’t? I wanted to be able to buy products soon and have more money to start.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add some form of stand for the store products to make them easier to see when you are at the other end of the table.
- What should be improved with the next version? There should be a way to sabatoge other players maybe freezing them for a round, or stealing one of their cards.
- Describe the game in 3 words. Funny, Different, interesting
Player 3:
- What was the most frustrating moment or aspect of what you just played? There wasn’t really anything too frustrating about the game.
- What was your favorite moment or aspect of what you just played? Getting the right item cards at the right time and being able to buy the highest value item from the store before the other players.
- Was there anything you wnated to do that you couldn’t? I wanted to be able to sabatoge other players or be able to steal their cards somehow.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add a stand for the products in the store, and a way for players to sabtoge.
- What should be improved with the next version? Add the things above.
- Describe the game in 3 words. unique, creative, fun
5 Game Simulation Ideas
City Renovation Simulator: Players take on the role of an urban planner tasked with revitalizing a rundown city. They would have to restore old buildings, improve infrastructure, manage budgets, and balance the needs of the citizens. The game could include factors like traffic congestion, pollution, and social issues that players need to solve while also preserving the city’s historical charm.
Time Travel Adventure Simulator: Players control a time-traveling character who explores different periods in history. They must solve puzzles and manage resources to fix disruptions in time without altering history too much. The game could allow players to witness major historical events, interact with famous figures, and try to keep the timeline intact.
Space Colony Management Simulator: In this game, players manage a space colony on a distant planet. Players need to build infrastructure, ensure resource management, develop sustainable ecosystems, and keep the colonists happy and safe. Challenges could include alien life forms, environmental hazards, and limited supplies.
Eco-Farming Simulator: Players create and manage an eco-friendly farm. They grow organic crops, raise sustainable livestock, and work to reduce their carbon footprint while still generating income. The game could include dynamic weather patterns, challenges such as soil depletion, and natural disasters that affect crops, requiring careful planning and adaptation.
Museum Curator Simulator: Players take on the role of a museum curator, managing exhibits, acquiring rare artifacts, and organizing events. They must balance historical accuracy, budget management, and public interest. Challenges could include dealing with thieves, keeping the museum running during renovations, and educating the public on the significance of various exhibits.
Prototype 2 – The “Sell Me This” Challenge
Game Rules – The “Sell Me This” Challenge
Playtest 1 Game Maker’s Notes – “Shipping Craze”
What questions did your players have? Players asked if there were any ways to interact with other players beyond collecting products, such as trading or sabotaging each other’s progress. Some also wondered what happens if the Product Deck runs out and how the game progresses without available items to purchase.
How quickly did they learn to play? Players picked up the rules quickly. The basic mechanics of rolling dice, collecting products, and spending money were easy to understand. However, the more strategic elements like when to save money or plan purchases took a little more time.
What kinds of interactions did the players have? Players interacted primarily through competition for products, with some mild discussion around which items to buy. However, there weren’t many deep interactions, as the game lacked elements like trading, blocking, or disrupting other players. It felt more like everyone was working independently in their own “house.”
What confused players? Players were a bit confused about the bankruptcy rule, especially if they couldn’t afford products for multiple turns. Some also didn’t fully understand what to do once the store ran out of products, leading to a sense of being stuck.
What made players excited? Players got excited when landing on “Pick up a Product” spaces, revealing what product they’d collect, and when they purchased high-value items that helped boost their house value. Rolling doubles and getting extra turns also added a fun burst of excitement.
What did your players enjoy doing? Players enjoyed collecting products from the board, strategizing when to spend their money on higher-value items, and watching their house grow in value. The anticipation of each dice roll and product draw kept the game engaging.
Did any aspect of the game frustrate players? Yes, players felt frustrated when they were unable to make any purchases due to lack of money or when the store was out of products. The bankruptcy rule was a bit too punishing for some, as it left them waiting without much to do. The feeling of falling behind due to poor dice rolls or lack of money was also frustrating at times.