3 Game Reviews – 1.22 Week 2 Persuasion

The McDonald’s Game

  • Was it fun?
    • Not really. It was more stressful than fun and honestly kind of annoying.
  • What were the player interactions?
    • You’re just clicking around trying to manage the whole McDonald’s system. It felt like Papa’s Freezeria but way more chaotic and way less clear.
  • How long did it take to learn?
    • It took a while to even get a basic idea of what was happening. Even after reading the directions, it still didn’t fully make sense.
  • What was the most frustrating moment or aspect?
    • Not knowing what to buy or when things were gonna happen, like when the cows were getting taken to the barns. The blinking lights and fast pace stressed me out bad.
  • What was your favorite moment or aspect?
    • Honestly, just finally kind of understanding what was going on, and that took way too long.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually play with intention instead of just clicking random buttons and hoping for the best.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the corporate objective way clearer, especially for people who don’t already know how these systems work. I’d also simplify the interface and change the aesthetic to appeal more to high schoolers or young adults.
  • Is this a game you would play again?
    • No. Even after the directions, it still didn’t really make sense, and the stress outweighed the fun.
  • Analyze the game using the 3-act structure.
    • Act 1: You load in and are immediately confused by all the moving parts.
    • Act 2: Everything speeds up, the lights start flashing, and you’re just reacting instead of thinking.
    • Act 3: You kinda get the idea, but not enough to feel accomplished — more just relieved it’s over.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t really any. You’re just fighting the game itself and the clock.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for corporate fast food systems being overwhelming and impersonal. The standout mechanics are multitasking, fast pacing, and constant alerts.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Blinking lights, no clue
      Cows disappear, I panic.
      Capitalism.

Monopoly Game

  • Was it fun?
    • Yeah, it was fun, especially as the white man. But that fun felt weird because it was obvious I was winning off advantages other people didn’t get.
  • What were the player interactions?
    • The interactions made inequality super obvious. Playing against minority and female groups showed how the system mattered way more than effort or skill.
  • How long did it take to learn?
    • It was easy to learn because it’s basically OG Monopoly rules. Since I already knew how to play, I could focus more on what the game was saying instead of how it worked.
  • What was the most frustrating moment or aspect?
    • Watching minority and female players fall behind with no real way to recover. The wealth gaps got big fast, and it felt unfair on purpose but still hard to watch.
  • What was your favorite moment or aspect?
    • Winning. Buying up property and becoming the one percent felt good, even though it also made me aware of how messed up that is.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah. I wanted to actually fix the system or help balance things out, but the game didn’t really let that happen.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the game way more specific to different communities like a Pittsburgh-based board. I’d also add age differences (Boomers vs Gen Z, Gen X, Millennials), tariffs, higher school taxes in certain areas, and more customized chance cards to reflect a real economy.
  • Is this a game you would play again?
    • Yes. Even though it was uncomfortable, it made me think a lot about privilege, inequality, and how systems work.
  • Analyze the game using the 3-act structure.
    • Act 1: Everyone starts with different resources, and the imbalance is clear right away.
    • Act 2: The rich get richer, the gaps grow, and it becomes obvious who’s winning.
    • Act 3: There are clear winners and losers, and it feels like the outcome was decided from the start.
  • What are the collaborative and/or competitive aspects of the game?
    • It’s definitely competitive, but there’s also this shared realization happening. Everyone is watching inequality play out in real time, even while trying to win.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for capitalism and systemic inequality. Unequal starting positions, buying property, and collecting rent really show how privilege compounds over time.
  • Describe the game in 3 sentences or in the form of a haiku.
    • All I do is win
      Rules decide who gets ahead.
      Fun, but insightful.

CoolSpot

  • Was it fun?
    • No. This game was definitely not a CoolSpot (pun intended).
  • What were the player interactions?
    • You’re basically just jumping around trying not to die. It felt like a weird mix of Flappy Bird and Mario, but without the fun part of either.
  • How long did it take to learn?
    • It didn’t take long to figure out the controls, but even after that I was still confused. Like, I knew how to play, but not why I was playing.
  • What was the most frustrating moment or aspect?
    • The game moves way too fast and the graphics made me feel sick. Everything felt overwhelming, and half the time I didn’t even know what the objective was for certain rounds.
  • What was your favorite moment or aspect?
    • Honestly… none. No part made me want to keep playing.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually understand the goal of the game, but it never really explained that.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • Realistically, I wouldn’t change anything because this game feels far from saving. But if I had to change something, it would 100% be the graphics.
  • Is this a game you would play again?
    • No. I would rather not play this game ever again. There was zero appeal.
  • Analyze the game using the 3-act structure.
    • Act 1: You start playing and immediately feel confused and overstimulated.
    • Act 2: The game speeds up, everything gets more chaotic, and the frustration builds.
    • Act 3: You stop playing not because you mastered it, but because you’re over it.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t any. You’re just competing against the game itself, and even that doesn’t feel rewarding.
  • What is the game’s metaphor and which mechanics stand out?
    • If there is a metaphor, it’s probably sensory overload. The fast pace and intense visuals stand out the most, and not in a good way.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Too fast, too chaotic
      Jumping with no real reason.
      Not cool. At all.

1.22 Week 1

1. What issues does Ian Bogost raise about social games with Cow Clicker?

  • Some issues Ian Bogost raises about social games in his game Clicker are that these games will reduce play to repetitive, meaningless actions that are most often time- or enjoyment-based. The game is intentionally designed to rely on mental systems such as habit rather than meaningful interaction; it is meant to prioritize engagement and leisure.

2. How do social games like FarmVille enframe friends?

  • Social games like FarmVille frame friends as people to interact with, not just for social connection but for in-game advantages. This can be anywhere from bonuses or virtual Goods to optimize the gameplay. The idea of the social relationship mainly focuses on the transactions between every interaction and also uses human relationships as data to strengthen bonds.

3. How do social games destroy time outside of the game?

  • Social games can destroy time outside of the game simply through a hypnotic nature and influence beyond timer notification games especially with the anxiety about missing progress often this hypnotic state destroys the illusion of time not spent playing where there’s a lack in attention and mental energy being used to go back and forth between the game and life social games consume Leisure Time and can intrude everyday life but it removes the sense of obligation and can sometimes become an outlet during those Leisure times. 

3 Game Reviews from over winter Break

Bad therapist

  1. Was it fun?
    1. I thought I would like the game more than I actually did, it was okay.
  2. What were the player interactions?
    1. It was sort of like Cards Against Humanity, except with images.
  3. How long did it take to learn?
    1. It took about 5 minutes to learn and understand the game. The directions were very simple and easy to pick up.
  4. What was the most frustrating moment or aspect of what you just played?
    1. The game was only frustrating when my card wouldn’t get picked.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment was being the therapist and deciding whose card was the best.
  6. Was there anything you wanted to do that you couldn’t?
    1. Something I wanted to do but couldn’t was to have more cards that could be universal to all of the opportunities and situations.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. If I had a magic wand to wave and could change anything, I would make the diagnosis cards broader and relatable to every situation.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I don’t think I would play this again simply because this game’s creators were the creators of exploding Kittens and I despise that game and overall don’t think their games are good.
  9. Analyze the game using the 3 act structure.
    1. The 3 act structure in this game is followed by the therapist selecting their question card and situation card the next axt is the struggle of the other players choosing their own cards then lastly the 3rd structure is having the therapist read aloud and choose their favorite card.
  10. What are the collaborative and or competitive aspects of the game?
    1. This game is moreso competitive in that it requires the other players to compete to find the best answer to fill in the situation
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. I don’t know if the game has a metaphor but the mechanics are the hand limit and how many cards you can place as well as how many cards can the therapist use.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Boring as ever, Would not play this game again. Why is this a thing?

Play 9

  1. Was it fun?
    1. I really enjoyed this game.
  2. What were the player interactions?
    1. The player interactions involved taking the number a player discarded and using it for your deck.
  3. How long did it take to learn?
    1. The game took me about 20 minutes to fully pick up.
  4. What was the most frustrating moment or aspect of what you just played?
    1. The most frustrating moment was when you would take a card out of your hand blindly to place in the discard pile and you actually needed it.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment was when I ended up with the most negative points in one round.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to be able to have a little more freedom in my pick but I understand why the game is the way it is.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I honestly wouldn’t change the game I found myself really enjoying it as is.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I would play this game again I found it very engaging and I found myself invested in this game.
  9. Analyze the game using the 3 act structure.
    1. The three-act structure follows from the moment when you flip your first two cards, then deciding which cards you want to play on. Then gets to the heat of the second round, where you have 2 cards left to flip or swap, and you can’t pick up and swap unless you’re sure. Lastly, it’s down to the last card, where everyone sees who has the fewest points wins the round.
  10. What are the collaborative and or competitive aspects of the game?
    1. The competitive aspect of the game is trying to get the least amount of points every round to win.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. The metaphor is about golf, and the mechanics are pick up, put down, and pick up and play. 
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Dynamic itself, Fun to play at every age, Lowest score will win

OTrio for tic tac toe

  1. Was it fun?
    1. I really enjoyed playing the game.
  2. What were the player interactions?
    1. The players interacted by preventing and placing three in a row without the other players noticing.
  3. How long did it take to learn?
    1. It took about 5 minutes to learn
  4. What was the most frustrating moment or aspect of what you just played?
    1. The most frustrating part is when you can play one last turn, but you’re stuck on how to beat both players when either of their next moves lets them win.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment of what I played was winning when your opponents don’t realize it.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to be able to have a master block move so that I could stop either of them.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I wouldn’t change anything it was so fun as is.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I would play this game again because it flows so easily.
  9. Analyze the game using the 3 act structure.
    1. Just the whole building of the game follows the 3 act structure from the foundation.
  10. What are the collaborative and or competitive aspects of the game?
    1. It is a competitive game that runs like tic tac toe, trying to win while trying to stop the other team from getting ahold of the win.
  11. What is the game’s metaphor and which of the game’s mechanics stand out?
    1. Im not sure this game has a metaphor, but the mechanic that stands out is that you need three in a row of the same color and shape or same color and progress of shapes.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Easy environment. Portable for on the go, Twist on a classic.

Game Reviews for 3 games

Cow Clicker

  1. Was it fun?
    1. I would say watching the gameplay was fun and mindless.
  2. What were the player interactions?
    1. The player clicks the cow to milk it then dispenses the milk into the cartons until full, then goes down the assembly line.
  3. How long did it take to learn?
    1. Literally, it was so self-intuitive that it took less than 2 mins to learn the game.
  4. What was the most frustrating moment or aspect of what you just played?
    1. The game is so mindless, other than not having an end to it that is the only time I am frustrated.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment was honestly watching as the milk was placed into the cartons and filling up the cartons.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to have more animal options like a chicken.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I would add other animals so you had to go around and equally gather resources from each animal.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. Yes, I would play again because it is so brainless.
  9. Analyze the game using the 3-act structure.
    1. The three-act structure is followed by the click to gather the milk and then the placing of the milk into the carton, and then the assembly line continues the process and you gather cows the longer you play.  
  10. What are the collaborative and or competitive aspects of the game?
    1. This is a solo game that invites the user to collaborate with the system to accomplish tasks.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. The clicking was definitely the biggest mechanic, which is easy enough to zone out to place.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. The game was calming, I would for sure play again, easy on the eyes.

Townscrapper

  1. Was it fun?
    1. Yes I enjoyed the calming nature of it.
  2. What were the player interactions?
    1. Players clicked on the screen to build towns.
  3. How long did it take to learn?
    1. It took 2 mins to learn and decipher.
  4. What was the most frustrating moment or aspect of what you just played?
    1. Literally nothing, I was zen the whole time.
  5. What was your favorite moment or aspect of what you just played?
    1. Building the town was the best aspect of what we played.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to be able to control what I built. Like when I placed things, I couldnt tell what it was gonna build. 
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I would be able to control what sort of building I was creating when I clicked so I had options.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. Yes this game was a soothing experience for the brain to just turn off and click.
  9. Analyze the game using the 3 act structure.
    1. The objective starts as a click and then progresses with building the towns and choosing colors, then the game continues until you decide the end.
  10. What are the collaborative and or competitive aspects of the game?
    1. I would say this one-player game fares more collaboratively as in if you have other people watching, they can advise you.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. I would not argue that the game has a metaphor, but I would say the mechanic comes with the click and choosing the color to build on.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Mindless and Brainless, Colorful objects on screen. One cohesive game.

Calvin Ball

  1. Was it fun?
    1. Yes
  2. What were the player interactions?
    1. The players came up with their own rules to play the game.
  3. How long did it take to learn?
    1. I would say it requires an explanation before you play so not long.
  4. What was the most frustrating moment or aspect of what you just played?
    1. When Mason decided he was the winner.
  5. What was your favorite moment or aspect of what you just played?
    1. Trying to hit the monkeys was my favorite.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to have the ball more.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I would have a rule where people had to pass to me.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I would play again because you could make the game whatever you wanted.
  9. Analyze the game using the 3 act structure.
    1. I don’t think this kind of game follows the 3 act structure.
  10. What are the collaborative and or competitive aspects of the game?
    1. I think there is a competitive aspect to what we played because there was no end and you could keep going with whatever part you wanted.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. Just throw the ball, and there are no specific mechanics unless people come up with their own.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Fun and exciting, as little or as many. Age does not matter

Go Wish Aleah and Christine Official Rules

Go Wish

Goal

Be the first player to collect four matching cards of the same number, person, or suit guided by fate and fortune.


Materials

  • A 52-card deck (or a custom tarot-themed deck with four suits: Cups, Swords, Wands, and Coins).
  • A fortune teller (paper cootie catcher) with the four suits written inside.

Setup

  1. Shuffle the deck and deal 7 cards to each player.
  2. Place the remaining cards face down in the draw pile.
  3. Place the fortune teller in the center of the table. This represents fate guiding the players.

How to Play

Step 1: Consult the Fortune Teller

  1. The player whose turn it is selects a suit Coin, Sword, Cup, or Wand — and spells it out, opening and closing the fortune teller with each letter.
  2. When finished, the player chooses a number revealed inside (1–6).
  3. Open that flap to reveal an action prompt — this can determine:
    • How many cards to draw (e.g., “Draw 2 cards”),
    • Which card to play (e.g., “Play your 5th card”),
    • Or a fun fate-based rule (e.g., “Trade hands with another player”).
      (You can write these actions under each flap of the fortune teller.)

Step 2: Make a Wish

After following the fortune teller’s action:

  1. The player selects another player and asks if they have a specific number, person, or suit (just like in Go Fish).
    • Example: “Do you have any Cups?” or “Do you have any 7s?”
  2. If the other player has the requested cards, they must hand them over, and the asker gets another turn.
  3. If the other player does not have them, the asker must draw from the top of the draw pile.

Step 3: Fate’s Consequences

Depending on how the turn goes:

  • If successful:
    • Keep your cards and continue your turn.
    • When you complete a set of four matching cards (by number/person/suit), place them face-up — that’s one fulfilled Wish.
  • If unsuccessful:
    • Discard all but the card you used to make your “Wish.”
    • Draw back up to 6 cards.
    • The other player also draws 1 new card from the deck to replenish their hand.

Step 4: Refresh the Deck

If the draw pile runs out, shuffle the discard pile to create a new deck.


Winning the Game

The first player to fulfill three Wishes (collect three complete sets of four cards) wins the game. Their fate is the strongest!

Aleah and Christine Game Idea Brain dump

Braindump:

Materials:

  • Fortune teller
  • Deck of cards (52 cards) 
    • Using tarot cards to build a deck

Sort of go fish 

  • Fortune teller tells us how many cards to pick up
  • Or fortune teller tells us depending of order of cards which one to pick up if u roll a five pick up the fifth card in your deck
  • Keep incorrect card and discard other 4 then pick up 4 new cards

Rules:

Take fortune teller select from coin, sword, cup, and wand

Spell one opening and closing each section with each letter spelled

Chose number from the spot left open

Open that section

Read aloud your action

Keep that card in your hand

Select a player 

Ask them if they have the same number/person and or suit

Collect all that player has

Discard all cards 

Pick up new set or 7

If the ask is unsuccessful 

Discard all cards except the one you used in that turn

Then pick up 6

Other player that was asked to replenish hand 

Continue with this process until out of cards then shuffle the discard pile