Sara Estus – In class games, and reading questions (Week 2)

Pepsi Man: Though the graphic quality isn’t the best for modern times, I think for the era it did release it was like more popular games. I think the game can be seen as a fun gimmick to get people to not only enjoy a fast-paced game but also an easy way to have advertising flashing in your face constantly. From the quality of other games, we checked out in class, I’d say this is the most planned out and more gameplay-focused advergame.

Sneak King: This game is incredibly silly, almost giving the focus on just the “king’s” actions and mannerisms rather than Burger King as a brand. It obviously wasn’t a focus on good branding, but rather Burger King jumped on a bandwagon of how much the public loved the creepy king.  

Chex Quest: The whole factor of a squad fighting “aliens” reminds me too much of suicide squad. The gameplay seemed fine, and the story was quite vague about why cereal was fighting phlem. But I guess that’s beside the point and the developers want you to just have fun?

M&M Kart Racing: This is the type of game you play when you feel like you want to make yourself angry. The controls are bad, the graphics are not the best, and the overall gameplay seems poor and confusing. But at least the candy is good.

America’s Army: This game just feels like a knockoff of COD if you take away all the fun story aspects. Now I get to think about WAR and SADNESS and people dying. I’d rather enjoy a game that has me walking away wanting to play more later, rather than walking away thinking about how real people can die in similar situations.

Monopoly: I am not usually a fan of Monopoly because every time I play, I have this dread that the game will take forever and people will argue (I speak from experience). But I found this version to be super unique not only due to it’s new rules that make you aware of class systems but also because it made players feel bad for having more.

Cool Spot: I have a soft spot for older games, and this one is such a silly, goofy game that I could see myself enjoying as a kid, but as an adult, the music, sounds, and controls get too repetitive and annoying. It’s still a cool game, though!

McDonald’s Game: I love it when people get away with satire, especially against big companies! This game is one I think people should take the time to sit down and look into learning how to play correctly. It seems like it takes a while to play, but like I said, I love satire and making people realize how bad companies really are.

  • What advergames have you played? did they influence a purchase?

I have not played any advergames before this class, though I wonder if you would consider games based on toys to be advergames, as they can make children want more toys. If so, I did play a lot of Barbie and Polly Pocket games online, and yes I was 100% influenced to beg my parents for more. Creating a space where children can play with their toys while the toy itself talks and moves is a really good way to influence children.

  • Why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?

Tooth protector and Escape worked because they added realism and human nature to the impact of the game. However, chase the chuckwagon and shark bait had less success as chase the chuckwagon was on Atari and had poor graphics and design, similarly, shark bait had poor appeal.

  • What does Volvo’s drive for life accomplish? 

Volvo’s Drive for life brought awareness to driver safety and mainly aimed at educating drivers about road safety and reducing accidents.

  • what company used in-advergame advertising 

Pepsi, with the lovely and iconic game, Pepsi Man

  • What was one if the first home-console advergames and what beverage was it for? 

Kool-Aid man, for Atari VCS

  • what makes the toilet training game sophisticated and do you agree?

It is stated that the urination in the toilet game is sophisticated due to a “strange attractor that draws and repels the players curser to mimic a lack of control.” I do agree that this is sophisticated and funny in a way, but it adds realism.

  • what do advergames and anti-advergames have in common, and what principles do they share?

Both advergames and anti-advergames leverage interactive engagement, persuasive influence, and gamification to change players’ perceptions and behaviors. They both are based on the factor of persuading people into buying a product or hating a product.

Sara Estus – 5 Persuasive Game Ideas

5 Persuasive Game Ideas:

  1. “Polluted” (Awareness to polluted oceans effects on wildlife)

Players start the game by learning about various sea creatures and how they live in their natural world. From whales to sea turtles and even to nudibranchs, this game gives players the full experience of the complexities of survival in the sea. However, after players learn about these animals and grow attached to their stories, the factor of humans comes into play. Now, players start to see how these various species’ environments are tainted with garbage and waste and how it affects the animals.

Mechanics: (Intended to be played as a video game) When players begin the game, they are presented with multiple pictures of varying sea life. When they pick a photo, they are then walked through the natural day-to-day lives of the animals, such as how they eat/hunt, the environment they live in, and what they do to survive – such as if they must defend their territory, court each other for mates and migration patterns. After players “meet” the sea creature, the story will turn into a darker tale, expressing the alarming rate at which the oceans are polluted. It is now the player’s job to save trapped animals – such as if a turtle gets its head stuck in a jar. The player also must adapt to what it truly means to reduce, reuse, and recycle. The game can only then be “won” once there is a significant impact on how the environment in the ocean is supposed to be.

  • “Follow the Stars” (Awareness of light pollution)

 Years ago, humans used to use the stars as a form of navigation. Now, we see GPS as our primary tool for finding where we need to go.  “Follow the stars” brings a twist to this modern ability by forcing players to find ways to turn off lights in a big city so that they can begin to see a clear night sky again.

Mechanics: (intended to be a video game/app) Players are given a paper that says (e.g.) “Follow the north star and then the smallest tip on the little dipper, and you will find where we are meant to meet.” However, players will notice that the sky above them makes it impossible to view the stars. As they begin their journey, players will point and click to turn off streetlights, apartment building lights, and signage to get a clearer view of the sky. Only after players turn off 4-5 light sources can they begin to journey forward into the night.

  • “Nostalgia” (Awareness of the need to appreciate items and reuse them)

Have you ever had an item, like a radio blanket or even a T-shirt, that worked just fine as it did years ago when you bought it, but now you are older, and it feels like it’s time for a new one? “Nostalgia” is a game where players are given a box of old items from their attic when they move out, and they must find a new purpose for the items without throwing the items away.

Mechanics: (Intended to be a video game) Players receive the box of items from their dad when they finish moving out, as it is the last box, and most of the other boxes have been moved and unpacked in their new place; this box feels useless but super nostalgic. Players will begin by digging all 10 items out of the box and reading about what they are and what they were used for. For example, it may say, “Your old Sony Walkman. It has seen better days; it’s a little dented. Has a cassette tape of the band Tears for Fears inside.” Players then must decide how they will either reuse the item or reflect on the item’s value and worth. An example of how that can be done is through options given to the players. “You decide to keep the Walkman, as it is an iconic piece of technology, though it is outdated for its time, it is worthy of the collection.” But players can also decide to completely reuse the item. “You decided your old Mickey Mouse blanket no longer fit your style. You decided to donate it to an animal shelter, so the cats and dogs had something comfortable to sleep on.”

  • “The length of my chain” (Awareness of the lives of dogs kept outside on chains)

Charlie was a good dog, at least he thought he was after he was adopted by a family. But not long after he turned a year old, he began getting restless when his owners would leave him unattended inside for hours on end daily. He would get into chewing the couch up, peeing on the floor by the front door, and drinking out of the toilet, getting water all over the bathroom floor.  Once his owners came home, they punished him by locking him outside, bound to a thick iron stake by a chain. He remained there for years, rain, snow, and the high heat of the summer. The only thing that changed was occasionally, the owners would come out and toss him scraps of steak and hotdogs, and they gave him a little hutch to sleep in. But Charlie didn’t know any better; he was just being a good dog.

Mechanics: (Intended to be a video game/app) Players start the game as a puppy version of Charlie. They can roll around and play with their siblings, and when the level is almost over, players are picked up by two big open arms – presenting them to their family. Then time moves on, happily as Charlie plays with his new family, sleeps in a nice warm bed, and eats delicious meals in a nice metal bowl with his name on it. Players play this level in an open world, with limitations to sleeping, playing, and eating as a puppy does. On the third level, Charlie is now a year old, and players can cause complete chaos, ripping up pillows, drinking from the toilet, and so on. On this level, players are given a bar that must be filled (called the “Mass destruction” bar) After the level is over, there’s a sound at the door, and Charlie’s family is home. The fourth and final level is broken down into ten nights, over multiple seasons and years. This time Charlie is chained up outside and each day/night cycle is about Charlie seeing the world by the limitations of his chain. Only receiving any form of love through a rare, occasional “treat” from the owners. Charlie will not live to be 16 like a dog usually does, as living out in the elements on a chain is no life at all.

  • “Kintsugi” – Golden Joinery

(awareness of the little things in life and the imperfections that come along with living)

Kintsugi is the Japanese art of putting broken ceramics back together by using lacquer, bringing meaning to embracing imperfections and bringing visual beauty to imperfections. In this game, players are given various ceramic pieces, each having a special story about what it was used for and where it came from. It is the player’s task to fix the piece back to what it originally looked like. As players slowly piece the ceramic back together, they see flashbacks of the “life” the ceramic has lived.

Mechanics: Players own a self-redeemed “repair shop” in a small town. Every day, a customer comes and drops off a bag with a unique broken ceramic. As the game goes on, players will slowly repair broken ceramics, slowly also learning about each customer and the meaning of the ceramics in their lives.

Sara Estus – Week 1 Questions and Thoughts:

What are the issues Ian Bogost raises about social games with Cow Clicker?

The creator of “Cow Clicker,” Ian Bogost, raises multiple issues about social games. First, he states that they are “enframing,” as he states, “friends aren’t really friends; they are mere resources. And not just resources for the player, but also for the game developer, who relies on insipid, “viral” aspects of a design to make a system replicate.” Bogost also states that social games are built on compulsion, as players “obsess for more and more.”  Furthermore, he states these games are seeping with optionalism, allowing players to play a lot, or a little with little effort. Of course, the main issue Bogost ends his statement with is that players who partake in social games experience a substantial amount of destroyed time. Players will obsess over tens of hours of playtime to complete simple tasks.

How do social games like FarmVille enframe friends?

Like Ian Bogost’s statement, social games enframe friends as a means of gaining resources for games. Farmville is a perfect example of such as you can “invite” your friends to help you tend to your crops and livestock on your farm, while also helping them in exchange. I have never played Farmville, but from my understanding of the mechanics of the game, a lot of time and effort from your friends is extremely important to help you move forward into the game.

How do social games destroy time outside of the game?

               Social games destroy time outside of the game by being consistently prevalent in one’s day. If you play a game on Facebook and have notifications enabled, you will get update notifications from the game telling you that “something is ready!” and will feel enticed to come back to the game. However, there is also the factor of some games depend on time to unlock and “build” things. You may have to wait a day or two, etc. But many games also combat this by having a “pay to play” feature that now ruins the factor of spending time in the game, now your real money is being implemented too.

Game Thoughts: Painstation

I think it is interesting to see how artists and creators (manufacturers) can create such a unique game that can create such a unique experience. The game, Painstation compels its players to decide if playing a simple game of pong is worth getting whipped, burned, and electrocuted. I feel like I would be up to the challenge to play just to be able to say I tried it. (Though I feel like I wouldn’t last very long.)

Game Thoughts: Getting Over It

I have seen this game, and own this game on multiple platforms. It is such a silly but also aggravating game to play. But it is surely one you really can’t ever put down. You keep coming back telling yourself “I can do it this time!” but surely you never really do. Being able to say you have completed the game is for sure a bragging right.

Game Thoughts: Townscaper

I have played games similar to this one, such as “The Block” on Steam. I don’t personally enjoy neverending mindless games such as these. But I can appreciate the art style, sounds, visuals, and calming factor of the game.

Game Prototype – Rotten to the Core – Collab between Sara and Amber

Rotten to the Core is a game about decomposition through the use of various insects and fungi associated with the process of decomposition. The goal is to decompose the body as fast as you can without getting caught! Please read more below to see rules and information!

Game Pieces and Setup:

I had a lot of fun planning and making the game with Amber! Breaking down the playtesting notes that we received was a fun challenge and I especially enjoyed making version 2, because I was able to customize the art for the game! I hope Amber wants to revisit this game in Game Design 2!

Game Prototype – Academic Integrity

This was my first prototype for class! I wanted to challenge the use of AI and how Media Art students viewed it. As a simple fill-in-the-blanks game, it made players attempt to identify what was and wasn’t AI! For more information, read below!

Rules:

AI Cards: (different art styles were used to confuse players!)

Topic Cards:

The Answer Key: (No Peaking!)

This game was incredibly difficult to make, with having to hand sort through Adobe Firefly and the various versions of the prompts it created for me. It was also a challenge to source artists who were not AI on Adobe Stock!

Game Prototype – A Box for my Trinkets

I have SO MANY Trinkets. I know many others can agree that cute little trinkets are so fun to collect and display! But, I need a box for them! In this game, players have two cards they pull from the start, a special trinket card, that gives the player a specific description of a trinket they must find or receive to win, as well as a Trinket Types card that gives a loose description of the types of trinkets they have to collect to win! Players must fulfill both cards to win the game! Read more below for more information!

Though the original rule set has been lost in my process of moving, I will do my best to recreate what the rules were.

RULES:

1.) Each Player will grab on “box” (2-4 players) and place the box in front of them. These boxes are meant to be for the players eyes only!

2.) A large bag full of trinkets will be in the middle of the play area, and two stacks of cards, one red and one blue will be alongside the bag.

3.) Starting with the oldest player, they will grab one red and one blue card from their respective piles. Reading them silently and keeping the content of the cards secret until the end of the game.

4.) The oldest player will then grab ONE trinket without looking. Being careful to keep the trinket hidden and place it into a slot in their box. The player whose turn it is after the oldest starts the game can decide to grab a trinket from the bag or take the trinket of the player who just took a turn. This rule applies to all players after this.

5.) This cycle continues until someone fulfills their card’s requirements, at this time, the player who believes they have correctly fulfilled the card will show the card to the other players who decide if that player wins or not. If the player wins, the game is over. If the player doesn’t win, the game continues, and that player must choose one new card to replace either the red or the blue card.

Example of what the prototype boxes looked like: (I forgot these when I originally prototyped the game in class, so players had to use cups)

These were the red and blue cards:

Inside my bag of trinkets used during playtesting:

Though this game was fun to make and playtest and everyone enjoyed it. It is more of a collectors game and has many small sensitive parts to the game pieces. Professor Ames did say I could make a concept of a really nice set of boxes to come with the game, and make players provide their trinkets and topic cards but playtesting in a classroom with just four boxes and blank cards isn’t much to test. I do not believe this game will return for Game Design 2. 🙁 But I loved making it!

Game Prototype – Stick with the Flock (Returning from 4D!)

Stick with the Flock is a game I created in 4D last semester! it is loosely based on the card game, “heard mentality” except players are meant to focus on learning about other players and maintaining their flock of cute little ducklings. But it has a twist! players can become a “Stubborn Swan” and play the game backwards! Read more below for details!

RULES: (I actually revised it on 12/10/24)

Game Pieces:

Game Pieces in more detail: (Considering this was my final version for 4D I made it fancy!)

Detail on Question Cards:

I think doing a final version of this game I was really proud of from 4D, and applying what I have learned and experienced can really help it feel put together! I do plan to have this game make a comeback, as players did not get to try this final version in class!

Sara Estus – Week 13 Questions

What is the difference between a “working” and a “display” prototype?

               A working prototype functions with the game mechanics. It is often in rough shape and visual aesthetic due to the quick nature of wanting to work out the kinks of if and how the mechanics work. However, a display prototype is meant to be created to look as best as the game can, much like how the final product is expected to look.

What is required of a working prototype, and what might cause failure?

               A working prototype must have the basic needs that the mechanics determine, if you need to have a spinner, for example, that is something required. However, a failure can take place if the spinner is a makeshift creation, and it may function poorly creating lacking results in playtesting.

Where might you pitch your game?

In a school setting, you can pitch ideas to professors and your peers, to personally get feedback from a community you are familiar with. However, on a larger scale, you can pitch your ideas to gameboard companies, and companies that have created games like your own.

What do publishers look for in a game?

High quality, clear rules and game flow, good concept, and little to no flaws in gameplay.

What makes a good set of Rules?

               Rules that are concise, easily readable, straightforward, and not overwhelming.  While rule quantity can change depending on the age group, quality, and readability should not change

Trolls Riddle Run – Game Review – Sara Estus

1.) Most Frustrating moment or aspect: The riddles are so clever, and for me, it was more getting moved back during gameplay. I think it happened often enough I was frustrated, but it’s a good part of the game. Nothing unintentional that frustrated me!

2.) Favorite moment or aspect of the game?: I enjoyed the aspect of the chance cards a lot. It spiced things up and it wasn’t all about riddles

3.) Anything you wanted to do that you couldn’t?: Get all the riddles right at the end!! I got the first one right, and then lost at the second, making me go all the way back. 🙁

4.) If you could change anything about the game would you?: I want to clarify that I do not think the riddles should change. I think it is more a player error of not being able to answer them right easily. Though I do think for those players, maybe having levels of cards to pick from could help. But then I fee like everyone would pick easy cards.

5.) What should be improved for the next version?: Add more riddles!

6.) Describe the game in three words: Dad Joke Trolls

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

Sara Estus – To Feed or Not to Feed Game Review

1.) Running out of food tokens was hard, I think it changed the game a lot

2.) I enjoyed that it was repayable through shuffling the deck after rounds!

3.) I wish I could have interacted more with the animals I had, rather than just feeding them and putting them to the side.

4.) More food tokens, and maybe more animals?

5.) I think the animal cards having more purpose, and that there should be more food tokens as stated above!

6.) Animals Very Hungry

Sara Estus – Builder Buccaneers Game Review

1.) Trying to be super quick with building! It’s part of the game so I enjoyed it, but that can be hard sometimes to build fast.

2.) I enjoyed the aspect of having a range of different levels to build, with the levels reflecting super well with the building difficulty.

3.) Play the game longer, I felt like it ended super early, but for a prototype I’d say that’s good for further trial and error!

4.) A bigger board, with obstacles, pirates, treasure and different levels of difficulty.

5.) The length of the game and the board, as my previous comments on why.

6.) Fast Building Ships

Sara Estus – King of Tokyo and Bohnanza Reviews

King of Tokyo:

Was it fun? – I do think the game was fun, though it felt short, I did enjoy playing it and winning!

What were the player interactions? – after we had figured everything out, we just started attacking each other, in-game and verbally. I did enjoy the uniqueness of the game pieces like the player card with the life and the little green power cubes though.

How long did it take to learn? – I think the rules made it more complicated than it needed to be, taking us more time to figure out the specifics than playing the game it feels.

Would you play it again? – I think so, though it’s not really my type of game, I do enjoy the competitive aspect of it

Analyze the game using the 3-act structure. – Learning the rules and establishing them in the game, then playing the game as we understood it and interacting with the board, hearts, and ability cards, the lastly winning battles in the game and eliminating players, and I WON

What is the collaborative and or competitive aspects of the game? – the game is all about competition, battling over who will be the king of Tokyo, it came down to trying to save hearts, use abilities to your advantage, and then trying to win

What is the game’s metaphor and which of the game’s mechanics standout? – can you become the one and only king of Tokyo? The mechanic that stood out the most to me was the factor of how you could lose hearts, though you can gain them back with ability cards, it felt like it was a constant process to try to keep your hearts.

Bohnanza:

Was it fun? – I think the game was okay, I enjoyed the art more than playing the game

What were the player interactions? – trading cards, growing beans, and trying to keep similar cards. I think I enjoyed that aspect the most as I was with my friends, so it was easy to trade.

How long did it take to learn? – It was pretty confusing, we needed a lot of help at first but after we got it, it wasn’t too bad to play

Would you play it again? Yes, we didn’t play the whole length of the game, as we were supposed to get through the deck three times, and we only did it once.

Analyze the game using the 3-act structure. – Learning the game, and setting everything up, then beginning the step-by-step process each player is intended to do each turn, then gathering money by selling beans.

What is the collaborative and or competitive aspects of the game? – We collaborated the most by trading and gifting cards but competed by trying to get the most money from selling the beans

What is the game’s metaphor and which of the game’s mechanics standout? – “to bean or not to bean” The mechanic that stood out to me the most was the factor of gathering matching cards and trying to trade cards with the other players. I felt like not a lot of other games we have played have a positive aspect to player interaction with each other while maintaining the need to individually win

Sara Estus – 5 Collecting Games

  1. Forager – This game is about gathering different types of mushrooms, using a board and little tokens with small mushroom drawings on them, the idea of the game is to collect similar edible mushroom species. However, there are many chances to stumble upon toxic mushrooms! If you accidentally gather a toxic species, you will lose several mushrooms in your basket written on the token – i.e.: Ink Cap Mushroom = Lose 3. The board is set up with multiple sections where mushrooms will grow, these “Forests” can provide more opportunities for gathering similar mushrooms, but you can only be in the same forest for two turns. This game is very similar to Takenoko
  • A Box for my Trinkets! – This game is about collecting trinkets, each player has a unique box where they will collect and hold their trinkets, however, you are given one “style card” that will vaguely tell you what size, style, and type of trinkets you can collect. Don’t worry though, there will be dozens of trinkets that can fit these requirements, it’s all about trading, bargaining, and gifting your fellow collectors (other players). Such as when they want to trade you have to give them something in exchange. Other players will not be able to tell what trinkets you have, and you’re meant to keep them a secret! The goal to win the game is to have a box full of trinkets that fit your “style card” and a special trinket that is golden – your most prized possession.
  • Green Thumb – A game about having a lot of houseplants, but only a little bit of room! The idea of this game is that you start with 4-5 house plants, You’ll begin with a room space with a window and some shelves, At the beginning of the game, you get a few plants that will tell you where your plants go in the room if you have the space, correct lighting, and proper temperature, your plants have a good chance of surviving. Now the idea of the game is to fill the space and keep your plants alive, the greener the better! Once you have filled your space and feel that your plants are of the highest quality of life, you win! However, there are many opportunities for pests to infect your plants, plants of optimal quality will begin to flower and spread – or cuttings will need to be harvested. This factor will be decided by chance, and each player will have a different affect happen every two turns.
  • Media – Mediums – A game about gathering up different experiences through trying new art mediums. Each player will begin the game with one art medium that they are good at, and throughout the game, they will have to gather different unique art mediums that can not only benefit the medium they have already mastered but also create something that represents all mediums and their uniqueness. (This game is more of a long-term commitment, so I’m not sure how well this would work irl)
  • To be a Frog – Though this game a self-explanatory, this game is about being a frog. You must establish an area in the pond where you will eat, sleep, and lay your eggs. The way to achieve this is to collect lily pads for your pond and ensure you have eaten enough flies to establish your area and avoid predators. At the beginning of the game you will start with a card that explains what your frog has as skills, are you able to eat more than 4 flies? Are you a poisonous frog that can ward off predators more easily than others? The way to win this game is to establish your home, create future generations, and establish a food source.