game design 2 game reflection
game 2 documentation
Aleah, Mason, Lauren
Rules : ⚔️ Speed War: Treasure Hunt
🏝️ Story
Players are adventurers exploring a dangerous island in search of treasure.
Every card flipped represents something you encounter along the journey.
🃏 Card Meanings (Using a Regular Deck)
- Number Cards (2–10) → Explorers
- These are your adventurers competing for treasure
- Higher number wins the round
- Face Cards (J, Q, K) → Monsters 🐉
- If a player plays a monster card, they instantly lose the round. The player then must discard the monster out of the game and put 2 cards into a pile on the side.
- Aces (A) → Treasure 💰
- First player to slap wins the pile and takes back the treasure into their deck
- Jokers (optional) → Traps ⚠️
- Last player to slap loses 3 cards and adds them to the pile
▶️ How a Round Works
- At the start of the game give each player the same number of cards
- Both players flip a card at the same time (like in War).
- If both cards are number cards, the higher card wins the pile.
- If a special card appears, players must react quickly and slap the card
- If you win the round, you will take back your card and the other players card.
⚡ Special Events
- Ace (Treasure Chest 💰)
→ First player to slap gets all the cards in the pile - Face Card (Monster Attack 🐉)
→ If a player plays a monster card, they instantly lose the round. The player then must discard the monster out of the game and put 2 cards into a pile on the side. - Joker (Hidden Trap ⚠️) (optional)
→ Last player to slap must give away 3 cards into the side pile
🏆 Goal
Collect the most cards (treasure) and survive the island by the end of the game.


April 2nd Game Design
Game Design 2 Simulation ideas
Pet Adoption Simulation
You volunteer at an overcrowded animal shelter.
VR Mechanics:
- Feed, groom, and medically assess animals
- Learn each pet’s personality traits
- Match them with adopters based on compatibility
- Physically kneel to comfort scared animals
- Hand-feed or gently brush fur using motion controls
- Heartbeat audio when animals feel safe
Horror Vr Game Abandon Hospital
VR Mechanics:
- You explore a condemned hospital overnight.
- Ghosts are tied to unresolved stories.
- You piece together what happened through environmental clues.
- Instead of fighting ghosts, you calm them by uncovering truth.
Coral Reef Simulation
VR Mechanics:
You’re restoring a dying reef ecosystem.
- Plant coral fragments
- Remove invasive species
- Monitor water temperature & pollution
- Protect reef from storms
Space simulation vr game
VR Mechanics:
- Exit the airlock
- You’re a space station repair technician orbiting Earth.
- Tether yourself
- Repair satellites and station panels
- Monitor oxygen and suit integrity
- Full 360° zero-gravity movement
- you push off surfaces to move.
Collaborative Baking Game
VR Mechanics:
- Ingredients float away if not secured
- One player stabilizes gravity controls
- One mixes
- One bakes
- Timed customer orders
- Flour clouds float everywhere. Someone always drops the cake.
Game Design 2 Week 6 Simulation
Aleah Dudek
Keep Talking No one explodes
- What made the experience fun or not? The game is fun because it forces intense communication under pressure. It can become frustrating if communication breaks down or if players don’t listen carefully.
- What is the motivating factor to get or keep players playing? The challenge of increasingly complex bomb modules. The communication can become very difficult if the other player isn’t good at directions.
- Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it persuades players to value clear communication, patience, and collaboration. In the real world it can help players inhabit listening skills, strategy, and staying calm under stress.
- What is the game’s metaphor and which of the game’s mechanics standout? High stakes problem solving depends on communication, not individual intelligence. Bouncing back and fourth between the players and how easily one explains what they see and how well the other follows direction.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me stressed , but also watching other people play is kind of humorous as you sort of watch them struggle in the game. It makes you feel empathy for the one trying to describe the situation since they can’t directly see what’s going on.
- Is the game an activist game? If so what does the game play advocate for? I don’t think its necessarily and activist game, but I think it can sort of advocate foe collaboration under stress, and how to learn ti work in those situations.
- Describe the game in 3 sentences or in the form of a haiku. Ticking wires and fear
Voices clash, pages turning ,
Trust defuses time.
Game Design 2 Week 5 Game Documentation
Game Design 2 Week 5 Game Reviews
Podcast idea Game Design 2
Aleah Dudek: A Fold Apart
Game Design 2 week 4 Reading homework
- what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective? I have played learning games like Duolingo, Kahoot, Quizlet, Animal Jam, and a few others. Most of them I would say is behaviorism like Duolingo, Kahoot , and Quizlet because you get rewarded when a question is right, but punished if an answer is wrong. I would say Animal Jam and Minecraft are more social nature because you kind of make your own decisions , but you aren’t punished you just kind of learn from them. I think the most effective is Kahoot or Duolingo because they incorporate a bunch of fun games in order to learn the topic, and they make it easy to memorize.
- is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?Ian Bogost argues that gamification is a shallow imitation of games. It borrows surface features points, badges, leaderboards, but ignores what makes games meaningful: choice, systems, and consequences. To Bogost, gamification is often: Manipulative, Focused on compliance, not learning A way to make boring systems feel fun without changing them. I agree with him because at first, it feels motivating, but over time it becomes stressful or meaningless. The system hasn’t changed, only the wrapping has.
- What is a serious game and why aren’t they chocolate covered broccoli? Matthew Farber argues that serious games don’t hide learning inside fun, they make learning the game itself. Their rules and systems express ideas, teach through experience, and let players feel real consequences. They aren’t chocolate-covered broccoli because the mechanics are the message, as seen in games like Papers, Please, This War of Mine, and Darfur is Dying, which teach by placing players inside the system rather than rewarding them for correct answers.
Game design 2 week 4 Game ideas
Aleah Dudek
- Theme: Climate justice
Mechanic: Economic simulation
Every player benefits from pollution at first, but emissions secretly accumulate and trigger disasters that hit the poorest players hardest.
2. Theme: Housing insecurity
Mechanic: Tile laying survival
Pets move through temporary homes as buildings disappear. You don’t control the world, only how long your animal can remain safe.
3. Theme: Forgotten deaths and systemic erasure
Mechanic: Hidden information and area control
Players move through a city where invisible ghosts represent unrecorded victims. Only by standing still can you see them, but doing so makes you vulnerable.
4. Theme: Climate change
Mechanic: Cooperative survival
The dragon’s fire represents rising heat and disasters. Players can fight it, but every attack makes it burn hotter.
5. Theme: Climate refugees
Mechanic: Tile erosion and migration
Rising tides wake the Kraken. Each round, parts of the ocean map sink, forcing fleets to flee while the monster grows.
Game Design 2 week 4 Reflection
Observant
- What made the experience fun or not? I think it was fun I wish it was harder to catch the immigrants though. Mason and I almost caught everyone on each side. I caught all of his and he caught 5 of mine. I wish there was a way to be more sneaky.
- What is the motivating factor to get or keep players playing? I think learning the strategy and being able to sneak around. I think the players will want to try and get around the guards.
- Is the game persuasive, and what is it trying to get you to do outside of the game? I think it is persuasive because it motivates people politically. I won’t get to in depth to offend anyone, but especially with what is going on now I can see how this can motivate someone in one way or another.
- What is the game’s metaphor and which of the game’s mechanics standout? The only metaphor I can think of is maybe don’t get caught. I can’t think of any without getting too political. The mechanics worked almost like battleship you have to guess where the immigrants are as the border guards and try to catch them before they reach the green card into the US.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel bad in a way but also the drive to catch the player. I think there could’ve been a different them than guards and immigrants. Maybe it could’ve been like cats and mice. Sort of makes us feel empathy for the immigrants getting caught.
- Is the game an activist game? If so what does the game play advocate for? Yes this is and activist game. You can take it politically or you can’t. It advocates for immigrants in different countries and makes you think about that situation in our world today.
- Describe the game in 3 sentences or in the form of a haiku.Silent grid of hope
Names erased between the lines—
Ships flee through the fog.
Last Resort
- What made the experience fun or not? I think it could be fun, but I don’t really understand chess so it made it super hard for me to play with someone who knew how to play chess.
- What is the motivating factor to get or keep players playing? I think to kill one another. The tactics allow you to kill each others pieces so the more you kill the other players the less they can do to kill and take over your side.
- Is the game persuasive, and what is it trying to get you to do outside of the game? I think maybe it can be persuasive. It can maybe persuade people that war is bad and can get very violent. This game can relate to a lot of real world scenarios.
- What is the game’s metaphor and which of the game’s mechanics standout? Civilians are the board. In this game, cities claim they are fighting for the people but the people themselves become the terrain over which power moves. Like squares in chess, civilians are treated as strategic positions rather than lives. The mechanics are almost exactly like chess moving pieces to dominate others.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel angry but also competitive because I know it’s not real when I am playing it but things like this do happen in real life so sad. It make the player feel empathy for the civilians as they are innocently being killed while the two players battle.
- Is the game an activist game? If so what does the game play advocate for? It is an activist game for war and innocent lives and civilians victim to war.
- Describe the game in 3 sentences or in the form of a haiku. They guard the squares.
People become the board’s lines.
Peace is checkmate’s lie.
Game Design 2 Week 3 Homework
Chapter 1:
- how does mary flanagan’s definition of game differ from chris crawford’s as well as the definition crafted by katie salen and eric zimmerman? Chris Crawford defines a game as a formal system with rules, conflict, and measurable outcomes, emphasizing structure, competition, and winning or losing. Similarly, Salen and Zimmerman describe a game as a system where players engage in artificial conflict governed by rules that produce a quantifiable outcome, focusing on systems, rules, and results. Mary Flanagan, however, views games as cultural artifacts and tools for expression, critique, and social change, highlighting their meaning, values, politics, and real-world impact. In short, Crawford and Salen and Zimmerman focus on how games function, while Flanagan focuses on what games do in society.
- what is an activist game? Is a game designed to challenge dominant beliefs, expose injustice, or encourage social change.
Chapter 3
- go and chess are examples of games that feature “perfect information”, what other games share that feature? Checkers, Tic-Tac-Toe, Connect Four, Othello, Nine Men’s Morris
- why might chance or gambling games hold spiritual or religious importance to ancient cultures? Ancient cultures believed randomness revealed the will of gods or fate.
Rolling dice or casting lots was seen as divination, not luck. - when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? Medieval Europe: Dice and gambling were banned by the Church. Puritan America: Card and board games were banned for being sinful. Modern Examples include, Dungeons & Dragons , Grand Theft Auto, Manhunt
- what is a fox game, and what would be a modern example? A fox game is about chasing or trapping a clever target. Historic example: Fox & Geese Modern examples are Among UsDead by Daylight, Hide and Seek style games
- what was the purpose or intent of the game: Mansion of Happiness? It was a moral training game. Players were rewarded for virtue and punished for sin. It taught Christian values and “proper behavior.”
- Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? They used games too: Break logic Disrupt authority Create chance Encourage collective creativity. Surrealists believed games helped people access the unconscious and escape social rules.
- Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? Changes in: Technology, Politics, Culture, War. WW2 pinball reskins: Pinball machines were redesigned with:, Military themes, Bomb imagery, Patriotic symbols, Games became propaganda tools.
- What statements did Fluxus artists make by reskinning games like monopoly and ping pong? They showed: Games are not neutral, Rules reflect power, Play can be political. They turned consumer games into art + protest.
- How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? They turn war strategy into critique of violence and power. Why is it important for players to have agency in a critical or serious game? Because: Players don’t just watch they experience systems, Choice reflection. Responsibility, emotional impact. Without agency, it’s just a lecture. With agency, it becomes personal and powerful.
Game Design 2 Week 3 Game Rules Draft
Aleah, Mason, Lauren
Game Title: Always Waiting
A cooperative competitive board game about care, time, and responsibility.
Goal
Keep your pets healthy, happy, and loved.
If you care for them well, you can adopt more pets.
If you neglect them… they don’t die.
They just wait.
Players
2–5 players
Time
30–45 minutes
Components
- 1 Game Board (a room with action spaces: Kitchen, Bathroom, Yard, Clinic, Bedroom, School, Park)
- Pet Cards (each with: Hunger, Cleanliness, Happiness, Thirst, Love, Intelligence meters)
- Status Cubes (to track each meter)
- Time Deck (event cards)
- Care Dice (1 six-sided die)
- Loneliness Tokens
- Adoption Cards
- Player Action Tokens
Setup
Each player starts with:
- 1 Pet Card
- All meters at 3
- 0 Loneliness Tokens
Shuffle the Time Deck and place it facedown.
Turn Structure
Each round = 1 Day
- Draw a Time Card
Something happens:- “You were busy today: -1 Happiness”
- “Rainy day: +1 Comfort if you’re home”
- “Forgot dinner: -1 Hunger”
- Player Actions (2 per turn)
Move to a room and perform its care action:
| Room | Action |
| Kitchen | Feed (+1 Hunger) |
| Bathroom | Bathe (+1 Clean) |
| Yard | Play (+1 Happiness) |
| Bedroom | Comfort (+1 Love) |
| Park | Hydrate (+1 Thirst) |
| School | Teach Trick (+1 Intelligence) |
| Clinic | Heal (remove 1 Loneliness) |
You may care for your own pet or another player’s.
Neglect Rule
At the end of each day:
- If any meter is 0, place a Loneliness Token on that pet.
- If a pet has 3 Loneliness Tokens, it becomes Waiting:
- You cannot adopt new pets.
- The pet no longer gains Happiness until comfort is given.
Adoption Rule
If all meters on one pet reach 5, draw an Adoption Card and gain a new pet.
Now you must care for both.
Emotional Mechanic
If you skip caring for a pet for 2 rounds:
Place the pet in the center of the board.
It is now waiting.
It does nothing until someone comforts it.
Win Condition
The game ends when the Time Deck runs out.
- Winner: Player with the most loved pets (highest Love total).
- Co-op Variant: Everyone wins if no pet is Waiting at the end.
Theme Message
Love isn’t automatic.
It needs time.
If you leave, it waits.














