Week two homework Game Ideas (Cards)

Aleah Dudek

  1. Cards that have physical interactions on them such as “switch seats” When one card is played the other one can be triggered causing a chain reaction. Sometimes a card won’t trigger the next card so whoever has the most cards at the end wins.
  2. The cards have a prompt almost like put a finger down and are given prompts relating to whether you have been in a situation before. Good/bad. Whoever has the least amount of cards wins.
  3. Players build a face down stack of cards ranging from 1-5 or 1-10 depending on the difficulty you want to do. If you place them down in order you keep the cards and if you don’t you lose them. Whoever has the most matches wins the games.
  4. Each card has a word or phrase on it. You have to secretly get another player to say that word in conversation before your turn ends. Collect points for each successful “planted” word. There are bonus points if no one notices you were playing a card on them.
  5. Cards have two sides, a safe side and a risky side. You choose which side to play, but once flipped, the risky side might backfire. You can lose points, add points for another player, give yourself points, etc.) Be the first to reach a certain point total by taking calculated risks. Every turn is a 50/50 chance so it’s almost like a gamble and can be a risky game.

5 Game ideas on campus week one

Aleah Dudek

  1. Blind Folded Tag. People Hide on different areas on the floor of their apartment or room and the person seeking can’t see them they have to find them by using their hands or context clues.
  2. Scavenger Hunt with different people almost. You are given a certain topic and have to give lectures to random people on campus and whoever laughs at your lecture you get a point and the person with the most points win.
  3. Landmark game. A person places landmarks around campus and the other person or group tries to retrace those steps exactly to see if they can replicate that same path.
  4. Each player writes down a small “challenge” that involves interacting with a stranger (like “get someone to tell you their favorite childhood snack” or “find someone who can whistle loudly”). When you complete your task, you pass it to the next player.
  5. Like regular bingo, but with interactive challenges instead of just finding people. Put in person reactions on the cards and pass it to the next person after each challenge

Game Design Studio Review Question week 2

Aleah Dudek

Munchkin Deluxe

.

Was it fun? I mean yes It was really hard to understand the concept at first, took almost the whole class to completely figure out and understand how the mechanics of the game worked.

What were the player interactions? Yes, lots of them. I did like how even if it wasn’t your turn you could interfere with the other player, incorporating competitiveness and drama aspects. I feel like everyone has a pretty good chance of winning.

How long did it take to learn? Almost the whole class so about 2 hours.

What was the most frustrating moment or aspect of what you just played? I think reading the instructions. I feel like I don’t want to be reading a novel when trying to learn a game.

What was your favorite moment or aspect of what you just played? I did like all the “curses” “armor” and trick cards you could play in order to screw or help yourself. I also like that you can help other players to if you were feeling generous.

Was there anything you wanted to do that you couldn’t? Not really I sort of wish there was less to learn because of how much there is.

If you had a magic wand to wave, and you could change, add, or remove anything.

from the experience, what would it be? Less or more summarized instructions .

Is this a game you would play again? Yes _____ No ______ Why I think now that I know how to play it was definitely fun , but I wouldn’t want to relearn the whole game again.

Analyze the game using the 3 act structure.

  1. In the opening, everyone starts at Level 1 and begins by kicking down doors, fighting small monsters, and collecting treasure while building up their characters with equipment and powers.
  2. In the middle , players have grown stronger, monsters become tougher, and interference ramps up as curses, backstabs, and betrayals fly around. Tension and drama build as players negotiate, form alliances, and sabotage each other, making this the longest and often funniest part of the game.
  3. In the end, one or two players are usually on the verge of victory, prompting everyone else to team up to stop them. Final battles turn into dramatic showdowns with multiple cards played to strengthen monsters or sabotage helpers.

Game Design Studio week one questions

Aleah Dudek

In your opinion what should every game have? Why do you like your favorite game?

I think games should have clear instructions and clear rules in order for people to flay the games easily. I find myself almost quitting or giving up a lot games because I don’t understand the concept. I feel like a good theme should be involved to such as maybe a franchise or like a general topic like food. That normally keeps people intrigued more than just a normal deck of cards. There should be meaningful choices within games regarding to moves, tricks, strategy within the game. Making the game fun and tricky at the same time. Games should flow from the beginning to end. My favorite game is probably Minecraft I feel like you can create infinitely and build strategy within the game too. I like that you can play games within the Minecraft too in different servers and mods.

List the games you’ve played and currently play.

Mobile: Minecraft , Roblox, Cross Road , Disney Cross Road , Subway Surfer, My Super Market Simulator, Mario Kart , Five Nights at Freddys 1-4, 2048

Nintendo: Mario Kart

VR: Five Nights at Freddys Help Wanted, Beat Saber, Super Hot

Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?

Minecraft follows the 3 act structure shaped by the player. Act 1 is early survival, fast and urgent as you gather resources, build shelter, and make it through the first nights. Act 2 is the longest and most open, where you explore, mine, build, and master the world at your own pace, turning survival into creativity. Act 3 is the focused push toward the Ender Dragon, with a faster pace and higher stakes, providing a sense of resolution before looping you back into Act 2 if you choose to keep playing. This flexible pacing is what makes Minecraft so engaging, I feel like you can pick and choose when the ending of the game is or make the game completely infinite.

When coming up with ideas where do you find you start, with the metaphor or the mechanic?

I feel like the mechanic is harder to come up with because there are so many games out there already it’s hard to not necessarily copy one and try to make something up that works to can be difficult.