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.