Games we talked about briefly that one day we talked about 100 games

Factorio looks terrifying. It looks like one of those Minecraft modpacks where they add oil and nuclear reactors. My weirder sister loved those. So, naturally, I did not love those. I’m pretty sure I have seen seventeen games that look exactly like Outer Wilds. I remember a bunch of people played the one a few years ago. You work in a fire tower and your brother dies. Or something like that. Gris looks like the scene in Blade Runner 2049.

Post thoughts on Detroit, Michigan

I remember when this game was like the game. I’m not someone who watches other adults play video games on the internet, but there’s a lot of people who are. And those people loved watching other adults play this game. I’d see it on the YouTube front page all the time. All of this to say, I had no clue the game was about black people. I thought it was just about robots. It’s nice to know that so many people took to a game about addressing inequality and prejudice in our world. I wish everyone had to play that black robot game.

Post thoughts on Monopoly

I love Monopoly. Money is so cool. I usually try to keep to myself in Monopoly games. I don’t think I have ever made it to the hotel stage of property ownership. I just like having the cash. In this class, I had to play with the woman rules, which prevented me from accumulating the cash surplus I’m accustomed to.

Week 1 thoughts

Painstation

This is not what I imagined when it was first brought up but it honestly makes a lot of sense. What better way to establish stakes for the game than putting your body on the line. People generally care about winning trivial games just for bragging rights so having a negative consequence for losing is a natural next step to engage people. You can be sure that anyone participating with this game is giving it their full attention.

Getting Over It

I have seen many people play this although I never ventured to try it myself (I’ve only played Mario Maker levels that are derivative of it). My understanding is that the controls are frustrating to pick up and it is easy to lose all of your progress and go back to the start. Because it is so difficult and annoying to progress in this game, the developer has made a final reward that is prefaced with a warning saying that people who are streaming shouldn’t show and spoil it for people who didn’t earn it themselves. Although I’m sure it is possible to find what is behind this wall somewhere online, I have always held off in case I do eventually decide to play it. I also remember that there is an unlockable golden pot for beating the game 100 times which sounds like an impossible amount considering that most people probably never even beat the game once. It is worth noting, however, that this game, like many others, quickly developed a community of people who like to speedrun it. This is especially impressive given the difficulty of the controls but obviously some people find it rewarding to play.

Calvin Ball

I grew up reading Calvin and Hobbes but I had never even considered trying to play it in real life before. I think that we as a class struggled with this because we are used to having clear rules set out for us. People had a natural inclination to want to fall into patterns of repeating what they were doing. It is admittedly difficult to rewire your brain to not do something twice.

Cow Clicker

This struck me as being pretty clever. The twist of irony that people came to play the parody game of the whole clicker genre is such a good narrative. I also think that the art for some of the cows is pretty creative. I won’t say that I am above playing a clicker game ever in my life, although I do think that after you’ve been invested in one, it is hard to want to play another. If Cow Clicker was the first one that I had ever stumbled upon, I can definitely see the appeal.

The Graveyard

I was previously familiar with this game because it had some popularity with some content creators when I was probably in high school. I think that by virtue of being something sold on Steam and that has semi realistic graphics, people have certain expectations of what the experience will be like. This made for some good gag videos of people who would go into the experience blind and be surprised that it is pretty limited in terms of what you can do in the game world. I do think that this still falls into the category of games because there is still player input and I honestly don’t think I knew that there were different endings that you could achieve.

Townscaper

I am surprised that I had never heard of this one before because it seems right up my alley. The animation of adding new things and having the existing structure adapt to it is so satisfying to watch. I could easily see myself spending a long time playing with this even though there isn’t a specific goal that you have to work towards.

Post thoughts on McDon’s

No computer game could ever infuriate me. I’m too advanced to do that. But seeing everyone in the class rake it in on that McDonald’s game – while I could barely keep five cows alive – almost got me there. I think everyone above the age of 6 knows there has to be something sinister going on behind the scenes at McDon’s for their fries to be so delightful, so this game didn’t really open my eyes to anything. The boardroom and corporate sectors were a nice touch, though. In terms of showing corruption. Imperialism and livestock mutilation might not be enough for some people.

Soul: Home is Where You Hang Your Head final Playtest

the real challenge with this project has been making a lite version of a lot of the mechanics for Soul so the game can progress without a DM present and without getting too interrupted. I have managed to simplify enemies, build a character, and make simple powers that create interesting challenge and mechanics without distracting from the story, which is about grief. It goes through the various stages and offers the player a choice at the end: to keep going or give up. I think that the various simplifications to systems have helped to make it an engaging story with a simple and effective message.

This playtest was mostly about making changes to the story, and finding a way to present a meaningful message about grief and mental health without coming across as oppressive or overbearing. I found players resonated much more with this than a strictly 100% realistic depiction of mental illness.

Gallery test reflection

On April 11, I had the first at-scale test of my game idea. I use the term “game” lightly. This was more of a non-objective experience. My goal with this experience was to engage gallery goers and challenge them to consider the effects of parking minimums by making them be the ones to create the issue themselves. Timelapse: (I will likely reframe this video to focus attention straight down on the board but I had some trouble with the Premiere plugin) https://www.youtube.com/watch?v=GWzSKgk6lwQ
The inspirations for this experience were many. I liked the idea of having many players sharing the space of the game board with their moves affecting future play. This reminded me of an experiment that Reddit has done twice on April fools day, once in 2017, and again five years later in 2022. This is r/place, a huge canvas where every user of the website was allowed to place a single pixel every set amount of time (I think it was 10 minutes). Very quickly communities organized to create larger artworks that would not be possible with only an individual’s ability. There was also a sense of limited space and several works came at the expense of other existing ones, similar to graffiti on a wall. I liked this idea of overwriting existing spaces.
I wanted the rules to be easily digestible because it is difficult for people to understand a new game, especially if they were only going to be “playing” for a few minutes and knew that they likely would never have to play again. Any kind of in depth system would work to deter players. In the end, the rules page was one page of a few clearly bulleted points and I summarized these verbally for many players (although a couple of people still struggled to understand the rules).
I looked at Blokus for its system of deploying tile pieces through touching the corners of the same color pieces. This achieves an even distribution of colors because it doesn’t allow for two pieces of the same color to touch sides. However, later in the game as the board fills up, players are forced to use smaller and smaller pieces which didn’t fit as well with my model of having many different players. I also looked at Tetris, which in my opinion is one of the finest games ever created. The “tet” of the game’s name implies that every piece consists of 4 tiles which I liked a lot. Limiting the number of spaces on a piece also allowed for more interesting shapes to be created. It’s not possible to create different multiple shapes out of three or less touching triangles, but four would allow for a few interesting permutations of layouts.
An earlier version of my game had parking spaces disconnected from the development pieces. This allowed players to designate one area of the board as a massive parking lot, which is interesting in its own right, but I didn’t think would be as engaging to play. I considered having a requirement that the parking was built adjacent to the development or perhaps just in the same neighborhood area. By integrating the spaces into each piece, I feel that the problem of having players responsible for placing their own parking wherever they want was solved. This also removed a huge barrier to entry from the original idea which was to have players reference a spreadsheet to determine how much parking was to be built. This was in line with reality and would make people who did choose to engage with it to maybe understand the issue to a greater depth, but I think may have also deterred people from engaging to begin with. It also made it easier for players to break the rules by just not building separate parking spaces.
Another observation was that when two parking spaces were built adjacent to each other, it made an area that was big enough to house one of the matchbox cars that I had placed on the board. I initially put the cars on the board to draw a stronger connection to the road play rug that I referenced in my write up but it was interesting to see what players did with them once left to their own devices. I think this allowed for a non-intended play experience that I’m glad people were able to _. This also seemed to appeal to some of the children in attendance, although in placing the height of the table at a comfortable height for adults, I didn’t account for it being accessible to people any shorter than Max.
https://forms.gle/orqd5S8aE8PmvxKR8
I placed a QR code on the board with the pieces that linked to a form to encourage any kind of written feedback. Knowing that people are unlikely to take the time to write a lot, I tweaked the usual playtest form from this class to have only two questions that allowed for extended response and one multiple choice question for any game. I also made all of the questions optional to allow someone to submit any feedback that they may want to write, even if they don’t want to respond to every question.
By nature of this layout, the longer that the game plays out, the fewer pieces will be able to be played. If players played “perfectly” to optimize the number of pieces played, it would be possible to cover the entire surface of the map in parking. This, however, calls into question what the players motivations are in the game. Is playing as many pieces as possible the main objective of the game? For example, Anne Marie chose to play exclusively green spaces. This shows that different players have different, potentially conflicting goals, and mirrors the real development of a shared city space. Everyone makes changes that leave a lasting impression on the space.
A change that I would make would be to limit the number of pieces that have parking available on the edge of the piece. The ones that have parking in the middle of the piece diminish the redevelopment that is possible and accelerate the pace of the game which allows for some more creative placement.
This experience had the desirable effect of engaging people in a topic that I think about often and enjoy spreading awareness of and I was able to gather some valuable verbal feedback. I had a good discussion with Michelle Patrick, and although she apparently found the game “difficult to play”, I think that at the stage she experienced it, that was kind of the point. We discussed potential changes that the school could make that would benefit the majority of students on campus. This in turn sparked another conversation on a following day about what other needs some students might have.
I think that in many ways, this test was a success. Some future changes that I would like to make are trying new board layouts, re-keyframing the animations on the projection, and trying some tweaked rules such as limiting the areas that can be developed from virgin land to maybe three neighborhoods and only allowing spreading to a new space when there are no legal moves in the existing ones. This could serve to demonstrate the “sprawl” across the map as it fills up.

Resolving Conflicts in Educational Game Design Through Playtesting

“The first was the scientist’s expectation that extinct creatures from Earth’s past would be so intrinsically interesting that the players would be motivated to read and explore as much as possible.” That was probably one of my favorite quotes of the article. Who would have thought people would be unmotivated to read in a game? (probably game designers)

I found the whole article informative and fascinating. I think it would be fun to work as part of a team like that to build educational games. Making education fun isn’t hard, it’s just hard work. I find sometimes when I’m working on a game concept it’s hard to parse ideas down to make a narrative and good game mechanics. I end up doing a lot of (necessary) research in order to make sure I know what I’m talking about.

Collaboration is so important, and it makes games good. I’m not surprised that a group of different experts butt heads, and I think it’s awesome that it also lead to an amazing game.

Game Makers notes- Starting Roots

  1. What questions did your players have?

If you replace the plant cards once they were grown. 

  1. How quickly did they learn?

Somewhat quickly. 

  1. What kinds of interactions did the players have?

Stealing plants from each other

  1. What confused the player? 

A little confused about the order of the turn and what they could do on each turn. Maybe it will be easier once the garden and plant models are in play.  

  1. What made the players excited?

When they could sell the plants

  1. What did your players enjoy doing?

Selling plants for money

  1. Did any aspects of the game frustrate players? 

The customer cards. Maybe have more customer cards to choose from. Like having 3 out to have more variety. There still weren’t plants matching up with the customer cards. Maybe I should take out some plants to add to the customer cards. 

Add a bargain bin where players can sell plants in their shops for 5 bucks. 

Remove types of plants. There are too many types of plants and is hard to rotate all of them.  

Make like monopoly money for the bills. 

Make it clear when growing plants with superfoods and material cards

Get rid of the wild cards

Staring Roots-Game Rules

Materials- 6 gardens, 6 player boards, 30 Customer cards, 40 Material cards, 60 Plant cards, 30 Money cards, 52 water chips, 52 sun chips, and 52 fertilizer chips

Set up- Separate and shuffle the material, and plant cards and place them in separate piles. Separate the money into piles by value and lay them out in the middle of the players. Then each player should be given a garden, player board, 4 material cards, 4 plant cards, 2 sun chips, 2 water chips, and 2 fertilizer chips. Your material cards should be hidden from the group but your plant cards can be laid out. Next, lay out the customer cards. They are divided into easy, medium, and hard. Take 1 from each pile and lay them face up in the middle of the group. 

Starting the game- The player who bought a plant the most recently will start first. Each plant card will have specific rules to fully grow the plant to be able to be put into your shop. At the start of your turn, you will pick up one material card and 2 of any chips. You can only grow up to two plants per turn and sell to one customer per turn. Your hand limit is 4 cards. 

Shops- Each shop can hold up to six plants at a time.

Material cards- These cards can give you extra chips or contain special events. 

Plant cards- These cards will show you what plant they are and a picture of the plant. The bottom of the card will show what it requires to grow. For example, it may need sun, water, and fertilizer or it could be sun, sun, and water. Once you have all the required things to grow your plant you can now grab a plant model and put it into your shop to sell. You will also return all the chips to their piles. 

Customer cards-  Each customer card will show the required plants you need to be allowed to sell to them. The money you could receive from the customer is listed on top of the card. When you sell to a customer, you will trade in the plants that were listed, take the customer card and put it back in the customer card pile, and grab the money that the card said. 

To win the game- The first person to get $100 will win the game. 

Wild cards- You can use a wildcard to replace any sun, water, or fertilizer chip. For example, if you have a Peace Lily which requires 1 water, 1 sun, and 1 fertilizer, you can use the wildcard instead of the fertilizer to grow the plant. 

Steal a plant- If you get a “steal a plant” card, you can keep it as long as you like and use it on your turn. When you steal a plant the plant has to be in the player’s shop. 

Plants died- If you get this card you must play it immediately. The only plants that will die are the ones in your shop. If you have none in your shop you can discard this card. This applies ONLY to the person that pulled the card.  

Robbed card- If you get robbed, all the plants in your shop will be gone. The only plants that will die are the ones in your shop. If you have none in your shop you can discard this card. This applies ONLY to the person that pulled the card.  

Switch plants- If you get a switch plants card you can play this on any of your turns and you can switch any plants whether it’s in the shop or still growing. 

Superfoods- With this card, you can fully grow a plant with one of these cards.

Flood card- This card must be played immediately and affects every player. When this is played you must lose 3 plants that are in the player’s shop. If you don’t have 3 plants in your shop, it will take what you have. 

Mega buy- A mega buy card is a big buyer and will purchase up to 3 of any plants from your shop. If you don’t have three plants it will buy what you have. You can receive $10 per plant. 

Lore Preserver Playtest

Frustrating Aspects

It was a bit difficult to understand the rules, or they may be incomplete. There are mechanics that aren’t mentioned or aren’t particularly clear.

Favorite Aspects

I like the card collection aspect of the game, and I like the open ended nature of the gameplay..

What would I change?

I would make this into a cooperative experience over a competition between players, with a shared goal that everyone needs to meet or everyone loses.

Brainy Act

The game I am working on currently is called Brainy Act. If you have ever seen minute to win it, played heads up, or pictionary, then you would love this game. The idea is that it comes as an app and a physical stack deck, with cards that ask a user to complete a certain activity in a certain amount of time. The activity may be a physical action, or an intellectual challenge. An example could be, name three countries starting with the letters Li in under a a minute. The box would come with a timer that has a color that matches the color of the card. If the card is red, use the red sand timer. if the card is green, use the green sand timer. Each timer is a different amount of time 30 seconds, 1 min, and 2 mins. If on the mobile app, the timer will come up automatically. Users have the option to shuffle the deck to create a random order of types of activities, or don’t shuffle and pick which types of activities you’d like to focus on by separating that color.

I also did research, as I mentioned in my other post, about colors and what colors create what emotion in a user. This was primarily to get a better understanding of what color aesthetic I want my game to be.

I found that Red sparks Excitement, Energy, Passion, Action, Desire

White relates to Innocence, Pure, Simple, Hopeful

Orange relates to being Optimistic, Uplifting, Rejuvenating, Friendliness, and Fun

Black related to being Powerful and Sleek – used to market luxury products

Yellow directly correlates to Happiness, Enthusiasm, Friendliness, Optimism, and Confidence

Grey relates to Balance, Calm, and Secure

Green relates to Hope, Growth, Refreshing, Balance, Reassurance

Blue relates to Trust, Honesty, Authority, Serenity, Intelligence

Purple relates to Creativity, Spirituality, Individuality, Quality, and Royalty.

The key words in bold are representative of the things I look to show through Brainy Act. I want an exciting game through multiple different unique actions. A game that is simple, fun, and easy to learn for all ages. A sleek, elegant looking game that is a high end product. And of course, last but not least, creating a happy environment for all users.

I really look forward to seeing where this game can go. I think it has a lot of serious marketing potential, and people of all ages could have fun no matter the day or circumstances.

If you have anyone has any feedback I’d love to hear what you have in mind or any suggestions. Or if you have any questions I’d be willing to answer.