10/16 Questions

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Week 2 Question Sets

  • Question Set 1
  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?

I would use the mechanics of parkour to jump on different molecules to offer different obstacles and challenges.

  1. Who are you making games for?

I’m making games for myself and people that will play them and maybe discover a new favorite.

  1. Who will be your play testers outside of class?

Outside of class, my roommates will be my play-testers.

  • Question Set 2
  1. Can you think of a game you were able to play without referring to the rules?

I was able to play UNO without referring to the rules.

  1. How do you define what a game is?

I define a game as having a beginning, middle, and end. It has an objective that needs to be met in order for the game to end, whether that be by competing or collaborating.

  1. What features can make your games more intuitive?

Incorporating rules from well-known games can make my games more intuitive.

  • Question Set 3
  1. What was your gateway game? What do you play to introduce others to gaming?

My gateway game was Minecraft. It didn’t only pull me in, it also introduced me to the world of gaming. I would play Wii Sports to introduce others to gaming.

  1. What features do gateway games share?

Gateway games are approachable, having more basic mechanics to avoid a huge learning curve. They also have an appealing theme. Games that are easy to pick up and hard to master are good gateway games.

  1. What are the 10 beautiful mechanics and what should you aim for with your own?

The ten beautiful game mechanics are Kingmaker’s noblesse oblige, BattleTech’s heat, Set’s set-making, Magic’s card tapping, Battle Cattle’s cow tipping rule, xXxenophile’s popping, Bohnanza’s hand order rule, Mississippi Queen’s paddlewheels, Time’s Up!’s communication breakdown, and Dominion’s constant shuffling. For my game mechanics, I should aim for them to have a balance of uniqueness and understandability.

  1. How does luck and strategy factor in to game play?

Luck and strategy can be intertwined. For example, in UNO, if you get more than 1 wild card (regular and/or +4), you might want to save it as your last card so that, unless an action occurs to you, you can place it down. It is considered lucky to get multiple of those cards, but saving one for the end is a strategy you can use.

Question Set Week 2

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? Everything should be in nanometers – be in tiny moves since you are so infinitely tiny
    2. Who are you making games for? other people
    3. Who will be your play testers outside of class? Probably my family or the friends/classmates I see most of the time
  • Question Set 2
    1. Can you think of a game you were able to play without referring to the rules? Yes, Uno is the first game I would think of, it pretty much is born into me I’ve played it so much, I have no memory of ever reading or being explained the rules
    2. How do you define what a game is? Something fun that has no real purpose in life other than to entertain really and make you problem solve and learn new ways to do stuff
    3. What features can make your games more intuitive? Make the theme relatable and not super niche, don’t make the player have to do a lot on each turn so it’s not too confusing
  • Question Set 3
    1. What was your gateway game? What do you play to introduce others to gaming? I’d Solitaire was my first game I remember seeing or perhaps Old Maid, but I think there are several categories to games and each one would have a gateway game (like card games versus board games versus videogames); I usually would play Uno with someone or Dirty Bridge, for videogames, I think Minecraft is a great gateway videogame
    2. What features do gateway games share? Easy gameplay, engaging and simple
    3. What are the 10 beautiful mechanics and what should you aim for with your own? Well in our text they are 10 different games and the “beautiful ways” in which they make the games not feel like mechanics but as simply an experience. I’m not gonna type them all out cuz they sound weird and cuz they’re on pages 56-60 – but the way we should aim for our mechanics is to strive higher than these mechanics and make it even smoother.
  • How does luck and strategy factor in to game play? Depends on the game but both are quite involved in all gameplay

Reading Question Sets

Question Set 1

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? I would want the mechanics of the game to focus on how you can use your environment to your benefit or just simply interact with it. Including things that would affect the player the size of a nanometer would be light/heat rays, water molecules, and other particles that would hurt or benefit the player.
  2. Who are you making games for? My target audience for the games I make would probably be older children and young adults.
  3. Who will be your play testers outside of class? My roommates, boyfriend, and boyfriends roommates will probably be my play testers outside of class. 

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules? A game that comes to mind is the game WAR with a traditional deck of cards. The only rules are whoever has the highest card takes both and whoever runs out of cards first loses. 
  2. How do you define what a game is? I define a game as any type of play weather that involves cards, dice, imagination, etc… A game also consists of a set of rules to follow with multiple solutions to a specific goal. 
  3. What features can make your games more intuitive? Having clear and consistent rules would make my games more intuitive for the players. Also, having a clear goal along with simple controls/ pieces/ cards for a player to easily understand and interpret. 

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming? My gateway game, specifically speaking of card games, is probably 500 Rummy. For me, it was easy to catch on and smoothly play. I normally use 500 Rummy to introduce card games to others because it is pretty easy to explain and understand. 
  1. What features do gateway games share? Gateway games all share features like simple rules, short playtime, and low complexity. All these features are in gateway games so players aren’t overwhelmed, 
  2. What are the 10 beautiful mechanics and what should you aim for on your own? Kingmakers Noblesse Oblige, BattleTech’s Heat, Set’s Set Making, Magic’s Card Tapping, Battle Cattle’s Cow Tipping Rule, xXxenophiles Popping, Bohanza’s Hand Order Rule, Mississippi Queen’s Paddlewheels, Time’s Up?’s Communication Breakdown, Domino’s Constant Shuffling. After reading, I realized that I need to aim to include rules that spark imagination, drive interaction, and make players want to play immediately. These mechanics feel like they shape the experience themselves, becoming part of the story rather than just a process.

How does luck and strategy factor into game play? Luck and strategy factor into game play because the player has to play their luck strategically. For example, poker is very luck heavy, but the players have to strategically think about how their cards work with the cards presented, and they have to strategically bluff/gamble with whatever cards they were dealt. It adds an unknown aspect and luck can let any player have the chance to win.

Week 2 Reading Questions

Madison Hurst

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? – I think it would be interesting to make the players feel tiny, and very aware of the sizing throughout the duration of the game. I think it would be cool to make the players complete different tasks, and “going against” different scales.
    2. Who are you making games for? – This game could be played by 9-15 year olds. I think with this theme it could be used as a fun game to play in science class or just in general.
    3. Who will be your play testers outside of class? – My play testers could be my roommates or since my mom teaches 6th grade science she could let them play the game since they are within the age range.
  • Question Set 2
    1. Can you think of a game you were able to play without referring to the rules? – I am able to play UNO or BS without needing to refer back to the rules.
    2. How do you define what a game is? – I would define a game as immersive environment that encapsulates the player and keeps them interested in the game. A good game is when it is so fascinating that the player will not break focus from it. Furthermore, a game typically has a specific set of rules that users have to follow as they attempt to win in the end.
    3. What features can make your games more intuitive? – Some features that can make my game more intuitive is having a consistent rules, color scheme, and readable cards/boards.
  • Question Set 3
    1. What was your gateway game? What do you play to introduce others to gaming? – My gateway game was either UNO or SushiGo! I love both of these games and they are still a staple game my family and I play. I would play UNO if I had to introduce other people to gaming because it is an extremely quick game to pick up, and will keep the player interested.
    2. What features do gateway games share?- Some features that gateway games share is simple rules, engaging, able to understand or see who won easier, and approachable.
    3. What are the 10 beautiful mechanics and what should you aim for with your own? – Kingmaker’s Noblesse Oblige,  BattleTech’s Heat, Set’s Set-making, Magic Card Tapping, Battle Cattle Cow tipping rule, xXxenophile’s Popping, Bohnanaza’s, Mississippi Queen Paddlewheels, Times Up Communication breakdown, Dominions constant shuffling. These games are important because they are all considered to be extremely engaging and successful. By going off of how they were created and how they were designed is the baseline when making your own. These games give you reference points of what games have good mechanics.
    4. How does luck and strategy factor in to game play? – Luck and strategy play a big factor into game play because it can be out of your control. When playing, you are not in control of the cards you get or the action that another player does. Strategy is important because this is the part where you are in control of. This is when you are making plans and actions that is aiming to set yourself up to win. Moreover, I believe that skills is a factor as well. It is the knowledge that you had prior to the game, and are able to utilize throughout. Skills enable you to potentially make the right decision at the right time.

(9/4/2025 Meredith_B) Reading/Homework Questions

Question Set 1

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    • I think having a jumping or shrinking system would be cool. Jumping in context of jumping over/around household objects, or shrinking to open the opportunities to have a tall and tiny version of the game (Like Antman)
  2. Who are you making games for?
    • I want to make fun for ages 12+ as that is a good range to have some somewhat complex mechanics, but also to keep the game easy to understand, allowing for my game to reach wider audiences and be a generally family friendly game.
  3. Who will be your play testers outside of class?
    • Mostly friends/peers, since I am too far away from home to test board games on younger family

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules?
    • Uno,Life,Cards Against Humanity, Blackjack
  2. How do you define what a game is?
    • A game is something that has a set of rules to push players into a state of mind for some kind of goal to be completed in some way.
  3. What features can make your games more intuitive?
    • Keep point values/ important information is placed on cards or game pieces so they are always visible and can be easily referenced.

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming?
    • It depends on if its for tabletop or video games. For tabletop games my gateway game was Candyland, and Minecraft was for videogames. To introduce people to games, I would offer them UNO and MInecraft or Roblox, since they are easy to understand and can be adjusted and there are multiple versions and ways to branch out, and starts a good foundation for other games.
  2. What features do gateway games share?
    • Easy to pick up, simple concept and rules, and can be understood by 99% of the population.
  3. What are the 10 beautiful mechanics and what should you aim for with your own?
    • Kingmaker’s Noblesse Oblige,  BattleTech’s Heat, Set’s Set-making, Magic Card Tapping, Battle Cattle Cow tipping rule, xXxenophile’s Popping, Bohnanaza’s hand order rule, Mississippi Queen Paddlewheels, Times Up Communication breakdown, Dominions constant shuffling. As a gamemaker, you should aim to understand and use these guidelines as a bar to go above in order to make your game successful.
  4. How does luck and strategy factor in to game play?
    • It adds a factor that the game can always keep changing until the final moment and keeps the player engaged. It’s no fun when one person is always winning, so luck can help anyone win, and strategy can be used to push the factors of luck more to help someone win.

Homework: 

  1. Game similar to uno, but its collecting cards instead of getting rid of them
  2. Card game version of battleship?
  3. Dress up based card game, score points based on outfits
  4. Zombie apocalypse card game, have to pick teams
  5. Interior decorator card game, based on locations of decor gives points

Kobold Guide to Game Design: Part 2 Questions

Question Set 1

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    • Some Mechanics I would use for a game with a theme that revolves around being the size of a nanometer would be themes like dynamic movement and environmental gradients, with the main focus being color and clear symbols on the game pieces and board. This functionality would enable the user to intuitively interact with the game’s function and meaning, which correlates with the environmental factors. The elements and themes were taken by Werner Hodel’s Mississippi Queen, where “speed” is the key to energy and movement, as well as the idea of a changing environment, which alludes to the idea that “luck” has a component in the game.
  2. Who are you making games for?
    • I am making games for the newcomers and myself. Games that are designed as the “whole package” where the sole purpose is to provide entertainment and an escape from their lives. It also provides social interaction, giving the audience a reason to play.
  3. Who will be your play testers outside of class?
    • My playtesters outside of the class will be friends, family, my significant other, gamers, and non-gamers. 

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules?
    • A game I was able to play without referring to the rules had to have been Uno, just because of how well-known it is, but also, I feel like it could also be one of those Gateway Games where somebody always knows how to play, and once you learn it, you never forget it.
  2. How do you define what a game is?
    • As James Ernest defines it, “A game is a way to play by a set of rules”. But not only does he say that, he goes on to explain that it’s the package as a whole, not just the rules. The whole package is the theme, mechanics, a brand, a hook, and a lifestyle. As well as mentioned previously, something that draws attention with a reason to play and escape.
      • “A game is an interactive mathematical system, made concrete, used to tell a story.”
  3. What features can make your games more intuitive?
    • From the reading, what I gathered was that the biggest thing you can do to make a game more intuitive is to have the physical components and graphics that the game should be able to be played and directed simply by the pieces.  Keeping colors consistent can avoid confusion, as well as how form follows function, and how size can come into play, especially with a clear game layout.  The components should be a reminder of the rules how each piece looks and feels should explain or give narrative to the rules. 

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming?
    • Uno was my Gateway game, but honestly, I think now SushiGo might be my new Gateway game. I honestly want to start making people play SushiGo, obviously that, and Uno, to introduce gaming to other people.
  2. What features do gateway games share?
    • Some features that the Gateway game shares are the idea of playing by luck, as well as ease of learning, interactivity, and duration.
  3. What are the 10 beautiful mechanics and what should you aim for with your own?
    • Kingmaker’s Noblesse Oblige, BattleTech’s Heat, Set’s Set-Making, Magic’s Card Tapping, Battle Cattle’s Cow Tipping Rule, xXxenophile’s Popping, Bohnanza’s Hand Order Rule, Mississippi Queen’s Paddlewheels, Time’s Up!’s Communication Breakdown, and  Dominion’s Constant Shuffling
    • I should aim for forcing hard choices as well as simplicity, intuitively, engaging, purpose/theme, iteration, and replayability for my own game.
  4. How does luck and strategy factor in to game play?
    • Luck factors into games like Gateway Games, which can introduce non-gamers to games as well as leveling the playing field, making everyone feel included and have a chance to win, which again leads to small victories.
    • Strategy factors into gameplay with the idea of stealing the fun and plays into elimination, which can obviously, further down the line, lead to player discouragement and fewer people playing.
      •  However, when you integrate both look and strategy, you can prevent stealing the fun because all players feel like they have a chance, which then avoids elimination, and no one person wins or holds all the power, and reduces the chance of discouragement. 

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.

Game Questions

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

In my opinion I think every game should have an objective, multiple solutions, and some sort of suspensefulness/build up. A clear objective gives the player direction and purpose, while multiple solutions allow for creativity and different play styles. The build-up to a goal makes the experience rewarding, because it creates tension and anticipation before the big payoff. My favorite game is 500 Rummy, and I like this game because you have to play multiple rounds (the build up) and play your cards strategically to reach 500 points. I like the aspect of chance and strategy that is in Rummy, also I personally enjoy games that have a point system and Rummy is all about gaining points. 

  •  List the games you’ve played and currently play.

Fluxx, 500 Rummy, Poker, Bullshit, Black Jack, Chess, Checkers, Minecraft, It Takes Two, Unraveled, Fortnite, Gang Beasts, Slime Ranchers, Monopoly, Candy Crush, My Singing Monsters, Hayday, WII sports, Mario Kart, Sims, Wavelength, Uno, Sorry

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

For my favorite game, 500 Rummy, I would argue that it does apply to the 3 act structure to some degree. First is the set up, you set up all the players with their cards and they begin the drawing of cards, creating sets, and discarding. The beginning introduces the situation where the stakes are low, and the game starts taking direction. Next for confrontation (mid game) the game becomes more intense with more sets forming, the discard pile growing, and players hands getting smaller. At this point of the game there are risks and strategic moves that players make. Lastly, the resolution of the game is whoever goes out or the deck runs out. This is when the scoring comes into play and resolves the conflict. Even though Rummy does not have a narrative or true story, it does have a natural rising of tension and resolution like these steps include. 

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

When I come up with ideas, I feel like I could start with either a metaphor or a mechanic, but I usually begin with the story and concept before thinking about the mechanics. I think this way because it is easy for me to come up with ideas/stories and bring them to life after thinking of how I want the storyline to go, characters to look, and overall vibe of whatever I am creating. 

  • Over the course of this semester, who would you like to collaborate with and why?

I would like to collaborate with anyone, I don’t have my eye set on anyone in particular because I feel that everyone in this course has great insights and skills that would be interesting to work alongside.

Question Set 1 Week 1

  1. Every game should have a clear point that is engaging and fun. There should be enough rules that are easy to follow so it is enjoyable and doesn’t hurt your brain. I like my favorite game because it is simple to understand yet has several parts and strategy involved in it that keep it interesting.
  2. Board Games: Sorry, Monopoly, Shoots and Ladders, Candy Land, Safari, Herd Mentality, iKnow, Poetry for Neanderthals, Hues, Clue, Telestrations, Yatzee, Chess, Checkers, Chinese Checkers, Parchisi, Balderdash (etc)

Card games: Spit, Dirty Bridge, Uno, Solitaire (double, triple, etc), Black Jack, Poker, Phase 10, Crazy 8s, Tacocatgoatcheesepizza, Michigan Rummy, Sabot

PS2/PS5/Xbox/Wii/Switch/Mobile Games, etc: Minecraft, Fortnight, Star Wars Battlefront 1 and 2, NASCAR racing, ATV adventures, Gang Beasts, Breath of the Wild, Skyward Sword, Tank Warriors, Blazing Angels, Mech Arena, Candy Crush, Merge Dragons, Fruit Ninja, Temple Run, Farming Simulator, Wii Sports, Wii Resort, Wipeout, Wordscapes (etc)

Misc: Jackbox Games (T.K.O, Quiplash 1+2, Drawful, Murder Trivia), Kahoot, Gartic Phone, Charades, FishBowl, Pictionary, the laughing game, Sharks and Minnows

3. Dirty Bridge Card Game: Each ‘act’ lasts a few minutes each and there are two different phases of the game each lasting also a few minutes each. It’s pretty fast paced and engaging

4. I start usually with the metaphor and concept or theme of the game and then figure out how it actually works

5. I’m not sure what this means by who you want to collaborate with but I am open to working with anyone really.