Week one questions

  1. In your opinion what should every game have? Why do you like your favorite game? While chess is not my favorite game, I believe everyone should have a chessboard and know how to play. My current favorite game is Sid Meier’s Civilization VII on PS5. I think it provides an unlimited amount of game building, roleplay, warfare, and resource management. It’s also visually stunning and a pleasure to play.
  2. List the games you’ve played and currently play. Chess, checkers, spades, hearts, rummy, poker, blackjack, AD&D, MLB the show, Civilization VII, monopoly, clue
  3. Can you apply the three act structure to your favorite game? In the early part of a Civ game, you’re mostly laying the groundwork. You settle your first cities, explore the area, meet your neighbors, and get a sense of the kind of position you’re in. It’s a relaxed phase where you’re figuring out what the map is giving you. Once you understand your surroundings, you start leaning into a direction that fits your civ and the situation. Your map, your neighbors, and your strengths all start pointing you toward a natural plan, and your choices feel a bit more intentional. Later on, you’re committed to a win condition and working to bring it home. The focus becomes keeping your progress steady, tightening your approach, and making sure no one else gets ahead of you before you finish.
  4. What is it’s pacing and how long do you find yourself in each act? The pacing is decided in the game setting. I prefer the marathon setting because it allows me the most immersive experience.
  5. When coming up with ideas where do you find you start, with the metaphor or the mechanic? I start out with the metaphor.
  6. Over the course of this semester, who would you like to collaborate with and why? I’d like to collaborate with as many of my classmates as possible. I’m much older, and I don’t know what they know. I like the ideas coming from younger people.

Weeks 12-13 Question Sets

Question Set 1

  1. Working prototypes are intended for evaluation by playtesters and potential publishers, while display prototypes, with finished art and components, are intended for the eyes of distributors or chain buyers.
  2. Publishers want to see a clean, playable prototype. The game needs a clear set of rules so that playtesters can properly test the game. Without rules, the working prototype fails.
  3. According to Dale Yu, prototypes should look clean and well-made for a good first impression. Rules should be clear and correct, maybe even with diagrams and pictures to help first-time players understand how the game works. Components like cards, card sleeves, stickers, and paper are essential to make a clean game. Finally, he says if you want people to get excited about a game, send them home with a full, playable copy of it so they can play on their own time. 
  4. Richard Levy’s first piece of advice is to be prepared. He also says to remember that information is power, meaning you should research the company you are publishing to and try and find other inventors to talk to about your game. He suggests selling yourself first and handling rejection well. Keeping your ego in control and having realistic expectations for a presentation. Finally, he suggests that inventors do multiple submissions of a game (revisions) and keep in mind how a trademark can impact their game being published.
  5. Pitching your game to small to mid-sized publishers in the hobby games industry is a suggested route to take.
  6. Publishers look for the fun factor, player interaction, immediacy of play, strategy, an interesting theme, an immersive experience, an interrelated theme, solid, innovative rules and mechanics, easily manufactured components, compatibility with other products, the correct target market, a good title, expansion potential, multi-language capability, easy demoing, and collectibility only if necessary.
  7. A good set of rules usually includes these subheaders: Overview, Components, Setup, Gameplay, Card types, Endgame and winning, Example of play/strategy hints/optional rules/game variants/glossary, and Credits.

Question Set 2

  1. The best game I made this semester, personally, was Headlampers. Headlampers is a board game in which the players take turns mining for ores by rolling dice and sabotaging their opponents with wild cards. The goals of the game are to end the game with the most points by collecting ores that will help you reach that goal, and attempting to lower the score of other players by drawing wild cards to sabotage opponents. In the event of a tie, a “pickaxe duel” must take place. Whoever rolls the higher number with the two dice is the true winner. The game is different each time, since tiles are detachable and randomized before each new round. Ore values are 1-5, 1 being the worst and 5 being the best. There are also bombs hidden within the board that have a value of -3. Wild cards occupy about 35%-40% of the board, and they prompt players to choose another to skip a turn, steal ores, or roll again, to name a few. Within playtesting, audiences liked the brevity and simplicity of the game. They liked how they didn’t need to use a ton of brain power, especially early in the morning.

Part 4 Questions – Madison Hurst

  • Question Set 1
    • What is the difference between a “working” and a “display” prototype?
  • – The difference between working and display prototype is working is for playtesters or potential publishers to play. Meanwhile display is when the game pieces are fully finished and only intended for distributors and chain buyers. Both meaning is a prototype that is advance copy of that game.

  • What is required of a working prototype, and what might cause one to fail?
  • – The working prototype needs to be clear and playable. Many publishers don’t worry about the aesthetic appeal of the game during a prototype. Game maker must update other components of his game if he makes alterations to other aspects of it. Do not send untested playing cards. Sometimes having no illustration or design on the playtest cards is better because it leaves it up to the players imagination when in working prototype. Making sure all the rules makes sense and do not add any extra handwritten notes. Makes it hard to read and ruins the game. The passage discusses that prototype must include everything in order to play the game, not include anything that hasn’t been tested prior, focus on gameplay, and must be legible.

  • What makes for a good prototype according to Dale Yu?
  • – Dale Yu explains that overall appearance of a game is crucial because if it is clean and well made then it demonstrates that a lot of time has been spent on this project. Making sure that everything is organized and looks put together is very important. Yu talks about having different baggies for game pieces and a card sleeve so your cards are not everywhere. The rules MUST be eligible. You have to put yourself in players shoes when writing the rules so because this is their first time reading the instructions for this game. Makes sure you are adding any extra rules or clarifications just in case the players are struggling to understand.

  • What advice from Richard Levy will help you pitch your game?
  • – Some advice that Richard Levy said will help with pitching my game is making sure your are prepared. Meaning, do your homework on the company you are pitching to, and understand the market. In your pitch, you are selling you and your game. First impressions are crucial and can mean everything if you can get the buyer to like you. Switch your mindset on rejection. Many games that have been rejected, have been reworked and became a successful game. Have a healthy ego, this can kill your chances of your game working. Sometimes ego can be the reason your game got rejected. Sell your game when buyers are interested, if they don’t seem to care and not attentive then it’s not going to work more than likely. Submit your prototype to multiple companies.

  • Where might you pitch your game?-
  • I might pitch my game to new game companies but as I become more well know I want to aim to pitch to Cardinal Games, Mattel, Hasbro, Magnetic Poetry, INC. etc.

  • What do publishers look for in a game?
  • – Publishers look for game makers that truly care about their work and want to be professional. You must prove that you are willing to follow instructions, and meet deadlines. They look for your proposal to be neat and organized which means there is no inaccurate information or errors before they throw it into the mail to be looked at. They look for the player interactions, least amount of set up time, cool theme, seeing strategies happen, immersive, solid mechanics and rules, compatiable with other products, good target market, and a really well done title name.

  • What makes a good set of Rules?
  • – What makes a good set of rules is having a overview, components or materials of the game, setup, gameplay or what the player does on their turn, card types, winning/losing, examples of how to play, and credits.

  • Question Set 2
    • Describe the best game you’ve made this semester in 200 words? Follow Michelle Nephew’s advice.
    • – The best game I have made this semester is the Alleyway Pharmacy because I think it could be a really fun and interesting game after some minor tweaks and revisions. The nephew discussed the production of a game and who the game maker collaborates with to ensure that there are no errors or flaws in the game. Moreover, there would be an artist who would come in and create the design layout for the game, determining what would best fit it. I think my game cards in the Alleyway Pharmacy are not just a still of something, but make the player really look at the cards. Many of the cards are double entendres, and an obvious symbolization of that category is. Furthermore, I think some changes that could happen based off of Nephew’s advice is that the design piece must be interactive and understandable. I think my game can be reworked and create a warning advisory at the beginning of the rules saying what the game is and the age range its intended for. I think that would clear up anything the player may see on the cards and be aware that it is for adults. Lastly, Michelle talks about the sketches and print of the cards must be eligible and comprehensible. I think the Alleyway Pharmacy completes that, and my cards are the standard card size for games. 

Question Sets Week 13

Set 1:

  • What is the difference between a “working” and a “display” prototype?

“Working” prototypes are intended for evaluation by playtesters
and potential publishers and “display” prototypes, with finished
art and components, are intended for the eyes of distributors or chain buyers.

  • What is required of a working prototype, and what might cause one to fail?

The ability for it to be played by testers, all the pieces, and pre-tested rules. It could fail if the creator focuses too much of the final look instead of rules and playability.

  • What makes for a good prototype according to Dale Yu?

The first impression, rules and manifest, the components, the hardware, the last impression

  • What advice from Richard Levy will help you pitch your game?

I think being very well prepared beforehand is a really important point that he makes. Also definitely keeping your ego in check – if you get told no, be persistent and don’t give up

  • Where might you pitch your game?

Someplace that has credibility and knows what they’re doing and is also honest and up-front about the whole process.

  • What do publishers look for in a game?

Professionalism – Prove that you’re a designer
who can follow instructions, meet deadlines, and produce easily published
work – the game likewise should have good player interaction, fun, good timing, strategy and and interesting theme to name just a few. Each publisher is uniquely different

  • What makes a good set of Rules?

Includes an overview, gameplay explanation, components, setup, card types, endgame/winning, examples and accreditations

  • Question Set 2
    • Describe the best game you’ve made this semester in 200 words? Follow Michelle Nephew’s advice.

Honestly, I liked the 2 player team project the best. I like really simple games that you can play multiple times and I think Madison and I did a good job of it. We had a pretty clear rule set (which needed a little bit of tweaking to make it completely understandable) and a good number of different cards that made the game the perfect length and very playable. If we kept editing it, the quality of the appearance would be better and I think it could be a fun little game to finish out. Fleshing out the different looks for each ice cream flavor would be the biggest thing to edit so that matching the different cards to each other wouldn’t take any extra thought and would be intuitive.

Week 8 Questions

Question Set 1

  1. Game developers usually don’t design the game; they enhance a designer’s game.
  2. Developers will try to push the boundaries of the game’s mechanics to see if they break.
  3. The number of components that need to be balanced, incorporating “costing”, and being okay with imperfect balance are challenges of balancing games.
  4. You can avoid stealing players’ fun by making sure they believe that there is a reasonable chance they can win until the very end.
  5. Use no intermediary terminology, use real words, make no more work than necessary, add flavor (but not too much flavor), make your text no smarter than your reader, discard rules that can’t be written, take a breath, go easy on the eyes, get your final version playtested, and fix it in the FAQ are 10 maxims you should follow when writing rules

Question Set 2

  1. Play-testing changed my games by making it easier to tweak rules based on the experience of the testers.
  2. I am open to anyone testing my next game or another version of one of my existing ones, but I would like Harmony to test my newest version of Headlampers.
  3. The audience for my game (Headlampers) is ages 6 and up.
  4. I think my roommates here at RMU and my friends from work should test my game outside of class.

Part 3 Question Set

  • Question Set 1
    • what is the difference between a game designer and a game developer? – The difference between a game designer and game developer is the game designer creates the mechanics for the game and figures out rules and development of the game. The designer creates the finished Skelton of the game which is then sent to a game developer who makes the game more marketable. The whole point of a game developer is make the game better. In part 3, they refer to game designer as the author and a game developer as the book editor (game editor to make it better). A game developer has the power to change a designers mechanic if it will lead to the game to be more efficient and fun.
    • what commonly occurs during the game development process?
  • – What commonly occurs in game development process is initial play testing, rules, blind play testing, and titles/theming. In initial play testing the designers main focus to see the game from a “newbie” perspective. They are trying to figure out the major flaws in the game and fix the flow of it. This stage is where the game maker sees how much they can simplify the rules in order to avoid the players having an automatic bad experience with the game. Rules come into play where it helps the mechanics of the game flow better and more comprehensible. They are supposed to be eye catching to the player and make it easy for them to understand the game. The rules are acting as a communicator and a reference for the users. Blind testing is when the game is polished enough for a group of people to pick up the game and be able to fully grasp the game and play it. The maker is taking notes of what needs to be tweaked. Finally, there is titles and theming which is theme that the game is revolved around. For example, Dominion is a deck building game. The game has a story or theme behind it. We talked briefly about my last prototype theme and why its ok to play it (talked about Breaking Bad and the crossing the boarders game).
    • what are the challenges of balancing a game?
    • – The challenges of balancing a game is ensuring that no action is completely unjust or unfair. There must be different ways to combat a negative action and making sure a positive action is too much. For example, adding a time restraint in your game or adding difficult cards in the deck will help with balancing the easier/hard parts of the game. The second challenge is balancing the game with the idea of cost. No card should be unfair or too overpowered. Peterson highlights that the card can be used in the game but must be developed extremely well.
    • what should every player of your game believe? why?
    • – Every player of a game should believe that they are able to win. No player should feel that they don’t have an opportunity to win right off the bat, and if so that’s where there is a problem in the format of the game or in the rules. Peterson highlights that this is VERY important in when designing a game. When a player loses interest in losing then the game is over in their head, and you have no longer engaged this user. Not giving the user an opportunity to feel confident in winning is the moment the game lost its engagement.
    • how can you avoid stealing players fun?
    • – You can avoid stealing players fun by getting players to interact with each other. Peterson believes that the players should be able to choose who the winner is. This gives each player the opportunity to be more engaged in the game and feel more control over how the game ends.
    • what 10 maxims should you follow when writing rules?
    • Use no intermediary terminology: “Call things what it is.” Avoid made up names or labels of people (call people, people or dice, dice).
    • Use real words: make rules easy to understand and they must be consistent throughout the game
    • Make no more work than necessary: don’t overcomplicate the mechanics and rules of the game. Cut out all the rules that make it harder to learn or uneccesscary to learn
    • Add flavor (but not too much): Be aware of how much flavor you can add to your game, and make sure its the right amount (not too much, not too little)
    • Make your text no smarter than your reader: make it easy to read the rules, players are more willing to play a game that is easier than confusing.
    • Discard rules that cannot be written: Remove a rule if it is too complicated or complex to write. You may want to write the rules because you like how it goes with the game, but for the players sake it has to be able to explain.
    • Take a breath: if text is getting complex and long, break it up
    • Go easy on the eyes: rules must be readable
    • Play test your final version: look over your rules in a final playtesting and make sure everything is easy to understand.
    • Fix it in the FAQ: Make clarifications
  • Question Set 2
    • how has play testing changed your game?
    • – Play testing has changed my game because it allowed me to see the speed of the game and come up with different actions or rules to improve the game. Playtesting highlights all of the issues in your game that you didn’t think of when preparing it. So, playing the game and taking notes allows you to make changes to the game so its is better.
    • who from class would you like to play test your next game or version 2 of your first game?
    • – I would like to play test with a different group of people and have one person from the group prior to join and see the alterations of the game. I think having one person from the first testing will allow feedback to me, and see what they liked/disliked in the first testing and the second.
    • who is the audience for your game?
    • – The audience that my game is for is high school and up. I think especially my second prototype game was more rated and not kid friendly. I am aiming to target the audience that is interested in a GTA ish world or enjoy that kind of games.
    • who should play test your game outside of class?
    • – My soccer friends are really excited to play test my games outside of class. They have been constantly asking me to bring it over when I have the time.

Question Set Week 8

  • Question Set 1
    • what is the difference between a game designer and a game developer? A designer generally creates and actually designs the original game concept and prototypes. Developers take those designs and make them better. They test them and improve them over many iterations and ultimately finish the game.
    • what commonly occurs during the game development process? Tweaking rules and concepts within games to make them better and more cohesive.
    • what are the challenges of balancing a game? Primarily, “Numbers” and the cost of making decisions. The detailed challenges stem from these things but these are the overarching categories. Basically, controlling and balancing “imbalance” without completely eliminating it.
    • what should every player of your game believe? why? (I couldn’t directly find it in the readings) but they should believe that your mechanics of the game will work and it is possible to win – i think having a believable metaphor is also very important so the players are immersed in the environment
    • how can you avoid stealing players fun? Well there are quite a few ways, but it basically comes down to not making it complex and eliminating extra confusing stuff.
    • what 10 maxims should you follow when writing rules? No intermediary words, use real words, make no more words than necessary, add flavor (but not too much), make your text no smarter than the reader, discard rules that can’t be written, take a breath, go easy on the eyes, get your final version, fix it in the FAQs
  • Question Set 2
    • how has play testing changed your game? it exposes flaws and fine tunes rules
    • who from class would you like to play test your next game or version 2 of your first game? Well if it is version two, I would like at least two people who played it first (like Harmony or Zach or Maria) and at least two other new ones. I think same for my new game honestly – I think Brice also gives honest and constructive advice
    • who is the audience for your game? well the game i have for this week is probably for older kids who understand card games to adults of any age
    • who should play test your game outside of class? mmmm, I guess I might give it to some of my friends to play. I’d also like to see how my family would react to it with a wide range of ages and types of gamers.

Week 8: Question Set 2

  1. Play testing my game taught me not to be too invested in how I believe the game should be played. I had the thought to force players to act a certain way, and was slightly frustrated when reality did not match my expectations. With this, I learned to give my players more leeway, especially when just starting the game. I believe I created a nicer, more player friendly, rule set because of the feedback from my first play test.
  2. I’d like to replay my game with the same play testers as last time, so that I can gather their thoughts on the differences that they noticed. But I am also able to play test with new players, so I can get different perspectives on the core game play, as well as the changed rules.
  3. My initial target audience was fast-paced card players. I enjoy cards, and games where speed is integral, so I wanted to create a game that blends the two together. Creating this game taught me that many players are unfamiliar with cards, which meant that I had to change my game to accommodate.
  4. I would like to play test the game with my friends outside of class. As card players, I feel like they would be not only more excited to play, but also more familiar with the process of drawing cards, understanding sets/runs, and betting on their hand.

Week 8: Reading Question Set 1

  1. According to Kobold’s Guide to Board Game Design the author states that the difference between game developers and game designers are their positions in the process of a game’s creation, from inception to release. Game designers create the skeleton of the game: the theme, mechanics, game play, and initial rules of the game. Upon finishing a working draft, developers then take the game and polish it to make the game more inciting to publishers and players alike. Dale Wu, and Mike Selinker, in their review of Dominion’s mechanics and development, equated designers to book authors and developers to editors who make suggestions and revisions before the publisher.
  2. Using Dominion’s development as inspiration, Selinker mentions four key events that occur in game development: Initial play testing, rule setting/refining, blind play testing, and theming/titling. In the initial play test, the designers ensure that the game is playable, and lacks key flaws missed during development. Rule setting is when the rules are drafted that better interact with the mechanics. Blind testing is putting the game in front of new players to test whether they can understand the game’s mechanics and uncover any oversights. Titling and theming is developing the core metaphor or theme that the game is based around. These events to not always happen in the same order. The theming can come before the play test, and the blind test can come before key rules are developed.

    3. Two key challenges that Paul Peterson mentions in game balancing is accounting for every combination of actions, and understanding the cost of each action. A large challenge in game design is ensuring that every action is balanced around so that a sequence of actions or cards, does not create an unfair situation. Doing this is time-intensive and difficult with more complex games. The solution is to test the most unfair combinations. Another challenge in game design is balancing around the cost of an action, like playing a card or taking an action. All games have an inherent cost, and I associate with risk. If the cost of an action is not justifiably high or low, actions will feel overpowered or under powered. Peterson’s solution was to lean into the imbalance, but develop around it.

    4. Every player in the game should believe that they have an equal chance to win. Dave Howell cites this as one of the most important principles of game design. Without the belief, even a small one, that any and all players can win, players will psychological divest themselves from the game and become apathetic to the outcome. In short, players must feel like they can win up until the end, because if they don’t they can become apathetic.

5. There are many things designers can do to avoid stealing players’ fun. Many of them involve how players interact with each other, rather than how players interact with the game. One of these things is avoiding “Kingmaking” (allowing players to choose winners), because “Kingmaking” leaves the fate of the game to the players, which often relies on chance and not skill. Games should also not reward winners and punish losers too much, as they create situations where momentum keeps players ahead or behind. They also create situations where hopeless players grow apathetic.

6. The ten maxims Mike Selinker mentions(along with my interpretations) are:

  • Use no intermediary terminology: “Call things what they are.”
  • Use real words: “Make your rules understandable from the get-go, and ensure that they are consistent”
  • Make no more work than necessary: “Do not over complicate core processes of the game”
  • Add flavor (but not too much): “Understand how much flavor your game needs”
  • Make your text no smarter than your reader: “Do not obfuscate rules”
  • Discard rules that cannot be written: “If a rule is too complex to understand (or even write), remove it or alter it.
  • Take a breath: “Break your text up if it is getting to long”
  • Go easy on the eyes: “Make your rules readable”
  • Playtest your final version: “Review your rules in a final play test to fully understand their interpretations.”
  • Fix it in the FAQ: “Make subsequent clarifications later (do not ignore them).”

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