Evelyn: Question Response

  • Question Set 1
    • what is the difference between a game designer and a game developer? Perhaps the difference is similar to the difference between UX/UI Design? Design focuses on the creative aspects and implementing the game metaphor whereas developers are responsible for iterations and game mechanics.
    • what commonly occurs during the game development process? Playtesting prototypes and then further iterations based on observations from these tests. Refining game mechanics. As prototypes become more refined, materials should become higher quality.
    • what are the challenges of balancing a game? Some aspects that game creators must consider when balancing are the difficulty levels, resources, power dynamic, risk factors, and freedom vs structure. For example, a designer doesn’t want the game to be so hard players get discouraged and give up but still want to present a challenge that is satisfying to overcome.
    • what should every player of your game believe? why? Players must believe that what they are doing is meaningful to the game. If they are not motivated or do not believe that they have agency, they will not enjoy it or be immersed in the game. Satisfaction comes from a feeling of completion and usefulness. Taking this away takes away satisfaction.
    • how can you avoid stealing players fun? Don’t overcomplicate the game in initial stages (it’s overwhelming). Let difficulty be realistic and choice be meaningful. Be aware of time – find the balance between length of tasks and satisfaction from completion. Providing freedom of choice can increase players’ fun. Overall, being clear with instructions and mechanincs and making it as intuitive as possible.
    • what 10 maxims should you follow when writing rules? Be Concise, Be Consistent, Be Clear, Be Logical, Use Concrete Examples, Avoid Complexity, Provide Logical Flow, Anticipate FAQs and clarify, Keep Choices Meaningful, Playtest the Rules!
  • Question Set 2
    • how has play testing changed your game? Hearing other perspectives is helpful to sort through mechanics in real time. It helps confirm certain choices and send me back to the drawing board with others.
    • who from class would you like to play test your next game or version 2 of your first game? Amber; She has played all of my games so far and has a good understanding of my iteration progression. Then again, I think it would be equally as helpful to have somebody random test my games!
    • who is the audience for your game? My first game – GoViral – 13 – 55 year olds. I think this one is extremely flexible though and can easily be made relevant to whatever age group is playing. Counterfeit Couture’s audience is 13+. It might do best with those who are more aware of fashion (16+?). I think my last game Dare thee Deep makes a good childrens game. The Bees and the Beavers could also be a cute kids game while also being fun for older crowds.
    • who should play test your game outside of class? My family and friends of different age groups and interests.

Game Rules for Type Test- Colin Kenny

Players create a group chat through text messages or any application they want. The player who spends the most time on their phone is the first prompter. The draw a prompt card from the deck and copy it exactly into the group chat. As soon as the message is sent, all other players race to type and send the exact message back to the group chat. The first to do so end gets the card as a point. If there is an issue, the first message to pop up on the promoters end wins the point. They then become the next prompter. Each player may only send one message per prompt. If they are incorrect, they are disqualified from the round. If no one is correct, the prompter draws another card and repeats the process. The first player to get 4 points wins.

conners game, boats builder review

1. the pieces wouldn’t stay on the small little matt to build the boat.

2. the speed aspect was a lot of fun.

3. their wasn’t really anything that i wanted to do.

4. larger matt and a way for things to stay on that board a little better without rolling would be

5. nothing need changed, its perfect.

6. wood, boat, build.

Review on Reese’s Game

What was the most fruatrating moment or aspect of what you just played? I wouldn’t say that the game was frustrating at all, just depending on. what you would roll you would always have to fight the guards.

What was your favorite moment or aspect of what you just played? The gamble aspect of each roll, like each time you rolled it was risky.

Was there anything you wanted to do that you couldn’t? No, I dont believe so.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  Add maybe a few more spaces that caused havoic or a way to sabatoge other players moves,.

What should be improved with the next version? Add value to the paintings

Descibe the game in 3 words?  Fun, challeging, competitive

Review on Beck’s Game (Tattoo Parlor)

What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating at all.

What was your favorite moment or aspect of what you just played? Looking at everyone else’s drawings and ideas for the prompts.

Was there anything you wanted to do that you couldn’t? No, I dont believe so.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  No I wouldn’t change anything.

What should be improved with the next version? Nothing, keep it just how it is.

Descibe the game in 3 words?  Fun, creative, unique

Game Rules for Art Heist- Colin Kenny

How to play Art Heist

For 5 players

SET UP

Place the five decks of cards (paintings around the room, front side facing outwards. At the start of the game each player is assigned a number from 1 to 5. Each player takes a voting card (ace through five) of every value other than theirs. This becomes relevant later.

Then each player draws a roll card. If you draw a king, you are a museum-goer, and are on the innocent team. If you draw the joker, you are the thief.

HOW TO PLAY

The thief must try to inconspicuously “steal” all five paintings by flipping them so that their back side or ‘imitation’ side is facing outward. This game is best played at a party or other crowded social gathering so that players can be easily distracted. If the thief steals all the paintings or 20 minutes has expired, they win!

The museum-goers’ goal is to catch the criminal in the act and get them voted out of the museum. At any point when someone spots a stolen painting (yes, the thief can self report) or someone catches the thief in the act, the timer is paused and all players must gather. They will have two minutes to discuss who they think the thief is. After two minutes have elapsed, the players will vote using their voting cards for the player they think is the thief.

If the voted out player was a museum goer, they are not out of the game and can still vote, but they cannot speak during the discussion periods anymore.

Connors game(Buccaneer Builders?)

My play test for this game was very brief but the concept is really fun that you get to build your own ship and battle against each other. It was really fun as well as complex which was a nice touch to the game and gave it a nice competitive aspect to a very fun game.

Shark Frenzy Review

I played this game I believe two weeks ago and the executions where done right but I feel like if you wanted to you could add the actual pictures of the sharks with the typed out fun facts(and yes I understand that this was a first draft of the game) or possibly adding a diverse selection of sharks that are more obscure species for those who know more about the marine life so they can also test themselves and see what they know about that specific species of shark. I would love to see an updated version of this!!!

The Tattoo Parlor 

I really enjoyed this game and I think it has so much potential! The art for this game could be super super cool and I hope you experiment with that! 

  • What was the most frustrating moment or aspect of what you just played? People not having the same humor as me, but you’ll have that in any party game like this so it’s really not that big of a deal. 
  • What was your favorite moment or aspect of what you just played? I really enjoyed drawing and seeing how everyone else interpreted the same tattoo prompt. 
  • Was there anything you wanted to do that you couldn’t? Maybe add color? But other than that, not really. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 
  • What should be improved with the next version? I would clarify the end of the game. I would maybe put the first to X amount of cards instead of 8 rounds, because at the end of the rounds it is possible to have a tie. The inclusion of the Cards Against Humanity cards was nice but I would love to see your own cards! As a couple ideas: You could also add the option of making players draw in a specific tattoo style like traditional, minimalist. Another idea would be to have players decide where the tattoo would be placed (like arm, leg, back, etc.) or that could also be a card in itself where players need to draw a back tattoo fitting the prompts. 

Describe the game in 3 words. Funny, creative, dirty (a lil)

Decks Out – Dillon

  • What was the most frustrating moment or aspect of what you just played? The rules were a little bit confusing at times, although they probably would be more easily understood if I had more experience with role playing games. Additionally, the game seemed like it would go on forever because the board was so big everyone could kind of just stay away from each other and no one would actually die. 
  • What was your favorite moment or aspect of what you just played? I like how the dice determine so many different aspects of the game like your character, abilities, what loot you get, etc. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have the opportunity to battle with other players more or maybe do more actions that affected other players. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I think I would make it easier for players to run into each other to battle, but not too easy. 
  • What should be improved with the next version? I think mostly the rules could use some clarification. You could also add some wording that will prompt the role playing aspect of the game a little bit more to get players that aren’t as familiar with role playing games like myself into the story. It might also be interesting to not have all of the players start at the same place; there can be multiple entrances to the dungeon so that some players don’t die right away. Also maybe make the board a little bit smaller or have a board that adapts to the amount of players in the game so that the playing area isn’t too big for 3 players or too small for 6 players. 
  • Describe the game in 3 words. Intriguing, combat, imaginative 

I may leave a comment on your rules post with a few more suggestions! I look forward to seeing where this game goes.