Argument Game Analysis
Game Response Questions – Hanabi
Was it fun? Yes
What were the player interactions? We couldn’t see our cards but had to tell the other players what was in their hands
How long did it take to learn? A little while but not too long
What was the most frustrating moment or aspect of what you just played? Trying to figure out how to tell the other players what they have without giving too much away or not being able to remind the other players what was already told to them
What was your favorite moment or aspect of what you just played? It was like a card game but with fun graphics so I enjoyed it (and I like cards so that was good)
Was there anything you wanted to do that you couldn’t? be able to use the wild cards as just wilds when we played the second round
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Being able to use the wilds differently
Is this a game you would play again? Yes I would, Why, because it was fun and engaging
Analyze the game using the 3 act structure: Honestly it was less of a 3 act game in my opinion, it felt like one continuous action for some reason
What are the collaborative and or competitive aspects of the game? Collaborative was the entire game really, we couldn’t win on our own and only won as a team and how well we all performed and got scored on that.
What is the game’s metaphor and which of the game’s mechanics standout? You are firework pyrotechnicians trying to save a firework show; I really like not being able to see your own hand, made it infinitely more interesting
Forbidden Island Analysis
Game Response Week Three
ALEAH DUDEK
Argument :
Was it fun? It was fun I think it would be more fun playing competitively.
What were the player interactions? Yes almost every turn.
How long did it take to learn? Only a few minutes I liked how easy it was to understand.
What was the most frustrating moment or aspect of what you just played? I didn’t find the game frustrating at all , but I can see how it would be if it was the competitive version.
What was your favorite moment or aspect of what you just played? I liked the different match making and the different ways you have to move the pieces.
Was there anything you wanted to do that you couldn’t? No
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? I wouldn’t change anything I think it’s a nice simple game that could be played over and over again.
Is this a game you would play again? Yes _____ No ______ Why I think it was fun, can be relaxing , but also competitive.
Analyze the game using the 3 act structure.
Act 1 : The set up was to set up your pieces either in order or random and move them accordingly to how the certain symbols moves along the board and try to get the 3 stacks in order to collect points.
Act 2: The rising action could be to make the matches and collect more and more in order to win or screw people over potentially.
Act 3 : If you wipe all the pieces off the board or have the most stacks you win the game or everyone wins the game if playing the collaborative version.
What are the collaborative and or competitive aspects of the game? The collaborative aspects is helping each other out moving pieces to one another to get stacks and wipe more pieces iff the board. The competitive aspect is making your way over to other peoples pieces to steal their pieces in order to give yourself more stacks.
What is the game’s metaphor and which of the game’s mechanics standout?
I would think the games metaphor is rock paper scissors because some pieces over power other pieces to make stacks and collect stacks for yourself or one another. The mechanics I would say is also Rock paper scissor because we used that to determine who went first. Also the way the pieces moved in order to get around the board and the colors of the pieces.
Game Response Questions Week 3
ALEAH DUDEK
Forbidden Island:
Was it fun? It was alright the mechanics were kind of boring , but the theming was pretty.
What were the player interactions? Yes we had to collaborate the entire game almost, but we could make personal decisions.
How long did it take to learn? Not long like 20 minutes.
What was the most frustrating moment or aspect of what you just played? I wasn’t really frustrated, I guess the only thing is is that it was a little too easy to beat.
What was your favorite moment or aspect of what you just played? I liked the theming and the suspense of it.
Was there anything you wanted to do that you couldn’t? Not really, but I wish it was trickier.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? I would add more cards such as to deflood or more actions to move.
Is this a game you would play again? Yes _____ No ______ Why No it was kind of boring it is definitely a one and down game.
Analyze the game using the 3 act structure.
Act 1 : The board is laid out in different locations making it more adventurous, the tiles representing different parts of the island. The characters choose their abilities and their “powers” throughout the game. The objective is to save the island from sinking while collecting treasures. You are in danger of pulling sinking cards destroying the island while trying to save it.
Act 2: More tiles flood and disappear, making the map shrink. The water level meter may rise from bad flood card draws. Key tiles needed for treasures may flood, threatening to end the game early. Players have to sacrifice actions and resources to keep them intact. Players must coordinate their moves carefully.
Act 3: The last treasures are collected, the water level is dangerously high, and players make their desperate dash to the helicopter pad. The story will end in a win or defeat.
What are the collaborative and or competitive aspects of the game? We had to collaborate to collect the treasures and the competitiveness was pulling the sinking cards.
What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is risk and reward I feel because the team has to collaborate in order to save the island, but as you pull cards it can get really risky to the race to save the island from flooding. The mechanics are the flooding and sinking tiles limiting where players can go. The water level meter can dictate how in danger you are in. The treasure cards can help lead you to victory. Role powers can help collaboration or avoid the sinking tiles.
Week 2 Playtest Questions
Munchkin Gloom
- Was it fun?
Overall, Munchkin Gloom was a fun game to play.
- What were the player interactions?
The player interactions included applying positive self-worth to other players’ cards, getting positive self-worth from other players, and interacting with event cards.
- How long did it take to learn?
Munchkin Gloom took about half an hour to learn. The game was really confusing at first.
- What was the most frustrating moment or aspect of what you just played?
The most frustrating moment of the game was when my characters would get killed with a self-worth score of zero.
- What was your favorite moment or aspect of what you just played?
I really enjoyed the event card where I could take one card off of one character that belonged to each player.
- Was there anything you wanted to do that you couldn’t?
I wanted to revive my dead characters.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
I would add a rare card that allows players to revive dead characters to try and get a lower self-worth score on them.
- Is this a game you would play again?
Knowing what I know now, I would play the game again. My greater knowledge will make the game more fun and interesting since I know how the self-worth system works.
Sushi Go!
- Was it fun?
Overall, I had a lot of fun playing Sushi Go!
- What were the player interactions?
The player interactions included passing the cards around until nobody had any cards left.
- How long did it take to learn?
The game took about 5-10 minutes to learn. However, the chopsticks card was confusing to me and didn’t make sense for a good bit.
- What was the most frustrating moment or aspect of what you just played?
The most frustrating moments were when I didn’t get a card that complemented another.
- What was your favorite moment or aspect of what you just played?
My favorite moments were when I was able to stack as many cards as possible to earn the most points.
- Was there anything you wanted to do that you couldn’t?
There was nothing I wanted to do that I couldn’t.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
I wish there were some sort of trading system in the game.
- Is this a game you would play again?
I would play Sushi Go! again. I have a much better understanding of the flow and how certain cards work. I think it would be even more fun than the first time playing.
Question Set – Week 2
Play Tests – Week 2
Week 2 Reading Questions
Madison Hurst
- Question Set 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.
- 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.
- 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
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
5 Game Ideas Using Cards
- Bullsuit- Like the card game Bullshit, this variation would focus on suits rather than ranks. Instead of going in numerical order, players would take turns claiming to play a certain number of hearts, diamonds, spades, or clubs. Since it’s harder to track suits than numbers, this version adds an extra layer of difficulty and bluffing.
- Match Four- In this game, each player is dealt four cards, and the remaining cards form a draw pile with the top card flipped face-up to start a discard pile. Players take turns drawing one card from either the draw pile or the discard pile and then discarding one card face-up. The goal is to collect four cards of the same rank(numbers/face cards), and the first player to achieve this immediately wins the round. If the draw pile runs out, the discard pile is shuffled to create a new draw pile so play can continue. For longer play, players can keep score by awarding points to round winners, and the first to reach a set number of points wins the game.
- Chips– This card game is played with a standard deck and a set of chips, with one player acting as the dealer while the rest take turns guessing the value of the top card. On each turn, a player makes a first guess at the card’s value; if correct, the dealer must place that card’s value in chips into the player’s pile. If the guess is wrong, the dealer announces whether the actual card is higher or lower, and the player makes a second guess. If the second guess is correct, the dealer takes that card’s value in chips from the player, but if it is still wrong, the player instead pays chips equal to the difference between their guess and the actual card’s value. Each revealed card is placed face up so players can track what has already been played, and if the dealer avoids losing chips for three consecutive turns, the role of dealer passes to the next player. The game continues until the deck is exhausted or the players run out of chips.
- Power– This card game is built around bluffing and power plays using money. Each player starts with two cards that represent different real-life positions, such as a Politician, Banker, Lawyer, CEO, or Journalist. These cards determine which roles the player can claim to be. On their turn, a player can use the action of the role they claim, whether they actually have that card or not. For example, the Banker might collect extra money, the Lawyer might block someone from taking money, the CEO could demand money from another player, and the Politician might remove another player’s influence. Since players can lie about their roles, others may call them out, and if the bluff is exposed, the liar loses a card, but if the challenge fails, the accuser loses a card instead. Players spend money to “overthrow” opponents, aiming to knock them out of the game by removing their positions. The last player with a surviving role wins.
- Grocery Run!- Similar to the game Sushi Go! Grocery run would have the same actions of starting with a certain amount of cards, picking one and laying it down, then passing the hand to the next player until the hands are gone. This continues until all cards have been played, simulating a fast-paced “shopping trip.” Unlike Sushi Go!, where the goal is to score the most points, the objective in Grocery Run! is to build the cheapest grocery cart. Each card represents different grocery items with varying costs, and players aim to minimize their total spending while still managing their cart wisely. Special coupon cards add an extra layer of strategy, allowing players to reduce the cost of certain items or cancel out expensive ones. At the end of the round, players tally up the value of their carts, and the lowest total wins.
Question set week 1
Question sets 1-3
5 Game Ideas On Campus
- CA Scavenger Hunt: This game takes place across the freshman dorms, with each residence hall competing as a team. The objective is: be the first dorm to take a selfie with every CA from the freshman buildings. By working together, residents not only bond with their teammates but also get to know their CAs and connect with other students across campus. There could also be a prize involved for the building that wins.
- Cafe Race: In this tame based game, players start outside Nicholson and race to build the best meal possible. Each food item has a point value based on effort and wait time. For example, a custom sandwich from the deli line is worth more points than a quick slice of pizza. The challenge is balancing speed with strategy: players must decide whether to grab fast, low-value items or risk waiting longer for higher-value choices. The winner is the player who assembles the highest-scoring meal in the shortest amount of time.
- Capture the Coffee Cup: This campus twist on Capture the Flag replaces the flag with a coffee cup. Two teams are against each other, both representing a campus coffee shop: Saxby’s or Romo’s/Starbucks. The objective is to infiltrate the opposing team’s territory, steal their coffee cup, and bring it back safely to your side. Just like the classic game, teamwork, strategy, and speed are key to victory.
- Romo Hunt: Inspired by Pokémon Go, this mobile game would send students across campus in search of digital Romos. Using a campus specific app, players walk around to discover and collect Romos that appear at different locations. The more Romos a student finds, the more points they earn. To keep the game dynamic, Romos would respawn and move every few minutes or hours, encouraging students to stay active and explore new areas of campus.
- Foot-Volley: Played on the campus sand volleyball courts, this game combines soccer with volleyball. Students form small teams of 4–5 players to keep the game fast and engaging. Players aren’t allowed to use their hands or arms. Instead, they must rely on their feet, legs, chest, and head to pass, set, and spike the ball over the net.
(9/4/2025 Meredith_B) Reading/Homework Questions
Question Set 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)
- 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.
- 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
- Can you think of a game you were able to play without referring to the rules?
- Uno,Life,Cards Against Humanity, Blackjack
- 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.
- 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
- 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.
- What features do gateway games share?
- Easy to pick up, simple concept and rules, and can be understood by 99% of the population.
- 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.
- 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:
- Game similar to uno, but its collecting cards instead of getting rid of them
- Card game version of battleship?
- Dress up based card game, score points based on outfits
- Zombie apocalypse card game, have to pick teams
- Interior decorator card game, based on locations of decor gives points
