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? One could play around with a mechanic like scaling, where players can either shrink or grow to interact with varying environments.
- Who are you making games for?
- I am making games for audiences to enjoy and provide feedback on.
- Who will be your playtesters outside of class?
- My friends and brother will aid me in playtesting.
Question Set 2
- Can you think of a game you were able to play without referring to the rules?
- Rock paper scissors, uno, scategories.
- How do you define what a game is?
- Mechanics, rules, interaction, challenges, theme, and story.
- What features can make your games more intuitive?
- Having clear objectives, consistent rules, and intuitive design are all features that would aid.
Question Set 3
- What was your gateway game? What do you play to introduce others to gaming?
- My gateway game was Ticket to Ride. To introduce others to gaming, I often have a group play Catan.
- What features do gateway games share?
- Gateway games are easy to play and also learn. They often have straightforward rules and engaging gameplay that can potentially hook players and lead them to explore other games.
- What are the 10 beautiful mechanics and what should you aim for with your own?
- Kingmakers 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, mississipppi queen’s paddle wheels, communication breakdown, constant shuffling.
- How does luck and strategy factor in to game play?
- Luck adds an element of unpredictability, and can level the playing field. Strategy involves planning, decision-making, and rewards skill.
Game Ideas thats can be played using cards
- A card game about bees collecting pollen to create honey. Maybe each player has their hive and is competing to build a super hive the fastest? More pollen= more cells=more space. Different plants you go to can be worth different amounts of pollen.
- Story Builder. Players take turns drawing different cards that have different prompts or themes on them. Each player adds to a collaborative story based on the card they draw, creating a wacky narrative.
- Players draw cards that give them clues or obstacles in a quest to find hidden treasure. each turn, they can follow a clue or get information. the first person to find the treasure wins.
- Animal Kingdom? Each card could represent a different animal with unique abilities. Players use their cards to build a thriving ecosystem, balancing predators and prey. Perhaps you could be able to have your animals attack your opponents at the risk of losing their own. The player with the most balanced ecosystem at the end wins.
- Kid-friendly war! instead of competing for higher numbers, one could make it kid-friendly by making the cards picnic-themed, in which ants beat out picnic foods. cards could be playfully illustrated.
Bohnanza Review
- Was it fun? Absolutely! The game was enjoyable heavily thanks to its trading mechanism.
- Is it interactive? This game was very interactive as players were able to draw, place, and trade cards.
- Was it easy to learn? This game was fairly easy to learn. a good read through of the rules and a few rounds in the group got the hang of it.
- Would you replay the game? Yes! I plan on purchasing this game to add to my collection.
- Applying the three-act structure-
- * Act 1: Read the game’s rules and set up the mechanics (deal 5 bean cards to each person, place the field cards on the correct side). Playing a practice round to get acclimated to the game’s premise.
- * Act 2: The competition begins. Trading the bean cards is where all of the competition takes place. People in need of specific bean cards provide something that the active player requires in order to advance in the game and win.
* Act 3: At the end of the bean game, everyone looks at how many coins each player has and attempts to disrupt the other players by refusing to trade with them. If you decide not to trade, they may not receive enough coins to beat you in the game. Everyone harvests their beans to earn the most coins at the conclusion of the round.
Animal Kingdom sounds interesting and worth testing.
Your bee game also sounds compelling. River and Ronan collaborated on a pollination game during the last run of game design. So you ought to chat with River about how their game worked and what mechanics they used.
Love these ideas!
For Animal Kingdom, do you think the animal cards would be in categories based on ability? ex. Predator vs Prey or Omnivore/Herbivore/Carnivore?
A thought for the Bee game: what if the cards were hexagonal?
Your Story Builder game reminds me of a game I really enjoyed as a kid! They were dice that you had to roll and you had to use those prompts to build a story. I believe they were called Story Cubes. I would love to know more about thoughts you would have for this game!
I’m also quite fond of your bee game because I think that you could have some really cute graphics!
Your idea of Kid-Friendly war could be useful for parents, so they have another game to buy for the family. It would also appear more appealing to the younger audience, so they would beg to play more.