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?
- 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.
- 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.
- 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
- 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.
- 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.”
- 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.
- 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
- 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.
- 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.
- 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.
- 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.