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.