Bad Advice – Christine’s game
What made the experience fun or not? The content was intriguing – I like games with objective responses to fun prompts
What is the motivating factor to get or keep players playing? to see what the new prompts would say and new advice cards would match up to the prompts
what was frustrating about game? Just the rules not being fully developed so we had to assume the rules and make them up as we go
Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t say it’s persuasive per say but it makes you think about hard challenges in people’s lives and how to deal with them better or how not to deal with them
What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is dealing with people’s mental and situational problems – the mechanic of being rewarded for bad advice and then giving good advice to counter it is intriguing
How does the gameplay make you feel? Who does the game make you feel empathy for? There was a lot of the gameplay that we assumed from similar games since the rules weren’t written super clearly so when it is written well it’ll be a smooth gameplay – it let me have fun but also makes me think of real-world situations and how I’d actually deal with them, it makes you feel empathy for the person going through these things
Is the game an activist game? If so what does the game play advocate for? I’d say yes it is an activist game, it’s advocating for people who are struggling with mental health issues or just going through difficult times – it’s helping people know what to do and not to do
Describe the game in 3 sentences or in the form of a haiku
advice, good or bad
help people who struggle
others will determine
Star Sailor – Meredith’s game
- What made the experience fun or not? it’s succinct and makes sense – a cute idea that is not overly complicated
- What is the motivating factor to get or keep players playing? trying to get to the end to win
- Is the game persuasive, and what is it trying to get you to do outside of the game? If it is persuasive, it is very subtle – i think the metaphor is ethical consumption of resources vs. destroying nature to what extent to survey but it’s space themed so it’s a little abstract
- What is the game’s metaphor and which of the game’s mechanics standout? ethical consumption of resources vs. destroying nature to what extent to survey but it’s space themed, the mechanic of blowing up planets for resources is intriguing from the metaphors standpoint
- How does the gameplay make you feel? Who does the game make you feel empathy for? It was intriguing, it made me want to know what blowing up a planet would do, it didn’t really make me feel empathy just wanting to find out how fast I could run out of resources without blowing up planets
- Is the game an activist game? If so what does the game play advocate for? Slightly – I think it was intended to be an activist game about resource management and ethics of destroying the environment to advance
- Describe the game in 3 sentences or in the form of a haiku.
Spaceships through space
Fuel is gone planets are gone
Trading fuel for food
