Merideth’s Game:
- What made the experience fun or not?
- The experience was made fun by being in last place.
- What is the motivating factor to get or keep players playing?
- The motivating factor to get or keep players playing is the ability to destroy planets.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
- Yes, the game is persuasive because it is trying to get you to take a look at the way we treat our earth outside of the game.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The game’s metaphor is to treat our environment with respect, and specifically to preserve the planet.
- The standout mechanic is the idea of being able to destroy planets.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
- The gameplay makes the player feel excited to jump into the game, and it makes the player feel empathy for our planet.
- Is the game an activist game? If so , what does the game play advocate for?
- Yes, the game is an activist game, and the gameplay advocates for reflection.
- Describe the game in 3 words.
- The game is described as “Creative black holes.”
Cards and meaples were confusing. I like the mechanics. The planet cards were interesting to use in order to gain things in elements. Black holes were nice to touch to create an incentive to destroy planets to gain resources.
Andrews Game:
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating moment was when the player was trying to move forward but could only move back, which required them to move back off the board or else they could not move anymore.
- Was there anything you wanted to do that you couldn’t?
- The player wanted to be able to move forward more.
- If you had a magic wand to wave and you could change, add, or remove anything from the experience, what would it be, what should improve the next version?
- The player would add another die to see if there was anything more they could do with the turn to keep the game moving, but noted that you have to land on white.
- The player also had a question about what happens when you go too far left and whether their perspective or direction would change.
- What was the game’s narrative/themes/message?
- To be honest, the player did not really gather a theme or a message at all.
- How did the game make you feel?
- The game honestly made the player feel bored and dragged on.
- Describe the game in three words.
- The game is described in three words as “potential to grow.”
