“Limitation” Case Study – Refined Game Documentation

Short Summary

Limitation is a game that requires the players to use themselves as the game pieces and work together to help those players with weaker abilities to get across the finish line at the same time as everyone else. Each player is assigned an age category which has certain movement abilities that can be shared with certain other ages.  It is a game that plays with the ideas of sacrifice and giving of yourself for “weaker”/slower people. It is for all ages and types of people. 

Design Process & Thought Process:

Game Design Document (GDD):

Limitation is a physical game where players move through a race to cooperatively get to the end together. It focuses on specific “age restrictions” that each player assumes which limits their actions throughout the game. It focuses on sacrifice for others and team play. 

The rules and mechanics are very simple. They consist of each player rolling a dice for how many steps they can take, while also relying on their age card to tell them if there are any restrictions to their movements. 

For example: If someone is “The Baby” they cannot move on their own. Only The Teenager or The Boomer can help them move by giving up one of their moves.

Iterative Design: 

Since this game is dependent on the players as the game pieces and your environment as the “gameboard”, I chose to focus on iterating the game rules and mechanics, seeing how tweaking certain mechanics would impact player dynamics. 

Changes in the Rules:

Rulebook Version 1
“ Objective:
To complete a “relay race” and make it back across the starting line together

Materials:
4-6 players
6 age cards (with rules for movement and limitations)
6 dice of different
Your body, mind, and creativity

Setup:
Each player randomly chooses an age card and a dice
Players choose a space to line up (like at a race starting line)

Gameplay:
Each movement is determined by individual dice rolls (in front of each person on the floor or any flat space near you)
Follow the instructions on your age card to see how many steps you can take. Players all roll dice at the same time but don’t roll again until everyone has moved at least one movement.

Continue rolling dice and making movements until you have made it to a determined end point and then turn around and make it back to your starting position. The starting position becomes the finish line.

This is essentially a relay race but with limitations

The catch is you must all cross the finish line together to win

Work together to help slower players and give up your movements so you can all successfully make it across the finishing line

Winning/Losing:

When all the players complete the “relay” together they win

If more than one player crosses the finish line before the others, you all lose and the player who went alone can be shamed and booed for leaving their fellows behind

  • In version 2, I clarified the gameplay and materials sections to make it more straightforward and clear.

Rulebook (Version 2)

Objective:
This is essentially a relay race but with limitations.
The catch is you must all cross the finish line together to win

Materials:
4-6 players
6 age cards (with rules for movement and limitations)
1 dice per player
Open space for movement
Optional: Tape, cones, markers for start/end line

Setup:
Each player randomly chooses an age card and a dice
This game can be played in any environment that allows you space to walk.
Choose a space to line up like at the start of a race and mark an end line.

Gameplay:

At the start of every round:

  1. Players all roll their dice
  2. Players move according to 
  • The dice number
  • Their age card limitations

don’t roll again until everyone has moved at least one movement.

The team must:

  • Reach the Turning Point
  • Reverse direction
  • Return together across the Starting Line

The Starting Line becomes the Finish Line on the return trip.

Work together to help slower players and give up your movements so you can all successfully make it across the finishing line

Winning/Losing:

The game is won when all the players complete the relay together.

If more than one player crosses the finish line before the others, you all lose and the player who went alone can be shamed and booed for leaving their fellows behind.

Version 1 is shown below:

For version 2, I kept with the same cards since I unfortunately ran out of time to improve them, but wish to do so in the future of developing the game.

Game Mechanics:

The game mechanics consist of rolling dice and moving according to what you are allowed based on your age card. There is an additional mechanic of giving up your own movements to help that of others. 

Example of gameplay below:

Player Goals: The players goals are simple – get to the end together. They are all trying to finish a race, but not to win individually but as a team. They achieve that by completing their actions but making selfless choices to give to others who can’t.

  • Game Board & Components:

The dice are what determines the number of movements that players can move. The people themselves are the player pieces and move on the “game board” of whatever environment they’re in. The age cards guide the characters in their specific limitations and how they can help other players.

Rulebook & Playtesting:

  • Rulebook Sample:

Playtesting Notes:

One player found it pretty easy to play with little difficulty in achieving the end result. However, she thought that adding obstacles as an outdoor game could make it more difficult and intriguing. 

Another player honestly enjoyed it and understood the narrative but thought adding obstacles again could be intriguing OR the ability to be “hurt” and move backward. I thought it was interesting that he thought being the “ancient” character was unimportant cause you couldn’t do anything – which was exactly the point. 

Someone else said it made them happy and I think that’s kinda fun. 

I took away adding an element of difficulty and moving backward for version 2. 

  • Game Reflections:

Like what I said above, I would add more difficulty initially and then pair back in later versions so people can give more constructive feedback that I can take and develop more specifics better in making it intriguing enough in its strategy and not too easy.

I want to expand upon the age cards as well and give more specific direction. Adding the “consequences” that would come with helping someone else would also be added on the cards and design aesthetic would also be something I would work on for this game in the future.