Part 4 responses

  • What is the difference between a “working” and a “display” prototype?

Working prototypes are meant to be played and tested by the staff surrounding the publication and editing process while display prototypes aren’t actually meant to be playtested, only meant to catch the consumer’s eye

  • What is required of a working prototype, and what might cause one to fail?

The game has to have already been tested extensively and needs to work. If it doesn’t it could fail

  • What makes for a good prototype according to Dale Yu?

Good first impression

Clear and well-written rules

Having sensible, well-constructed components

A lasting good impression on the game

  • What advice from Richard Levy will help you pitch your game?

Be prepared and willing to answer questions. Sell yourself first and don’t think about rejection as an end-all thing. Control your ego by keeping your expectations realistic. Get a good agent and design a good prototype that will catch their eye

  • Where might you pitch your game?

To publishers that take open suggestions from the general public

  • What do publishers look for in a game?

Publishers are looking for fun and player interactivity. The game should be learned quickly and easily so people can have fun fast. They want strong rules and mechanics, something that’s innovative and matches the correct target audience. Good title, potential for expansion in the future, and easy demoing capabilities

  • What makes a good set of Rules?

An overview that is compelling and understandable, card types, how they function, endgame and winning criteria, examples of play strategy hints, optional rules, etc

Part 3 Responses

  1. what is the difference between a game designer and a game developer?

The game designer is the author and makes the prototype of the game while the game developer cleans it up and removes blemishes so it’s ready to be published.

  • what commonly occurs during the game development process?

During the development process, it is common that the developer has to go back and change some of the rules to avoid issues of overcomplexity which can lead to confusion and a bad play experience.

  1. what are the challenges of balancing a game?

Any game that directly involves numbers, numbers of cards, numbers of lives, objectives, etc are all difficult to manage. You want to ensure that it is as fair as possible at all times to avoid issues with the game driving the actions; players should drive action.

  • what should every player of your game believe? why?

Every player should believe that the game is fair and operating in everyone’s best interest

  • how can you avoid stealing players fun?

Ensure that everyone has a chance to win and allow the players to play the game how they intend. If there is an option to interact, let them interact. Allow optional mechanics to be optional. Make those in the lead work for the last bit to win so that other players can at least feel as though they have the power to catch up.

  1. what 10 maxims should you follow when writing rules?

Call things what they are, no vague terminology

Keep it simple, don’t make up new words for the game.

Don’t make more work from the beginning than what is necessary

Rules should focus on the rules, not the lore.

Keep it simple, don’t overestimate your players

Rule terminology is important. If it doesn’t make sense in writing, get rid of it and implement another way

Short and sweet

Be easy on the eyes, format your rules, cards, board, etc cleanly so as to be easily understood

Test your final version

If any errors appear, submit a new edition and/or correct errors online

  1. how has play testing changed your game?

Play testing has entirely changed the whole structure and strategic landscape of Blast Radius, and has made it way more fun to play

  • who from class would you like to play test your next game or version 2 of your first game?

N/A

  • who is the audience for your game?

12+ people

  1. who should play test your game outside of class?

Friends and family, but mostly people who don’t have any connection to you to be as objective as possible.

Collecting Game Ideas

Buzz Buzz

Buzz Buzz is a game where you play as a bumble bee and travel around a board of flowers collecting pollen. Once a player collects enough pollen they can make “honey”. Whoever makes the most honey is the winner of the game. (sounds simple but I’ve been playing with this idea for months).

Ghostly Silence

Ghostly silence is a game in which players must find a way to work together through the haunted house finding and trapping ghosts (ghost catcher would be handy). Talking about the game or ‘making noise’ in the house will trigger the ‘haunting’ deterring players from catching ghosts. The game ends when all of the ghosts in the house have been collected. I’d like ghost locations to change each playthrough (like Clue).

Cryptid Proof

Cryptid Proof is a game where players travel around a board with different cryptid locations with the goal of ‘photographing’ and proving each cryptid exists. Collect photos of each cryptid in order to win the game.

Library Prestige

Library Prestige is a card game where players each attempt to collect the most prestigious books that the can to fill their libraries (for fun we could put one Gutenberg Bible card in the deck). The player with the most amount of prestigious books is the winner.

Build-a-Zoo

Build a zoo is a game in which players collect different zoo animals in order to create the best zoo possible. The player with the biggest and best zoo with the most animals would be the winner of the game.

Kobold Questions

What is the difference between a “working” and a “display” prototype? What is required of a working prototype, and what might cause one to fail?

A working prototype is intended to do just that, work. It is the version that will be used by playtesters and potential publishers. A display prototype has finished art and components and is intended for distributors and chain buyers. Generally the display prototypes are very beautiful and may posses unfinished rules but have graphics that attract interest.

Ways for your prototype to fail:

  • Not supplying all the pieces so that the game is playable
  • Not testing the game with the amount of players you say your game works for (3-5 is the sweet spot)
  • Not updating the rule book after making changes to the game
  • Adding components you haven’t playtested and then sending to a publisher

A working playtest must be playable, legible, and user friendly

What makes for a good prototype according to Dale Yu?

The first impression your game gives off is very important. Everything should be neatly organized and decently pretty. Having easy to understand, well written rules is also very important for your prototype. Having a full playable copy is

What advice from Richard Levy will help you pitch your game? Where might you pitch your game?

Before pitching a game it’s important to do your homework and research about different companies. Figure out if individuals have had good experiences with some companies. You should know your game history type, market, and the interests of companies you’d like to submit to.

Sell yourself well, and take rejection as “not now”. Some really amazing games have been rejected many times. Do not let rejection shake your confidence; however, you also need to control your ego.

Pitch ideas when companies are ready to listen, and have a pretty solid prototype. Make multiple submissions if you can, and limit the use of agents unless they have some pretty good success.

What do publishers look for in a game?

The fun factor, player interaction, immediacy of play, strategy, an interesting theme, an immersive experience, interrelated theme and rules, solid rules and mechanics, innovative rules, innovative components, easily manufactured components, compatibility with other products, the correct target market, a good title, expansion potential, multi-language capability, easy demoing, and collectability (sometimes).

So just a short list of things…

What makes a good set of Rules?

A good overview to grab buyers interest, a list of components, a well written set up, a definition of what gameplay looks like, different card types, a definition of the endgame and what winning looks like, examples of play/strategies/hints/optional rules/game variants, and last but not least credits.

Describe the best game you’ve made this semester in 250 words? Follow Michelle Nephew’s outline.

“I’m Cookin'” is a collaborative and competitive game where players collect ingredients in order to “cook” recipes. Ingredients are tiles that get pulled out of a “shopping bag” and recipes are cards with required ingredients and the point value indicated. Currently the game supports 3-5 players who each choose a character to play as that have certain attributes (for example “The Chef” gets a bonus point for every recipe with no substitutions). Players may trade ingredients or put their own spin on recipes by subbing in ingredients to complete a recipe. The aim is getting creative in order to cook enough meals to get a total of 15 points first. The ideal age range would be 10+ with the game taking an average of 60 minutes.

Kobold Guide to Game Design: Part 3 Questions

  1. What is the difference between a game designer and game developer?

A game designer comes up with the idea and format for a game while a developer refines and balances the mechanics.

1a. What commonly occurs during the game development process?

Prototyping, testing, balancing, and revision of the rules. This process is generally repeated until the game is at a satisfactory place.

2. What are the challenges of balancing a game?

The main challenge is numbers. When a game has numbers, it is important to balance those numbers so that they are both easy to understand and neither too strong nor not strong enough. Even if the game is supposed to be more challenging, all players should be on a relatively even playing field.

2a. What should every player of your game believe?

Players should feel the game is fair overall. They should come away from the game feeling as though their actions and strategies directly contributed to how the game played overall.

2b. How can you avoid stealing players fun?

If a player can be in a position to lose too early, give them an opportunity to come back.

Avoid situations that reward players who are already ahead. If you give them too much opportunity to snowball their lead, they will take the victory without anyone else having a chance.

When players are about to win, it should be like chasing a rolling ball down a hill. They should have to make a real effort to cross that last bit of terrain and take the victory. This builds tension and makes the other players feel like they have a real chance to catch up.

Find a middle point in player interaction. Players should be able to interact somewhere between not at all and too much.

Sending a player backward too far or without their choice is frustrating and can take a lot of the stakes out of the game. If everyone is constantly sliding back down the hill, they may become tired and give up.

3. What 10 Maxims should you follow when writing rules?

  1. Call things what they are and use words everyone understands
  2. Don’t make up words for the sake of the game. Keep it simple for newbies.
  3. Don’t make more work than necessary to get started.
  4. Keep flavor to a minimum. Rules should focus on rules and setup, and you can add lore elsewhere.
  5. Keep it Simple, Stupid. Don’t make your rules any smarter than the people you expect to play your game. Complicated rules can make games confusing.
  6. If you can’t figure out how to write a rule, discard it and find a new way to implement it.
  7. Keep things short and sweet.
  8. Go easy on the eyes. Formatting is important for readability.
  9. Test your final version. It might not be as final as you thought.
  10. If you find any errors in the ruleset, you can always release a second edition or address those errors online.

4. How has playtesting changed your game?

Playtesting has resulted in sweeping changes across the history of soul.

  1. The character creation. I learned from just two tests, one in class and one out of class, that my character creation was not easy to understand for the average user. I went back and changed how the sheet was formatted, removed a few mechanics, and changed how the handbook was formatted, and the end result is a much more readable product.
  2. The combat. When Soul started, it was a relatively simple turn based game, similar to D&D, each player attacked once a turn and then passed the turn. Playtests caused me to re write the powers, then restructure the combat system once, then again. Other games inspired me to re-write the combat system again and again, and now it is more similar to Magic: the gathering combined with a fighting game than it is similar to other TTRPGS. I have also found mechanics that were missing, like grappling and stealth, and have changed how charisma works thanks to a player marrying a boss. All in all, without playtests, this game would be much more broken.

4a. I think ronan and max would both be interesting testers for the game. Ronan has experience with tabletop games, and max has very unique perspectives on many situations, so I think those two would bring different valuable ideas to a test.

4b. My game is made for people who like TTRPGs but don’t like D&D, much like myself. That was the driving factor that led me to start designing this game, and I think that the way I’ve implemented many things allows for more freedom in some regards.

5. Who should play test your game outside of class?

My friends Stevie and Thad are my two main playtesters right now. Stevie, like max, approaches things differently than most, and as a result he is usually the one who breaks the game most effectively. This habit is both incredibly annoying and also incredibly useful, as it means that I have to interrupt gameplay to figure out exactly what has gone wrong, but i also gain valuable insight on what needs to be done to fix it. Thad is a player who likes to do the same thing every time, with minor variations. This is a pretty standard scientific approach, and it works well for testing the mechanics that are in place more thoroughly.

Guide To Game Design: Part 4 Questions

  1. What is the difference between a working and display prototype?

Working Prototypes are mechanically functional, designed for use by play testers to get the game’s mechanics refined and prepared for the final version.

Display Prototypes are more polished, finished versions of the prototype designed to give an idea of what the finished product might look like.

  • A good working prototype needs to be as mechanically complete as possible. This means that it needs to be able to test anything that is an intrinsic mechanic of the game accurately. If A working prototype for a card game uses cards that represent 3/5 of the main mechanics that will be introduced, then the remaining 2 won’t be adequately tested. Working prototypes should also be easy to iterate quickly, so that any changes can be made and re tested without too much extra work on the part of the developer.

2. What makes for a good prototype according to dale Yu?

Strong first impressions are a good way to get players interested in your game. Additionally, make sure that the rules are concise and the mechanics are as well balanced as you can get them. When players are testing a game, they don’t want it to feel bad, even if they don’t particularly like the game. If it does, it’s an indication that perhaps the rules or mechanics haven’t been implemented correctly. The construction of the game should make a lasting impression, so that when your playtesters finish, they can look back on the game fondly and tell others about the experience.

3. What advice from Richard Levy will help you Pitch your game?

The most important thing is to be prepared to talk about everything. You may be blindsided by a question you weren’t expecting or that you hadn’t considered, so it is important to practice and to know what you are talking about without a reference.

Talk to others in the industry if you can so that you can gain more information about what to expect.

Look and act presentably. You are selling yourself, not just your product.

Make sure to accept failure with grace. Just because you were told no now, that doesnt mean that you wont be given another chance later on.

Make sure you control your emotions. Not everyone is good at giving criticism, just as not many are good at receiving it, so it is important to be prepared to accept many forms of critique.

Keep your expectations realistic. Pitching a game is tough, and you’re likely to have some competition, so remember that you can always try again and you can always try somewhere else.

Submit multiple ideas

Be wary of who you go to for advertising. If you do, check them out to make sure they’re reputable

Get your prototype as close to the final product as you can.

3a.Where might you pitch your game?

As a TTRPG, my game is dominated by the dungeons and dragons trademark. I would potentially do well going to one of Wizard’s of the coast’s competitors, like games workshop, or perhaps an underdog, like Schell games in Pittsburgh, who may want to break into a new market. The late summer or late spring would be good times to pitch these projects as this is when players are soon to be more free to engage with the product due to Christmas or summer vacation.

4. What do Publishers Look for in a game?

Fun, Player interaction, How quickly the game can be set up and played, Strategy, Themes and Immersion, Solid Rules, Well developed mechanics, Innovative components, Easily Manufactured components, the correct target market, a good title, the ability to make expansions, translations, ease of demonstration, and possibly collectibility.

4a. What makes a good set of rules?

A good set of rules should include some of, if not all of, the following:

Overview: A hook for your players

Components: A description of the things needed

Setup: Describe how to set up the game

Gameplay: Define how a turn will progress and how the game can be moved forward

Piece types: Describe how the pieces of your game behave and what they do

Endgame and Winning: How does the game end? How do you win?

Example: It’s a good idea to have examples of play in the rules to make them easier to understand

Credits: You should make sure to give the names of those who worked on the game somewhere

5.

Soul is a TTRPG set in a cyber-fantasy world. Players create their characters, gather their gear from an assortment of technologically advanced weapons and armor, and set out across earth to explore the world and discover the secrets that await.

Review 4 – Cardello Pizza

Cardello Pizza is a restaurant that could be considered competition for my group’s fusion restaurant, Slice Cream. While I cannot find any pizza and ice cream restaurants near moon, this is a pizza restaurant not too far from campus.

When it comes to color, Cardello Pizza primarily uses whites and grays, using red as an accent color. Like I mentioned in my previous review, I think red is always a smart use of color for restaurants, because it stimulates hunger. Many restaurants utilize this, however, so I think the oranges and browns of Slice Cream could help it stand out. I have always been a “light” fan when it comes to color over “dark”, so I do really enjoy this color palette and think it gives off a calming yet effective making-me-hungry impression.

There isn’t too much to note on texture for this website, though I do enjoy the pizza oven graphic that is telling me my cart is empty. I enjoy the bricks, which seem to add some texture, as well as the arrow and writing because they look handwritten, which is a nice, fun texture. Whenever you hover over menu items, the outline of the item becomes black instead of gray, so that also emphasizes texture and motion, keeping the eye intrigued.

Looking at the overall layout and organization, the website is mainly just one really long page. You can scroll for quite some time on the home page and find the entire menu, as well as the “About” section all the way at the bottom. The header of their website features their hours and address, which I think is very smart and beneficial, but the only other thing you can press is an “About” button, but all this does is take you to the bottom of the page.

The only time you are transported to somewhere completely new is when you select either “Pickup” or “Delivery”, which takes you to the same location no matter which one you pick. I think they one-upped us by having the hours and location at the very top, but I think we had a better layout by being able to select more things on the top which took you to different places, rather than our website simply being primarily one page.

I also think we could stand out over somewhere like Cardello Pizza because we have a cohesive theme and style throughout the entire website. We maintain the same design elements, while Cardello seems to just shift willy-nilly from thing to thing. Their menu is also very unsettling and seems very long and unorganized, they could have laid it out much better, and even had tabs for different items. They should have an entire new page for their menu items and lay it out much more neatly.

Overall, our website could of course use some work looking prettier, but I think our overall layout and organization beats theirs in terms of user friendly and composed in a nice manner, which could make us stand out.

Review 4

Our most obvious competition is Burgatory. I think their whole “devilish” look is kind of a sham, while we own up to our devious ways.

Burgatory’s site keeps true to their dark-but-not-fully-black and red aesthetic. I’ve never fully understood that, as Purgatory isn’t Hell, but I think they have a pretty good thing going so I can’t really cast any criticisms.

The full-page carousel is kind of striking. Past that page, though, it almost looks like every tab was made by a different designer. They’re all fine. I’d say the Join the Crew page is the strongest. And the buttons on Order Up look a little dated. They’re all a sort of off-white to almost suggest burnt paper. Like it would be in Hell.

I think at the top of the page they throw a lot of destinations at us. You’re a burger joint; how complex can you be? But in terms of navigation, they give us everything there is in that first look.

I think our sites are similar, as we’re similar establishments just at different levels of establishment. I think our site definitely benefits from the homepage burger carousel. And not just because I’m in it.

Kobold Guide to Game Design: Part 4 (Presentation of the Polishing Game)

Difference between a “working” and a “display” prototype:

Both types of models illustrate the fundamental structure of the gameplay that the target client will expect; the display prototype is the visual variety of the game pieces like the attractiveness and routes of the game setting whereas the working prototype is the playable assets model that contains the interactive features (movable subjects like spins, forwarding and backward) for the game.

Ideal Standard of a working prototype:

Ensuring the prototype is playable game sets free of time-consuming and understandable terms

What Situations will cause problematic prototypes:

Vague definitions of game guidelines and initial impressions of game pieces and their symbols that are misunderstandable.

How to achieve a great prototype (from Dale Yu)?

  • Players need to be impressed by the appearance of the game
  • Simple Game Directions & Instructions that players can easily follow without additional explanations
  • Ensuring the game tools and elements match the game descriptions
  • Ensuring the player can have a great time when accomplishing the game mission

Advice for game pitching (from Richard Levy):

Ensure you have the industry knowledge of what the great game looks like so that you can create both impressions of self-confidence and your game during the pitching explanation.

Where might you pitch your game?

Through local streaming radio websites like Q92.9FM.

Publishers’ Expectations of the Game:

Ensure the game is feasible with fun elements, appealing rewarding, and playable rulesets

Ideal Rulesets:

Hooking an interest by stating the game characteristics, process, and expectations of the outcomes; displaying simple terms for the game tools and brief rules that avoid make-up creative vocabulary as much as possible.

Own Best Game:

I develop a compass-shapes survival game that is all about the uncertainty that deep sea divers will possibly encounter called: Compass 2 Survivalist which one player needs to get five blue squares named destinations to get rescued without losing five red squares.

Part 4 Questions

What is the difference between a “working” and a “display” prototype?

Working prototypes are designed to be tested and evaluated by play testers and publishers while display prototypes are merely designed to catch distributers/buyers eyes – not actually be tested. 

What is required of a working prototype, and what might cause one to fail?

It has to be clear, and playable, and thoroughly tested. If a protype has not been tested enough, this can cause it to fail. 

What makes for a good prototype according to Dale Yu?

  • A good first impression
  • Having clear and well-written rules
  • Having sensible and are well constructed components
  • A good/lasting final impression 

What advice from Richard Levy will help you pitch your game?

Be prepared, information is power, sell yourself first, don’t be deterred by rejection, control your ego, keep your expectations realistic,  don’t hesitate, consider multiple submissions, don’t deal with invention marketing firms, get a good agent, build a good prototype, don’t overlook brand power

Where might you pitch your game?

            To a publisher accepting submissions from the general public, but ideally I’d also find a publisher to pitch to that are has a background in publishing games similar in type to the one that I made. 

What do publishers look for in a game?

Fun , player interaction, the ability to start playing quickly (having fun quickly), use of strategy, an interesting theme, complimentary rules and themes, immersivity, solid rules and strong mechanics, innovative rules, innovative components, easy to manufacture, product compatibility, correct target audiences, a good title, expansion potential, multi language capabilities, easy demoing, collectability

What makes a good set of Rules?

            A compelling but simple overview, list of components, a clear setup, a clear gameplay with defined terms (if needed), card types and how they function, endgame/winning (scoring, how it ends), examples of play, strategy hints, optional rules, game variants, and credits

Review 4

The website I chose is August Henry’s Burger Bar. This is a good competitor for our restaurant “Burger?” because for one it has burgers and it also has some interesting burgers you can’t have everywhere. The main colors of this website are red and green as well as a touch of light grey. The layout of the website is really easy to follow and is laid out nicely. I like how the front page includes images of their menu as well as displays all the basics of the restaurant. Another mechanic that they added was when hovering over buttons the font changed to red to indicate you are hovering over it. Also if you hover over certain images it brightens and zooms in. I like how interactive the website is without being too busy. The one thing this website doesn’t do that our website does is add a comical effect. Although our website isn’t for a real restaurant it definitely looks like it. We have a very underground feel to our website, almost like you shouldn’t be on it. This works for the target audience since it’s aimed at young adults and is placed on a college campus. Our website is also interactive with the user as we have multiple things to click on and have a fun slideshow of some of our featured burgers. Another thing our website has is a merch tab, unlike August Henry’s Burger Bar. Our merch is fun and sorta ridiculous, but it adds to the fun and makes our restaurant more approachable. Furthermore, our website’s colors are red, yellow, pink, and black. Our page is mostly black which does in fact stand out more since more web pages are white with bright colors. I feel our site is a great competitor for this restaurant since we both have outrageous burgers. Although I feel ours is better due to having a few more tabs and having a page that stands out a little more.