Game Question Week 2

Sushi Go! Madison Hurst

Was it fun? – Sushi Go is super fun because I love how the rounds were quick and pushed me to think about what Sushi card to place down at a fast pace. I thought it was a challenging game because you had to really choose which card was the most beneficial to you at the end of the round. For instance, one card was worth 10 points if you got three of them. But you can only place one card down each time. So, you have to take the risk and hope that the next set of cards you get has a card that will help you get to 10 points. 

What were the player interactions?- The player interactions played a big part in the game because you were constantly rotating the deck of cards you had in your hand after you played a card. So, if you placed a card down that needed two of the same cards to get the points, you are then relying on the other players not playing the card that will help you to those points. 

How long did it take to learn? – I fully understood the game after the first round was over. As the first round began, I didn’t understand the points that went with each card, which is where I struggled initially. 

What was the most frustrating moment or aspect of what you just played? – The most frustrating part about Sushi Go was waiting for every deck of cards to go around, and hoping the card you needed was still going to be there when it came back around. I also caught myself flipping the card immediately over rather than wait to see if everyone is ready to flip over. 

What was your favorite moment or aspect of what you just played? – My favorite moment was being able to have more of the same cards than someone else and winning the points. 

Was there anything you wanted to do that you couldn’t?- I really wanted to take more than one card out of the deck. If my deck had three of the same cards, I couldn’t grab all three. 

If you had a magic wand to wave, and you could change, add, or remove anything, the only thing I would change for Sushi Go would be allowing the player to immediately flip over their card. 

Is this a game you would play again? Yes, because I thought it was super quick and engaged the players for the whole duration of the game. 

Analyze the game using the 3 act structure. In the beginning of Sushi Go, the players start to figure out what the purpose of the game and what each card means what. They are learning the rhythm of the game while seeing how their opponents are picking their cards in round 1. 

In round 2 in Sushi Go is when everyone has figured out the game, and they now start to learn how to fully maximize their cards. For instance, three sashimi cards get you 10 points; therefore, players start to build up their hand. At this point, players are trying to either catch up or gain points to be even with opponents or maintain their lead. 

In round 3, is where every decision you make will show. Round 3 is the final round, and is where players will add up all the points they have earned in the game. There is also a chance to lose points because Sushi Go has a dessert card that you can collect throughout the duration of the game. The player with the most of these cards wins 6 points, and the loser gets a reduction of 6 points on their final score. 

Week two homework Game Ideas (Cards)

Aleah Dudek

  1. Cards that have physical interactions on them such as “switch seats” When one card is played the other one can be triggered causing a chain reaction. Sometimes a card won’t trigger the next card so whoever has the most cards at the end wins.
  2. The cards have a prompt almost like put a finger down and are given prompts relating to whether you have been in a situation before. Good/bad. Whoever has the least amount of cards wins.
  3. Players build a face down stack of cards ranging from 1-5 or 1-10 depending on the difficulty you want to do. If you place them down in order you keep the cards and if you don’t you lose them. Whoever has the most matches wins the games.
  4. Each card has a word or phrase on it. You have to secretly get another player to say that word in conversation before your turn ends. Collect points for each successful “planted” word. There are bonus points if no one notices you were playing a card on them.
  5. Cards have two sides, a safe side and a risky side. You choose which side to play, but once flipped, the risky side might backfire. You can lose points, add points for another player, give yourself points, etc.) Be the first to reach a certain point total by taking calculated risks. Every turn is a 50/50 chance so it’s almost like a gamble and can be a risky game.

5 Game ideas on campus week one

Aleah Dudek

  1. Blind Folded Tag. People Hide on different areas on the floor of their apartment or room and the person seeking can’t see them they have to find them by using their hands or context clues.
  2. Scavenger Hunt with different people almost. You are given a certain topic and have to give lectures to random people on campus and whoever laughs at your lecture you get a point and the person with the most points win.
  3. Landmark game. A person places landmarks around campus and the other person or group tries to retrace those steps exactly to see if they can replicate that same path.
  4. Each player writes down a small “challenge” that involves interacting with a stranger (like “get someone to tell you their favorite childhood snack” or “find someone who can whistle loudly”). When you complete your task, you pass it to the next player.
  5. Like regular bingo, but with interactive challenges instead of just finding people. Put in person reactions on the cards and pass it to the next person after each challenge

Game Design Studio Review Question week 2

Aleah Dudek

Munchkin Deluxe

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Was it fun? I mean yes It was really hard to understand the concept at first, took almost the whole class to completely figure out and understand how the mechanics of the game worked.

What were the player interactions? Yes, lots of them. I did like how even if it wasn’t your turn you could interfere with the other player, incorporating competitiveness and drama aspects. I feel like everyone has a pretty good chance of winning.

How long did it take to learn? Almost the whole class so about 2 hours.

What was the most frustrating moment or aspect of what you just played? I think reading the instructions. I feel like I don’t want to be reading a novel when trying to learn a game.

What was your favorite moment or aspect of what you just played? I did like all the “curses” “armor” and trick cards you could play in order to screw or help yourself. I also like that you can help other players to if you were feeling generous.

Was there anything you wanted to do that you couldn’t? Not really I sort of wish there was less to learn because of how much there is.

If you had a magic wand to wave, and you could change, add, or remove anything.

from the experience, what would it be? Less or more summarized instructions .

Is this a game you would play again? Yes _____ No ______ Why I think now that I know how to play it was definitely fun , but I wouldn’t want to relearn the whole game again.

Analyze the game using the 3 act structure.

  1. In the opening, everyone starts at Level 1 and begins by kicking down doors, fighting small monsters, and collecting treasure while building up their characters with equipment and powers.
  2. In the middle , players have grown stronger, monsters become tougher, and interference ramps up as curses, backstabs, and betrayals fly around. Tension and drama build as players negotiate, form alliances, and sabotage each other, making this the longest and often funniest part of the game.
  3. In the end, one or two players are usually on the verge of victory, prompting everyone else to team up to stop them. Final battles turn into dramatic showdowns with multiple cards played to strengthen monsters or sabotage helpers.

Game Design Studio week one questions

Aleah Dudek

In your opinion what should every game have? Why do you like your favorite game?

I think games should have clear instructions and clear rules in order for people to flay the games easily. I find myself almost quitting or giving up a lot games because I don’t understand the concept. I feel like a good theme should be involved to such as maybe a franchise or like a general topic like food. That normally keeps people intrigued more than just a normal deck of cards. There should be meaningful choices within games regarding to moves, tricks, strategy within the game. Making the game fun and tricky at the same time. Games should flow from the beginning to end. My favorite game is probably Minecraft I feel like you can create infinitely and build strategy within the game too. I like that you can play games within the Minecraft too in different servers and mods.

List the games you’ve played and currently play.

Mobile: Minecraft , Roblox, Cross Road , Disney Cross Road , Subway Surfer, My Super Market Simulator, Mario Kart , Five Nights at Freddys 1-4, 2048

Nintendo: Mario Kart

VR: Five Nights at Freddys Help Wanted, Beat Saber, Super Hot

Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?

Minecraft follows the 3 act structure shaped by the player. Act 1 is early survival, fast and urgent as you gather resources, build shelter, and make it through the first nights. Act 2 is the longest and most open, where you explore, mine, build, and master the world at your own pace, turning survival into creativity. Act 3 is the focused push toward the Ender Dragon, with a faster pace and higher stakes, providing a sense of resolution before looping you back into Act 2 if you choose to keep playing. This flexible pacing is what makes Minecraft so engaging, I feel like you can pick and choose when the ending of the game is or make the game completely infinite.

When coming up with ideas where do you find you start, with the metaphor or the mechanic?

I feel like the mechanic is harder to come up with because there are so many games out there already it’s hard to not necessarily copy one and try to make something up that works to can be difficult.

Game Response Questions – We’re Not Really Strangers

  1. Was it fun?
    • I have played many times before, but I played it last night, September 3rd, with my roommates.  I have played this game before with my now boyfriend and have since bought one of the other expansion packs, so I would say this game is definitely fun.
  2. What were the player interactions?
    •  As far as this round of playing the game, the player interactions start from very trivial questions about each other, sort of seeing you know what surface-level questions you can assume about the person, and eventually dig deeper into some really reflective topics, all the while learning about yourself and the other person.
  3. How long did it take to learn?
    •  Honestly, playing this with a bunch of people took a little getting used to stepping into each round, but no more than 3 minutes, and that’s even being generous on how long it took us to learn how to play the game. I honestly think the goal of the game is to learn something new about another person or find a little bit more empathy for others.
  4. What was the most frustrating moment or aspect of what you just played?
    •  The most frustrating moment of this game was trying to get through the game without pulling wild cards. I understand their point; however, I feel like when people play, that’s not the focus or any really important part of it.
  5. What was your favorite moment or aspect of what you just played?
    • My favorite moment about the game was probably during the second level, where I think a lot of the emotions started to kick in. This is where I sort of got to step out of my own person and see how others viewed me as well as how I viewed them, and I think that’s a really special moment to share with people you love.
  6. Was there anything you wanted to do that you couldn’t?
    • I really wanted to be able to keep some sort of answering structure within the game as to who answers what questions during the game.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    •  If I had a magic wand to wave and I could change something from the experience of this game, I would honestly say it would be to remove the wild cards and maybe make clearer instructions on how groups of more than two should approach answering these questions.
  8. Is this a game you would play again? Yes _____ No ______ Why
    •  Obviously, this is something I would play again and would love to continue purchasing expansion packs simply because there has never been a time when I played this game and didn’t get something out of it or learn something about myself or another person.
  9. Analyze the game using the 3 act structure.
    • As far as this game running in the three act structure I think especially the way the game makers wanted people to interact with this game was through the three questions obviously with the first level you’re getting to know people by surface level questions then you move on to little more touching subjects within the second act and then within the third act it’s a reflection of what you learned from yourself and the people around you and how everyone answered their own questions that you begin to discover more about everyone in different ways.

Game Response Questions – SushiGo

  1. Was it fun?
    • I actually really enjoyed playing this game more than I thought.  I thought it was going to be something more like Fluxx, but I think what really helped was the theme and the characters, which makes sense why it was a Gateway game.
  2. What were the player interactions?
    •  In the game, The Players interacted by passing along their cards after selecting one from the pile that they were given, almost like take one and pass it down. Another aspect of player interaction had to do with after the card got passed down, you sort of had to make a guess as to how you could use those cards to your advantage so that another player doesn’t get that card.
  3. How long did it take to learn?
    •  The game took us to learn all of 5 minutes, and we played two whole rounds of the game. Once you sort of just looked at the basic directions, it was not hard at all to put together.
  4. What was the most frustrating moment or aspect of what you just played?
    • I would say the most frustrating moment or aspect of the game that we played was the putting card, because truly that could make or break the entirety of your game; however, I did think it was an interesting add-on.
  5. What was your favorite moment or aspect of what you just played?
    •  My favorite moment of playing the game was honestly seeing how many of each I could stack on top of each other with the sashimi because once you hit three cards, it’s equivalent to 10 points, and also strategizing what is the easiest way to make the most points.
  6. Was there anything you wanted to do that you couldn’t?
    •  Honestly, with this game, there is nothing I would change, but maybe the pacing of the game and the playing of a total of three rounds, sort of like rock, paper, scissors, but I think it was interesting.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    •  If I could maybe wave a magic wand and change something with this game, I would definitely change something with the pacing of each round. I’m not exactly sure how I would change it, but honestly, I think maybe going through the whole deck would be quite fun, just dividing the entire deck amongst all the players.
  8. Is this a game you would play again? Yes _____ No ______ Why
    • This is definitely a game I would play again, and I actually considered looking up where I could buy this game because I think it’s something simple and easy to take your mind off of things, and it is very much lighthearted and for all audiences.
  9. Analyze the game using the 3 act structure.
    •  SushiGo in the  3 act structure, follows the beginning where each player is dealt a certain amount of cards and they must decide which of those cards is the most valuable to place then, the middle act involves deciding what strategy would it be best to take as far as what round you’re on and where each player seems to be going with their drawing patterns.  Lastly, I would say the final Act truthfully comes down to the rice pudding as well as the anticipation of what final card you will draw and have no other choice but to place down.

Game Response Questions – Bohnanza

  1. Was it fun?
    • I actually really enjoyed this game, though it was intimidating at first. I would go out and get this game myself to play.
  2. What were the player interactions?
    • The player interactions were between different trades, which got heated at times. However, I think we played fairly nicely and generously simply because there was a goal in mind.
  3. How long did it take to learn?
    • Overall, I believe it took us 15 minutes total, including the video instructions we watched to learn how to play the game.
  4. What was the most frustrating moment or aspect of what you just played?
    • The most frustrating moment of the game was honestly figuring out how to play, but once we got in the swing of it it went by. The only other thing that was frustrating was that we had to cycle through the deck three times, which seemed like a long, drawn-out game.
  5. What was your favorite moment or aspect of what you just played?
    • My favorite moment was cashing in my harvests for coins. Also, I would say that getting close to harvesting was a rewarding experience.
  6. Was there anything you wanted to do that you couldn’t?
    • One thing that came up a lot was getting to place down a card that I just picked up also placing down 2 cards to grow per turn.
  7. 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 not let there be a card limit to what you can place down per turn. 
  8. Is this a game you would play again? Yes _____ No ______ Why
    • I would definitely play this game again simply because when everyone gets into the flow of things, the game moves, and you can’t help but wait for your next turn or when you can trade. This is very engaging.
  9. Analyze the game using the 3 act structure.
    • The beginning of the game is the conflict of which bean you should place and if you should play a game that has a high card amount or a low one. The middle of the game is the conflict of deciding when to harvest your beans or to see if you can keep adding and praying that someone either takes or trades your cards. Lastly, the end of the game occurs when you have reached your third deck of discards and there are few cards left; however, you must decide whether to keep playing low-card beans if any are left and if it is worth it to the harvest. 

Game Ideas

On Campus Games

Campus Scavenger Hunt

In this activity, student teams explore the campus to uncover hidden items or complete various tasks. Each team receives a series of clues or riddles leading them to different campus locations. At each stop, players either discover an item or solve a puzzle to unlock the next clue. The event encourages exploration, teamwork, and problem-solving, with opportunities for bonus challenges such as taking selfies with notable landmarks. The first team to finish all tasks and return to the starting point claims victory. This activity can be tailored to various themes, enhancing familiarity with campus history, culture, or sports.

Mystery Night

Students dive into a live-action role-playing game, unraveling mysteries through clues and character interactions. Participants are assigned roles and backstories entwined with the central mystery. They must gather and exchange information by interacting with each other and following clues scattered around the campus. With potential plot twists and secret alliances, the game culminates in players presenting their solutions to reveal the true outcome. This immersive experience, complete with costumes and props, enhances social interaction and critical thinking, adaptable to genres like detective noir or supernatural mysteries.

Campus Capture the Flag

Teams compete in capturing the opponent’s flag while safeguarding their own, with the campus divided into territories for each team. Players strategically place and defend their flags, aiming to capture the rival team’s flag. Opponents can be tagged and temporarily removed from play or sent to a designated “jail.” The game incorporates safe zones and power-ups to add excitement. It promotes physical activity, strategic planning, teamwork, and communication, with flexibility for different participant numbers.

Academic Adventure Quest

This event involves educational challenges across various academic departments, with players earning points and rewards. Each department offers a mini-game or challenge related to its field, such as a chemistry puzzle or history quiz. Teams select challenges based on interests and strengths, accumulating points based on difficulty and performance. The team with the highest score wins prizes. This quest fosters interdisciplinary learning and networking with faculty and peers, suitable for integration into campus events like open days or orientation weeks.

Augmented Reality Campus Tour

Participants embark on an interactive tour using augmented reality (AR) to blend educational content with gaming elements. Through a mobile app, players enjoy a self-guided tour enriched with AR overlays at specific landmarks, offering historical insights, fun facts, or mini-games. Collecting virtual badges or tokens enhances the experience. This tour, ideal for prospective students, visitors, or alumni, combines technology with education and entertainment, offering a dynamic way to explore campus history and culture.

Card Game Ideas

Muffin Madness

In this game, players strive to bake the most delicious muffins by collecting ingredient cards. Starting with base cards for different muffin types, players draw and trade ingredient cards to complete recipes. Special action cards add twists, such as sabotaging opponents or duplicating successful recipes. The game concludes when a player bakes a set number of muffins, with points awarded for recipe complexity. Muffin Madness fosters strategic thinking and player interaction, wrapped in a fun theme for all ages.

Card Kingdoms

Players build and defend kingdoms by managing resources and battling rivals. Drawing cards for resources like gold and soldiers, players expand territories, fortify defenses, or attack others. Special event cards introduce unpredictability, enhancing strategy and negotiation. The winner is the last kingdom standing or the one with the most points from expansion. This game blends strategy and resource management, offering adaptable complexity levels.

Fortune’s Favor

Players compete to accumulate wealth by making strategic investments and navigating market changes. Investment cards represent sectors like technology or real estate, affected by central market cards with events like booms or crashes. Players decide when to buy, sell, or hold for maximum returns. The game ends after a set number of rounds, with the wealthiest player winning. Fortune’s Favor teaches basic economics and investing concepts, encouraging risk management and decision-making.

Galactic Traders

As space traders, players aim to amass wealth by trading goods across planets. Each turn involves traveling to planets with unique trade offers, while event cards introduce challenges like space pirates. The player with the most wealth from savvy trades wins. This game combines science fiction with trading mechanics, encouraging strategic planning and adaptability in a rich narrative environment.

Detective Chronicles

Players solve mysteries by gathering clues and piecing together evidence. With clue cards representing evidence and event cards introducing new leads, players draw cards, interview characters, and share theories. The game concludes when a player deduces the culprit and motive. Detective Chronicles enhances deductive reasoning and critical thinking, offering cooperative or competitive modes in various mystery genres.

Rodent Round-up

Players act as rodent catchers, capturing rodents by strategically placing traps. With trap cards of various attributes, players decide where to place traps, move, or use action cards against opponents. Rodent cards with trap preferences are drawn and placed, and event cards add challenges. The game ends after a set number of rounds, with the most captures determining the winner. Rodent Round-up combines strategy, luck, and interaction with educational elements and a humorous theme.

Play Tests

Munchkin Gloom – Play test

Was it fun?

Yes, munchkin gloom was a fun game to play.

What were the player interactions?

Player interactions occurred with event cards and turns in which players place positive “self esteem” cards as well as cards that modify the actions of the turns

How long did it take to learn?

It took about one turn to learn all the rules, establish a flow, and get a little bit of fluidity to the game play. 

What was the most frustrating moment or aspect of what you just played?

The most frustrating part of gloom was probably the stacking mechanic at first. It is a cool functionality once you’re into the gameplay but to start it can be a little confusing and cumbersome.

What was your favorite moment or aspect of what you just played?

My favorite aspect was the competition as well as the ability to interrupt gameplay with the event cards.

Was there anything you wanted to do that you couldn’t?

I wanted to be able to play untimely death cards on the second turn, a rule that made sense for the gameplay but was irritating at times nonetheless.

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 a card stand for the crew cards to make it a bit more organized as well as to add to the games build and design quality.

Is this a game you would play again? Yes _____ No ______ Why

Yes, I would play gloom again, I enjoyed the negative scores as well as the refreshing change from the average point system. Once I was used to it, the stacking mechanic was cool as well. 

Analyze the game using the 3 act structure.

The “Kobold Guide to the Three-Act Structure” offers a compelling framework for understanding narrative flow, which can be intriguingly applied to the game Flux. This structure divides a story into three parts: setup, confrontation, and resolution. In the context of Flux, the setup involves establishing the game’s ever-changing rules and objectives, introducing players to its dynamic nature. The confrontation occurs as players navigate these shifting conditions, strategizing how to best adapt and outmaneuver their opponents. Finally, the resolution comes when a player successfully aligns their hand with the current winning condition, bringing the game’s unpredictable journey to a close. This structure enhances the chaotic yet strategic essence of Flux, emphasizing the importance of adaptability and foresight in achieving victory.

Sushi Go – Play test

Was it fun?

Yes, Sushi Go was a fun game to play.

What were the player interactions?

Play interaction were kept to a minimum with the added mechanic of swapping decks to the left after each turn during a round. 

How long did it take to learn?

It took about two rounds for me to learn the game mechanics as well as to establish a play flow.

What was the most frustrating moment or aspect of what you just played?

The most frustrating aspect of the game sushi go was the chopstick cards, that I didn’t understand, I felt like they were trying to add a cool mechanic that could have been done a little better or cleaner. 

What was your favorite moment or aspect of what you just played?

I liked that I won Sushi Go, it was the first game that I won so far in class. I enjoyed the ability to stack wasabi cards with sashimis to get more points.

Was there anything you wanted to do that you couldn’t?

This game did in fact make me hungry so be prepared to want to snack during this game where you play in three rounds as a three course meal.

If you had a magic wand to wave, and you could change, add, or remove anything from the 

More rounds.

Is this a game you would play again? Yes _____ No ______ Why

Yes, this game had excellent playability and 

Analyze the game using the 3 act structure.

The first act is the setup, making the parties, explains the rules and establishing what I call the “flow” of the gameplay. The first couple of turns are usually used to establish this feel and the first act. The second act of sushi go, is the meat of the gameplay, where players start to get competitive. Some strategy is involved as players try to build the best meal worth the most points. The game being played in three rounds as a three course meal even lends itself well to three act structure with the game having a clear beginning middle and ending. 

Mario Wonder – Play test

Was it fun?

Yes, Mario wonder is a fun game to play.

What were the player interactions?

Players interacted with the game through classic platforming mechanics, utilizing character movements like jumping, stomping, and power-ups to navigate vibrant levels.

How long did it take to learn?

It took about 15-20 minutes to become familiar with the controls and game mechanics, thanks to intuitive design and gradual difficulty increase.

What was the most frustrating moment or aspect of what you just played?

The most frustrating moment was occasionally misjudging jumps due to unexpected enemy placements, leading to unnecessary restarts. (Womp womp)

What was your favorite moment or aspect of what you just played?

The favorite aspect was discovering hidden areas and secrets that rewarded exploration and creativity, making the levels feel dynamic and alive. Discovering secrets in levels also increases replayability.

Was there anything you wanted to do that you couldn’t?

I wanted more diverse power-ups that could alter gameplay mechanics significantly but found the existing options somewhat limited. While the bubble, drill, and elephant are all cool powerups, I wish they would have added something dynamic like toadette. 

If you had a magic wand to wave, and you could change, add, or remove anything from the 

With a magic wand, I would add a cooperative multiplayer mode to enhance the social experience and introduce new strategies for challenges.

Is this a game you would play again? Yes _____ No ______ Why

Yes, I would play again because of the engaging level design and the joy of discovering new secrets each time.

Analyze the game using the 3 act structure.

Mario platform games carry unique structure which is part of the reason that I wanted to analyze the game in the first place. The setup is crucial with bowsers minions and goons, you’re slowly introduced to them simultaneously with power-ups to help the user get a feel for the game structure. The middle or climax is when the player finds the wonder flower and gets to the secret or whacky part of the level. The conclusion is obviously the flag or castle at the end that the player is trying to ultimately reach. With checkpoints at the midway and secrets hidden along the path the pacing of the levels is usually ideal.

1

The game introduces the player to the whimsical world of Mario Wonder, setting the stage with a simple objective: traverse the levels and defeat Bowser’s minions. The initial levels serve as tutorials, gradually introducing gameplay mechanics and power-ups.

2

Challenges escalate as the player encounters diverse environments and increasingly complex levels. Obstacles and enemies become more difficult, demanding skillful navigation and strategic use of abilities. The tension builds as the player progresses closer to the final confrontation.

3

The climax occurs in the final levels, where the player faces a series of challenging bosses and intricate platforming sequences. Successfully overcoming these hurdles leads to a satisfying conclusion, with the player rescuing the kingdom and restoring peace, offering a sense of accomplishment and closure.

Game Response Questions – Sushi Go! + Bohnanza

Was it fun?

  1. Yes! I really liked this one
  2. It was alright, I didn’t not like it after we got the hang of it

What were the player interactions?

  1. Player interactions were limited in this one other than passing around each other cards
  2. This one was heavily interactive with much trading and discussing each others cards and having to pay attention to other “bean fields” and hands

How long did it take to learn?

  1. Sushi Go only took a little to understand once we jumped in and played the round and gradually understood how many points each card counted as.
  2. We had to a video to understand this one and ask Professor Ames a lot of questions but eventually understood the concept after a good 15 minutes or so

What was the most frustrating moment or aspect of what you just played?

  1. I didn’t get frustrated with this one, it was pretty seamless
  2. This one wasnt too frustrating either just took some time

What was your favorite moment or aspect of what you just played?

  1. The art was adorable and made the game so much more enjoyable – it was super simple too
  2. It was complex enough to keep you engaged – trading and making deals was also very fun

Was there anything you wanted to do that you couldn’t?

  1. I wish some of the sushi interacted a little more, like being able to build more complex rolls, like maybe having a version with basic ingredients you have to stack instead of fully made rolls that just stack on each other.
  2. I wanted to make black market deals not on my turn – that makes everything more interesting

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

  1. More stackable cards
  2. The art style ESPECIALLY the box and instructions were TERRIBLY designed with the text and color choices – the art on the cards was fine but just the graphical layout with the bright yellow and red was so bad

Is this a game you would play again? Yes – Sushi Go; Maybe Bohnanza – they were fun enough and engaging to a degree (especially the cute little sushi)

5 Game Ideas – Game Design Week 1

  1. Goat Heirarchy – some sort of card/board game that centers around animal peck order
  2. Real life mario kart (always wanted to play this)
  3. Trivia Game – RMU themed
  4. Virtual RMU – conquering your undergraduate degree
  5. TikTok song game – how chronically online are you

Game Questions

  • In your opinion what should every game have? Why do you like your favorite game?

In my opinion I think every game should have an objective, multiple solutions, and some sort of suspensefulness/build up. A clear objective gives the player direction and purpose, while multiple solutions allow for creativity and different play styles. The build-up to a goal makes the experience rewarding, because it creates tension and anticipation before the big payoff. My favorite game is 500 Rummy, and I like this game because you have to play multiple rounds (the build up) and play your cards strategically to reach 500 points. I like the aspect of chance and strategy that is in Rummy, also I personally enjoy games that have a point system and Rummy is all about gaining points. 

  •  List the games you’ve played and currently play.

Fluxx, 500 Rummy, Poker, Bullshit, Black Jack, Chess, Checkers, Minecraft, It Takes Two, Unraveled, Fortnite, Gang Beasts, Slime Ranchers, Monopoly, Candy Crush, My Singing Monsters, Hayday, WII sports, Mario Kart, Sims, Wavelength, Uno, Sorry

  • Can you apply the three act structure to your favorite game? What is its pacing and how long do you find yourself in each act?

For my favorite game, 500 Rummy, I would argue that it does apply to the 3 act structure to some degree. First is the set up, you set up all the players with their cards and they begin the drawing of cards, creating sets, and discarding. The beginning introduces the situation where the stakes are low, and the game starts taking direction. Next for confrontation (mid game) the game becomes more intense with more sets forming, the discard pile growing, and players hands getting smaller. At this point of the game there are risks and strategic moves that players make. Lastly, the resolution of the game is whoever goes out or the deck runs out. This is when the scoring comes into play and resolves the conflict. Even though Rummy does not have a narrative or true story, it does have a natural rising of tension and resolution like these steps include. 

  • When coming up with ideas where do you find you start, with the metaphor or the mechanic? 

When I come up with ideas, I feel like I could start with either a metaphor or a mechanic, but I usually begin with the story and concept before thinking about the mechanics. I think this way because it is easy for me to come up with ideas/stories and bring them to life after thinking of how I want the storyline to go, characters to look, and overall vibe of whatever I am creating. 

  • Over the course of this semester, who would you like to collaborate with and why?

I would like to collaborate with anyone, I don’t have my eye set on anyone in particular because I feel that everyone in this course has great insights and skills that would be interesting to work alongside.