



design courses, syllabi, schedules, resources and policies
Setup
Objective(s)
Actions players take
Ending the game (win, lose states)
Example
5 game ideas:
Game rules: Axo-Mageddon
Must team up or fight to cause the most damage, leading to global domination.
Dominion is a card game in which the players compete to have the most land owned by using money to buy action cards to use during their turn and property to keep in their deck.
Dominion was sort of fun. The game felt pretty slow and tedious.
The player interactions included buying Victory and Action cards, playing Action cards that affect other players, and putting curses on other players.
The game took about 30-40 minutes to learn. I was confused about when to shuffle my deck and how some action cards work.
The most frustrating aspect of the game was not having enough money in my current hand to buy gold.
My favorite aspect of the game was the Smithy Action card.
I wanted to play more cards during my turn.
I would add a currency above gold (emerald or diamond).
I would probably play Dominion again because I didn’t understand it too well the first time I played it. I think it would be more fun with more knowledge and with an established strategy.
Splendor is a card game in which the players compete to be the first to obtain 15 prestige points by tokens to buy cards that either help them get more prestige points or cards that directly translate to prestige points.
Splendor was a very fun game.
The player interactions included collecting gems and buying cards.
It took about 10-15 minutes to learn how to play Splendor. The concept of the bought cards having benefits took me the longest to adapt to.
The most frustrating aspect was somebody buying a card that I wanted to buy during my next turn.
My favorite aspect of Splendor was the gem borrowing system. I understood it well.
I wanted to take more gems or take gems and buy a card in the same turn.
I would add the ability to buy cards and take gems in the same turn.
I would definitely play Splendor again. The game was really fun, and I really enjoyed the competitive nature of it.
Was it Fun?
Yes, once the learning curve is passed, the game is a lot of fun to play. The initial complexity might be off-putting, but as players grasp the mechanics, the game reveals itself to be a strategic delight. The satisfaction of seeing your trees grow and the anticipation of the changing sun’s position create engaging gameplay moments. The fun lies in the balance of strategy, anticipation, and the occasional surprises from opponents’ actions.
What Were the Player Interactions?
Players interact by strategically placing trees and seeds on the board while using light points as currency to perform actions. A significant part of the interaction involves attempting to block each other’s access to light by overshadowing other players’ trees, which adds a competitive edge. This direct interaction fosters a dynamic where players must constantly adapt their strategies in response to opponents’ moves, creating a lively and engaging atmosphere.
How Long Did It Take to Learn?
The game took my group about an hour to learn. Initially, the rules seemed complex, but with patience and practice, the mechanics became clear. The initial investment in learning pays off as players become more adept at strategizing and anticipating moves, enhancing the overall enjoyment.
What Was the Most Frustrating Moment or Aspect?
The most frustrating part was the learning curve. The complexity of the rules and mechanics can be overwhelming at first. However, this frustration is temporary and diminishes as players become more familiar with the game. The payoff is worth it, as the game becomes more intuitive and enjoyable over time.
What Was Your Favorite Moment or Aspect?
My favorite aspect was the ability to grow trees from seeds. Watching your trees progress from small seeds to towering giants is incredibly satisfying. This element of growth mirrors the natural world and adds a rewarding layer to the strategy. The visual representation of growth also provides a tangible sense of achievement as the game progresses.
Was There Anything You Wanted to Do That You Couldn’t?
Honestly, this was the first game I’ve played in this class where there wasn’t anything I wished I could do differently. The game felt complete in its mechanics and objectives. I just wish I had been a little faster in picking up the rules, which would have allowed me to dive into strategic planning sooner.
If You Had a Magic Wand to Wave, and You Could Change, Add, or Remove Anything, What Would It Be?
I would add an educational element to the game with facts about the trees and ecosystems. Integrating informational tidbits could enhance the learning experience by providing context for the types of trees represented and their roles in ecosystems. This addition could make the game not only fun but also informative, appealing to a broader audience with an interest in nature.
Is This a Game You Would Play Again?
Yes, I would absolutely play this game again because once you know the rules, it’s a fairly smooth and enjoyable experience. The depth of strategy and the engaging mechanics make it a game worth revisiting. Each playthrough offers new challenges and opportunities to refine strategies, keeping the experience fresh.
Analyze the Game Using the 3 Act Structure
What Are the Collaborative and Competitive Aspects?
The game is primarily competitive, with players pitted against each other to maximize their light collection and tree growth. However, there is an element of indirect collaboration in that players must sometimes work around each other, respecting the ecosystem’s balance to ensure opportunities for all. The competition is friendly and strategic, requiring foresight and adaptability.
What is the Game’s Metaphor and Which Mechanics Stand Out?
The game’s metaphor revolves around the natural process of photosynthesis and ecological growth. The standout mechanics include the use of light points as currency with the sun revolving around the board, which cleverly ties into the theme of sunlight being essential for growth. The rotating sun, which changes the dynamics of light availability, is a brilliant mechanic that keeps players engaged and constantly re-evaluating their strategies. This metaphor and these mechanics together create an immersive experience that mirrors the ebb and flow of nature.
Week 1 (campus)
Week 2 (cards)
Week 3 (collaboration)
I would use the mechanics of parkour to jump on different molecules to offer different obstacles and challenges.
I’m making games for myself and people that will play them and maybe discover a new favorite.
Outside of class, my roommates will be my play-testers.
I was able to play UNO without referring to the rules.
I define a game as having a beginning, middle, and end. It has an objective that needs to be met in order for the game to end, whether that be by competing or collaborating.
Incorporating rules from well-known games can make my games more intuitive.
My gateway game was Minecraft. It didn’t only pull me in, it also introduced me to the world of gaming. I would play Wii Sports to introduce others to gaming.
Gateway games are approachable, having more basic mechanics to avoid a huge learning curve. They also have an appealing theme. Games that are easy to pick up and hard to master are good gateway games.
The ten beautiful game mechanics are Kingmaker’s noblesse oblige, BattleTech’s heat, Set’s set-making, Magic’s card tapping, Battle Cattle’s cow tipping rule, xXxenophile’s popping, Bohnanza’s hand order rule, Mississippi Queen’s paddlewheels, Time’s Up!’s communication breakdown, and Dominion’s constant shuffling. For my game mechanics, I should aim for them to have a balance of uniqueness and understandability.
Luck and strategy can be intertwined. For example, in UNO, if you get more than 1 wild card (regular and/or +4), you might want to save it as your last card so that, unless an action occurs to you, you can place it down. It is considered lucky to get multiple of those cards, but saving one for the end is a strategy you can use.
Hanabi is a card game in which the players collaborate to complete as many fireworks as possible by using the numbered and colored cards and information given by other players.
Hanabi was a fun and collaborative game.
Interactions included determining what would be the best information about another player’s deck to know, determining what cards to play, sorting cards, and attempting to complete fireworks.
The game took about 10-15 minutes to learn. It took a bit to get used to not seeing my own hand, but I got used to it.
The most frustrating aspect was when I would think another player knew what card I was trying to get them to place, but then they placed the wrong one.
My favorite aspect of Hanabi was the information system and being able to get clocks back by discarding a card that you may not know the color or number of.
There was nothing I wanted to do that I couldn’t.
I would add the option of including the number 6 for each color in the deck, like how you can add in the wild cards.
I would definitely play Hanabi again because I thought the concept was unique, while including known elements of already existing games. I was very determined to get as many points as possible, and it was exciting.
Argument is a tabletop board game in which the players stack their pieces in stacks of three by utilizing the specific types of movements and color matching.
I thought the concept of combining well-known rules of well-known games was very fun. Lacking the knowledge of chess and Argument in general hindered the experience.
The player interactions included making moves to place a piece at a different point on the board and jumping other players’ pieces to start/complete a stack.
It took almost the whole time playing the game (about 45 minutes) to learn how it worked. I had trouble understanding some rules, and overall, the game took longer to learn compared to the other games I’ve played in class thus far.
The most frustrating aspect was forgetting what colors went with which pieces to jump them.
My favorite aspect was using the board. I really like the design and color of it.
I wanted to stack the pieces in an order that was forbidden by the rules.
I would maybe have fewer of the three different pieces and add a fourth piece that would have its own movement rules.
I would play Argument again because I think giving it another shot will help me understand the game more. I would also like to try the competitive gamemode because when reading the instructions, it seemed like the more fun way to play, in my opinion.
Khaos Kitties is a collaborative game in which a few scandalous kitties cause the most destruction, up to global takeover,by teaming up and using abilities/technology.
Alien Activist is a collaborative game in which Mutiple Aliens Protect humans from getting invanded by debating and protesting other alien races from acting humans.
SpaceRace is a collaborative game in which players race through a shifting asteroid belt, avoiding obstacles and battling rivals] by teleporting and using hovercrafts..
Towering Troubles is a collaborative strategy tower defense game in which players defend a kingdom from invading monsters by placing and upgrading magical defenses, summoning elemental allies, and utilizing enchanted resources.
Echoes of the Forest is a cooperative survival game in which players work together to survive in a mysterious enchanted forest by crafting tools, building shelters, and unlocking the forest’s secrets through exploration and puzzle-solving.