Review on Ames Game

  1. What was the most frustrating moment or aspect of what you just played? Trying to figure out what everyone’s rules were. I amean I had it easy because I was a Civilian and all I had to do was get across the border and try not to kill anyone. However, Everyone else had so may roles that they had to do.
  2. What was your favorite moment or aspect of what you just played? I liked “What I felt like running away from all the other players. I also loved how the game was designed and the uniqueness of the pieces.
  3. Was there anything you wnated to do that you couldn’t? Not really, other than wanting to be a le to take my car back to get other people once I crossed the border, without taking a civilian back across the border.
  4. 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 probably make some sort of cheat sheet for the other players so they know what all their roles in the game are so it limits the amount of questions they have.
  5. What should be improved with the next version? See questions 3 and 4.
  6. Describe the game in 3 words. Unique, Competitive, Creative

Playtest Pt. 2 Game Maker’s Notes

What questions did your players have? The players didn’t really have too many questions to start. This game was overall pretty basic to learn.

How quickly did they learn to play? I only took about 5 minutes. Once I explained the instructions, they were pretty much good.

What kinds of interactions did the players have? There wasn’t a whole lot of interaction between the players themselves. However the players enjoyed making fun of each others earnings and items they bought.

What confused players? Players had a little bit of confusion at first trying to figure out when they could go to the store, some players thought that as soon as they earned enough money to buy a product that they could go to the store. They didn’t realize that they had to wait until they land on a store space in order to be able to go to the store.

What did your players enjoy doing? Players enjoyed earning money and being able to go to the store and buy things.

Did any aspect of the game frustrate players? Earning a lot of low vaule items, resulting in it taking awhile for players to be able to buy high value items from the store.

What did your players learn/ take away from your game? Was that what you intended? There wasn’t really mush of a learing aspect to this game. However, I think players eventually got the idea that it is not always worth saving to buy the most expensive item because the smaller items are easier to buy an abundance of and they eventually add up to be a larger value. Overall, the intention was to teach players about price and value of items.

What is you plan to adress player questions, confusion, and frustration? I plan to make a board to display the store products on so that it is easier for all players to see. I also plan to add another card element to the board. So I will have to have “Pick Up a Product Card” and “Pick up a chance card” space to the baord. The product card will be the same as before. The chance card, will have cards that allow players to steal cards from other players, take free objects from the store, freeze a players turn, etc. I also will give players a set amount of mony to start with, so if they happen to land on a “store” space early on in the game, they have the option to buy something if they choose to.

If your players didn’t get your intended message, what will you change? I think players did get the message but I may try to add more to it somehow.

Playtest Pt. 2 – “Shipping Craze”

Player 1:

  1. What was the most frustrating moment or aspect of what you just played? There wasn’t really anything frustring other than it sometimes taking awhile to be able to build up money to be able to go to the store to buy products.
  2. What was your favorite moment or aspect of what you just played? Landing on a card and get a large value items – earning money and then going to the store to buy items.
  3. Was there anything you wnated to do that you couldn’t? Not really, maybe a way to add a form or sabatoge to other players.
  4. 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 like there to be some form of stand that holds the items in the store, so that you can see the items better.
  5. What should be improved with the next version? not necessarily improved but it has been mentioned that you want this game to go mobile and I would like it see it in that form.
  6. Describe the game in 3 words. Fun, compeitive, exciting

Player 2:

  1. What was the most frustrating moment or aspect of what you just played? always collecting very low value items so it took forever to build up my money to buy stuff from the store.
  2. What was your favorite moment or aspect of what you just played? I liked making jokes about the items the other players earned or bought from the store.
  3. Was there anything you wnated to do that you couldn’t? I wanted to be able to buy products soon and have more money to start.
  4. 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 some form of stand for the store products to make them easier to see when you are at the other end of the table.
  5. What should be improved with the next version? There should be a way to sabatoge other players maybe freezing them for a round, or stealing one of their cards.
  6. Describe the game in 3 words. Funny, Different, interesting

Player 3:

  1. What was the most frustrating moment or aspect of what you just played? There wasn’t really anything too frustrating about the game.
  2. What was your favorite moment or aspect of what you just played? Getting the right item cards at the right time and being able to buy the highest value item from the store before the other players.
  3. Was there anything you wnated to do that you couldn’t? I wanted to be able to sabatoge other players or be able to steal their cards somehow.
  4. 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 stand for the products in the store, and a way for players to sabtoge.
  5. What should be improved with the next version? Add the things above.
  6. Describe the game in 3 words. unique, creative, fun

5 Game Simulation Ideas

City Renovation Simulator: Players take on the role of an urban planner tasked with revitalizing a rundown city. They would have to restore old buildings, improve infrastructure, manage budgets, and balance the needs of the citizens. The game could include factors like traffic congestion, pollution, and social issues that players need to solve while also preserving the city’s historical charm.

Time Travel Adventure Simulator: Players control a time-traveling character who explores different periods in history. They must solve puzzles and manage resources to fix disruptions in time without altering history too much. The game could allow players to witness major historical events, interact with famous figures, and try to keep the timeline intact.

Space Colony Management Simulator: In this game, players manage a space colony on a distant planet. Players need to build infrastructure, ensure resource management, develop sustainable ecosystems, and keep the colonists happy and safe. Challenges could include alien life forms, environmental hazards, and limited supplies.

Eco-Farming Simulator: Players create and manage an eco-friendly farm. They grow organic crops, raise sustainable livestock, and work to reduce their carbon footprint while still generating income. The game could include dynamic weather patterns, challenges such as soil depletion, and natural disasters that affect crops, requiring careful planning and adaptation.

Museum Curator Simulator: Players take on the role of a museum curator, managing exhibits, acquiring rare artifacts, and organizing events. They must balance historical accuracy, budget management, and public interest. Challenges could include dealing with thieves, keeping the museum running during renovations, and educating the public on the significance of various exhibits.

Overconsumption Draft one tester notes

  1. Changing the board to start in the middle
  2. adding the reflect aspect before the moving directions so there is a conversation to start and it is not forgotten about.
  3. Jazz up game board
  4. make a time scale- in the last 3 months
  5. have the game more about reflection rather than a competition

Game Maker’s Play Test Notes (Till Death Do Us Part)

What questions did your players have?

How are we supposed to know what order to examine the evidence? If the game maker is not present, how do we fact-check our guesses?

How quickly did they learn to play?

The players instantly dived into the game, even before I began to explain what the how and why.

What kinds of interactions did the players have?

The players discussed, acted interviews out, and collaborated to decipher codes.

What confused players?

Any and all red herrings I threw into the game left the players slightly confused.

What made players excited?

Examining the small details to help solve the mystery.

What did your players enjoy doing?

Acting out the police interviews.

Did any aspect of the game frustrate players?

The quantity of documents frustrated a few players, while others enjoyed looking through them all.

Playtest for “Help our Guy”

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

When I drew cards that were not a color my team could play.

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

Winning the rounds!

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

Utilize the wild cards.

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

Give the wild cards a value, or remove them from the deck.

What should be improved with the next version?

Have a typed set of rules.

What was the game’s message?

Discussing how lobbyist can control major outcomes

Describe the game in three words.

Political, fast, and team.

Playtest for “Around The World In 80 Days”

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

My own ignorance and lack of global understanding.

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

Doing the phrase cards.

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

No, not necessarily!

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

Add an answer key to the back of the cards.

What should be improved with the next version?

More phrase cards!!

What was the game’s message?

It is educational in terms of global culture and geography.

Describe the game in three words.

Educational, culture, and humbling.

Additional notes:

  • Group vote for mispronunciation
  • Have a moderator?
  • Multiple choice
  • fact check
  • harder phrases
  • shorter timer

Playtest for “Overconsumption”

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

Having to face the reality of my own wasteful pratices.

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

Discussing answers with players.

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

not move/ move less if my answer could be both negative and positive.

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

Add more spaces.

What should be improved with the next version?

More spaces, and a new board illustration.

What was the game’s message?

to understand what it means to overconsume and how we do it in our daily lives.

Describe the game in three words.

Discussion, confrontation, environmental.

Additional notes:

  • Maybe have less content on each card?
  • have a symbol for how many spaces you move?

Week 6 Simulation Games

I wish they made a VR version of the game Dr.Jones showed us. Same rule sets but I feel like the game was not as interesting for the soldiers playing it, was because it was not in first person. I feel like the player needs to feel like they are there and not just spectating it. VR makes it more realistic and they can add a few motions to make the game run smoothly. You making certain hand gestures can determine whether or not your platoon stays or moves forward. I feel like they should add roles as well. Could be like Officer, Assault, Recon, Medic, Heavy. It would be really cool if you were able to move shot soldiers out of the way and give them morphine to heal them would be really cool. Makes it way more realistic and more serious.

EcoCity- Live another life in this virtual world where you can get a second chance at life. Goal is to just live life like you do in the real world.

ArchitectVR- Live the life of building anything you want. Be careful because one little incident could end you.

SpaceMan: Build a colony on Mars. Your goal is to explore and expand your empire. Be careful though, you never know what could be lurking beside you.

Life: The game of life in VR but you actually have to play everything out and experience it first hand.

Week 5 Play Test Update

So just for this case for now I called the game Bray Cup. The main reactions from what I have seen varied in a couple of ways. One of them being is that some of the players wanted less drinking cards, the other wanted less of the “emotional cards?” whatever that means, and other basic rules changes. Overall though it seemed that they enjoyed it. They want to see a more updated version with more cards and more polished rules. Not sure if I want to continue this game or not for the sake of being able to submit this or not. I personally love this game and think its pretty fun to play.