Game Review for Norina by James Harding

The only frustrating moment I had was the length of the game in case the players would be in a time constraint. If there was unlimited time, this wouldn’t be an issue.

I enjoyed all other moments, the game was engaging and fun.

The scoring system where all players either begin with 20 or so points is an awesome idea and it can be changed to accommodate the time-frame of how long individuals would want to play.

I do not have any recommendations for improvement with the next version, this version was optimal.

Mother’s Wish Rules + Analysis

Making Process Pictures + Gameplay

Game Maker’s Play Test Notes

  1. What questions did your players have?
    • Some common questions that the players had were based on the rules, such as “What if you pick up and put back items?” or “Can I take from the other player’s bin?” Any of the questions were based on unspecifications that I will have to clarify in the rules, in order to prevent people from doing the wrong actions. Another question was “Am I allowed to block the other player?”
  2. How quickly did they learn to play?
    • It didn’t take long for the players to catch on to the ruleset. I’d say that this game has one of the easier rulesets I’ve made but nonetheless needs improvement. The players were able to play the game and adapt, but they still ran into complications that I will have to personally look over.
  3. What kinds of interactions did the players have?
    • This is a very competitive game, and the players were constantly at each other’s throat. From a direct interaction, the players clash tweezers and wrestle with pieces time to time, as well as striving to the first to earn points. However, not much talking is involved in the game, as players are dialed in to focus on what pieces to grab.
  4. What confused players?
    • Players were less confused about the rules, and more confused about the pieces they had to grab. I’ve noticed that in the prototype, I did not do a good job of indicating what type of pieces they have to lookout for. This confused the players, as they sometimes grabbed the wrong pieces or mistakened items for something else.
  5. What made players excited?
    • The excitement mainly derived from the bulk of the gameplay, where players were rushing to earn points. When the points were earned, it was rewarding to the players too, complimenting their quick-thinking and observation skills. The anticipation of the manager flipping over the card evoked excitement as well, as the players eagerly awaited their next challenge.
  6. What did your players enjoy doing?
    • The players enjoyed using the tools (tiny tweezers and shopping carts) and competing with each other. They enjoyed navigating through the miniature store model, which gave them an environment to interact with.
  7. Did any aspect of the game frustrate players?
    • I wouldn’t say so, but the players suggested a mechanic to make things easier for the playing experience. I think it was more about a factor that they wish was a part of the game rather than frustration. For example, they suggested a clock/bell that could be hit to indicate that they are done with the shopping list, in order to prevent frequent ties.
  8. What did your players learn/take away from your game? Was that what you intended?
    • I’d say my players learned the aspects of keeping cool during a moment of chaos. This game really enforces the principles of maintaining composure and concentration, no matter how stressful the environment may be. This was sort of what I intended, since I was looking to create a fast-paced and competitive game.
  9. What is your plan to address player questions, confusion, and frustration?
    • Just as I’ve tackled criticism in the past, I plan on addressing the confusion, questions and frustrations of players through communication and/or feedback. Through frequent playtesting, I expect players to tell me the things that are wrong with my game. There have been instances where I thought the game was perfect from the start, until players have exposed its flaws in rules. I’ll also have to read over the rules of my game and make extra clarifications and changes to better the playing experience.
  10. If your players didn’t get your intended message, what will you change?
    • One thing I will point out is that this game is supposed to make the players feel empathy, as the premise of the game revolves around getting groceries for your sick mother. I don’t think the players understood that, at least I can do a better job at making that known. In order to fix this, I will add designs to the cards which will show a small picture of your mother asking for the specific groceries. This way, players will be reminded of their sick mother, making them more determined.

Potential Rule Changes/Iterations

  1. A needed change that I will have to make are little clarifications here and there in the rules. This includes rule changes such as:
    • No stealing from the other player
    • A restock session before each round by the manager
    • Something to do with picking back up items and putting it back on the shelves
    • No blocking players/no foul play
  2. Additionally, I should probably make some design changes, or rather add some things that can make the playing experience more organized. This can include:
    • Redesign of the cards, making it so that players can understand which items to pick out
    • More shelves, different types of shelving for more interesting playing fields
    • A clock or a bell, so that the player finished with the shopping list can indicate clearly that they are finished
    • Design to the cards, with the mother on the face of the cards drawn

Week 4 Questions

  • what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?
    • I don’t usually feel inclined to play any learning games, but one piece of content that stands out to me is cool math games, it had plenty of games that you could either learn real math from, or social interaction (i.e. papas pizzeria etc.) in all honesty those games taught me to work well in retail and that’s all
  • is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?
    • yes, I do believe gamification is bullshit, but too a limit, so many “bullshitters” use games as a means to spread their propaganda and profit off of it, usually I encounter new games when watching YouTubers play or I see it on PS Shop, but I tend to not play gamified content that isn’t really worth playing
  • What is a serious game and why aren’t they chocolate covered broccoli?
    • A serious game is ment to educate, they aren’t chocolate covered because it isn’t meant to exactly be “fun”

Play test for- Around the world in 80 days

Tester- Alana

Questions to consider during play and answer after play.

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

Not landing on a card space for many turns

2.    What was your favorite moment or aspect of what you just played?
Getting culture cards

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

We couldn’t skip our turn when there was a group challenge so we implemented that even though it wasn’t in the rules.

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

Add

– who starts first in the rules,

– list of all countries or a list of the countries that start with a certain letter on the back of the group cards

– multiple choice?

– more cards

– penalty for repeated countries?

5.    What should be improved with the next version?

^^^

6.    What was the games message?

Geography education

7.    Describe the game in 3 words.

–       Advanced

–       Educational

–        

Raft Review

I have recently been playing the game Raft heavily, and at first I believed that it was a story about characters just trying to survive. But if you follow the story line then you can see that you are actually going and saving a whole town from a villain who locked all the people up, and terrorize them. You can personalize your raft so much and it is so much fun when you play it how you’re supposed to. 10/10 I highly recommend this game so much.

Keep Talking and Nobody Explodes

I really like this game. I remember watching this on YouTube a couple years ago when I watched markiplier play games. These collaborative games are really fun. This game is really stressful and requires a lot of clear communication. I played it with my friend today and there are a lot of complicated steps to each module. We played up to 2.2 “Double your money” and we got so much better at it throughout each bomb. The module with the two dots and the maze were the hardest for us because it takes a lot of visualization for the person with the manual, trying to guide the person with the bomb through the maze without hitting any lines. I also love that there is nothing repeated. When you fail and try again, nothing is the same as it was before. 10/10 game. Would highly recommend playing with a friend. Definitely worth the 10 dollar purchase.  

Overconsumption

Suggestions: Make game start in the middle of the board

  1. The most frustrating thing would probably be that when you start the game and you pull a backwards card, you can’t move anywhere
  2. My favorite moment would be the interesting conversations that came out of the game!
  3. I would love to see a more defined board
  4. I really think it would take a while to reach the end of the game, I would like to see maybe a timer for the coversations maybe?
  5. Putting the start in the middle
  6. To talk about how the world has overconsumption
  7. Unique, conversation starter, fun!

Maize Runner Game

Rules:

Each player will start in a different quadrant, signified by the openings on the end of the maze.

Players will roll to see who goes first, highest number goes first, second highest goes second, etc.

Players will roll a single dice to determine how many spaces they move.

If a player rolls a 6, they get to place a wall piece to block off another players path.

If a player lands on a green dot space, you get a card to remove a wall that can be used once.

First person to the end of the maze wins the game, game can continue for 2nd, 3rd, and 4th.

Week 5 – Notes, Playtests, Ideas

Game Maker’s Play Test Notes – Mindful Memorial Services

  • What questions did your players have? There weren’t a lot of questions, but they would ask each other about the requirements and what would happen with each tile. 
  • How quickly did they learn to play? They learned to play pretty quickly. The only thing that was a little difficult to get used to were the specific requirements and actions that happened with each tile, so a key would probably be helpful. 
  • What kinds of interactions did the players have? Players would influence the next player’s turns by taking up the different tiles. Players could max out the tiles, making the next person have to purchase a brand new tile. Players also would discuss about the people and their wants and needs
  • What confused players? I feel like the players didn’t really have that much confusion. 
  • What made players excited? I think players were excited when they satisfied both the deceased and the loved ones. 
  • What did your players enjoy doing? I think they enjoyed looking at the different character cards and how their needs and wants differed. 
  • Did any aspect of the game frustrate players? I think having to refer to the rules constantly frustrated players, also not being able to obtain more energy very easily so it made them not want to do cremation or human composting. 

Other playtest notes

  • clarify the way tiles are placed 
  • i think the human composting needs more benefits 
  • a way to yet more tokens
  • get more energy 
  • maybe something to mark that the tiles aren’t open when they are maxed out 
  • a key 
  • Maybe add how they died, with effects from that
    • extra card and it could effect if they get buried or cremated 
  • maybe green burial plots need to be separation 
  • maybe the green ones can’t be near a crematorium 
  • pretty easy to learn but there were a few things that they had to keep referring to

Sara’s Game Playtest – Don’t judge a book by its cover 

  • What was the most frustrating moment or aspect of what you just played? The end of the game became a little bit frustrating because it was essentially just trying every possible combination until we got the whole thing right, but it wasn’t overwhelmingly frustrating to the point where it ruined the game experience. I think maybe there could be a limit on the number of tries? Either way works though. 
  • What was your favorite moment or aspect of what you just played? Because I personally had a card in the game, it was really interesting to see what other people thought was my experience and belonged to me. I also knew a few of the other cards but I didn’t reveal it to the other players so it was really interesting to see what they thought too. 
  • Was there anything you wanted to do that you couldn’t? Not anything that I can think of, but maybe know a little more about the people on the cards? But I’m not sure if adding that would ruin the purpose of the game. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I think I would make it so that anytime that anyone plays this game, they always have a connection to at least some of the people in the game (or know who they are). I think that aspect of the game made it more fun on my end. 
  • What should be improved with the next version? I feel like it’s pretty solid already ngl, but you could play around with some different potential things: having the answer on the back of the cards like those memory card games, having it be a game that is commissioned by people (maybe you have a website and you draw and send them all the cards??), maybe explore how the game can be created at a party (maybe players go to a character creator online, build themselves, and print out the cards and they can all submit their own facts/traumas), etc. 
  • Describe the game in 3 words. Thoughtful, personal, well-done!

Game ideas

  • protect our national parks – make it like the bob ross board game where there are different cards and pictures of the national parks and you must invest resources like staffing for search and rescues, trail cleanup, etc to preserve that specific national park
  • 2025 plane ride – a board game where you must navigate the treacherous landscape of riding a plane in 2025. you land on spaces and those cards can effect your plane’s ability to deal with certain conditions until you either reach your destination or crash
  • visit the national parks before it’s too late – try to travel to all the national parks or just the ones on your bucket list before the government (another player) gets to them. They will drill for oil, destroy animal habitats and biodiversity, and make the parks a much dangerous place for visitors. this could be like Battleship..
  • Giving credit where credit is due – a party or online game where people can share their accomplishments and things that they are proud of that they might not have been appreciated for or recognized from

Game making and Testing Notes Sammy Homer

Game Making:

Players had questions on how they draw and play the cards as well as not having a back. The had fun interactions mostly with the interacting cards. People were confused with the setup and when their turn is over. Additionally, people were confused on what every card means and were the discard pile is. They were excited when they got their animal card or stealing another’s animal. They also enjoyed swapping hands with each other. It frustrated players to have a lot of cards in their hand and not being able to play a card if they want to draw.

Play Testing:

Spoons with action

I was frustrated when I could never notice people taking the human making me loss a life. I think a better way is to yell it out if taking it (or faking it). My favorite aspect would be having lives to begin with as well as the action cards.

Chess with cards:

The most frustrating aspect of the game is having to many move away cards while my favorite part is playing chess itself. I think maybe having more cards that deal with playing the game normally would help things up.