Collaborative Games

The Way of the Dragon is a board game in which the players protect and build their villages by establishing stable and compassionate trade routes with other villages.

Cardisaur is a card game in which the players complete a “dinosaur skeleton” by drawing cards from a large pool.

Boiling! is a mobile phone game in which the players must figure out who in their group is the odd man out by moving one step each turn, and their phone telling them if they are ”hotter” or “colder”.

Late for Work is a board game in which the players have to find the quickest route across the city using their unique municipal functions, all while navigating obstacles placed by the lone antagonist.

Invention Convention is a drawing game in which the players create the most useful and/or marketable invention by using the prompts and features the game provides.

Divided Review(Clay and Mia)

Frustrating Aspects:
needing one card to get rid of your last odd number and being unable to pull it.
The wording on the rule regarding a round based system of scoring was vague enough that we completely missed it.
Favorite Moments:
This game is super easy to learn and it’s quick to play. There’s a good mix of strategy and luck. Ronan and I had completely different strategies, but both won some of our games.
Anything Missing?
Odd numbers are tricky to get rid of. 7 is the main culprit as it is a prime number, so a 1 is required to get rid of it.
Anything to Add?
I’d add more prime numbers or variety. It could also be interesting to make trios a viable option rather than just pairs.
I’d play this game again, no question. Very fun and very simple.

Earn It Review

Most Frustrating Moment of Play:
I feel as though this game has the potential to become very tiresome and repetitive with an entire 52 card deck. Additionally, it’s a game that allows either player to ignore the action on the card if they don’t feel like performing that action. This can lead to games where both players are fighting over the cards they feel it is worth the effort to acquire. It may end up shortening the game significantly depending on what players are willing to do.
Best aspects:
The idea of a game based around completing physical tasks is always an interesting one, especially if a judge is involved to determine when a task is actually complete. This is a very interesting idea for a game, and I think it could be fun if it was refined a bit.
Add/Change anything?
I’d probably shorten the deck, but you can also change the actions. Imagine this game had a deck of its own cards and materials, and the actions were things like, “draw a smiley face,” or, “stand on one foot longer than the other players.” The competitive aspect of this game can really be leaned into.
Play again?
I’d definitely consider playing this game again, provided it was refined. I like the concept, just think the execution could use some work.

Blocksploitation Review

Blocksploitation
Tester: Frankie
Most Frustrating aspect
The goal line is waaay up there. It took forever for ethan to finish his tower, and he kept drawing steal cards to take my pieces. If it was roughly 15-20 minutes to finish the game with one player effectively taking all the turns, it may be that the goal needs to be made a bit more accessible. Additionally, the steal cards are interesting, but there are just so many of them. I felt like every time I started to make progress my tower got confiscated.
Best aspect:
I love legos. The ability for players to pick their pieces and strategize on the way up is a great way to foster creativity and replayability. The well defined play area is a good way to direct players’ creativity toward the goal rather than just having them go nuts. The addition of the minifigures and other pieces that are more difficult to add to the tower is another aspect of the game that makes it more dynamic and interesting.
If I could add anything or change something, it would be the manner of construction. I would stray away from cards, and instead use a turn based gameplay. Perhaps there are certain ways to earn a steal or a figure or unique piece. I think the prospect of bonus points based on tower construction could be cool too. Maybe, if this game is meant to be a long one, you could play until the pieces are gone, and there could be bonus points for different categories, like part variety, height, architecture, etc.
I’d play this game again with some different rules. I think it has a lot of potential.

Kubold Kuestions Fore

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

A working prototype focuses on the mechanics you hope to have in the game. A display prototype focuses on the game’s appearance and feel.

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

A working prototype should be most concerned with every aspect of the game working as intended, rather than being visually appealing.

What makes for a good prototype according to Dale Yu?

Consistency, color and organization.

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

Get a good agent and sell yourself before the game, but watch your ego.

Where might you pitch your game?

Pick a game publisher that is currently accepting submissions from the general public.

What do publishers look for in a game?

Something well tested and easy enough to understand

What makes a good set of Rules?

They should include: an overview, components, setup, gameplay, card types, endgame and winning, examples of play, and credits

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

I hate games. I hate all games. I would never play any of the games I made this semester outside of testing them for this class. But if you forced me to choose one to call my favorite, I would choose the lego game made with Ronan. I wanted to do something customizable and colorful, and he latched on to the idea of using my LEGOs very early in the idea making process. Originally we made provisions for a card based game where you would pick the pieces the other player or players get to use to build their towers, in the hopes that you could give them particularly unstable or inconvenient pieces. In testing that, though, we found that there really aren’t any substantially unstable or inconvenient LEGO pieces, as they are designed to be infinitely stackable. From there we took the focus away from the offensive aspect of the game, but kept a few cards that allow you to choose what pieces the opponent gets. The game we brought to class has cards that control which pieces you can add to your tower, like how many and in what fashion. The goal had always been to build the tallest tower, and the target height fluctuated a little – even in the final game. In order to discourage just putting every piece you get on top of the one before it, if any part of your power breaks in adding a new piece, you lose the new piece and everything that came off.

Flick It Soccer Reveiw

What I liked

I liked the customizable nature of the final product. It’s simple, easy to set up, easy to play, and there’s not much to it. It’s pretty much completely in the hands of your players, being more skill than luck. I know Ethan plays soccer too, so this was incorporated nicely into his other hobbies.

What I didn’t Like

Not much to speak of. Maybe more balls?

What I think could be changed

I’d like to see a version with more pieces, maybe the ability to customize your scoring.

Overall

I’d play this game again, especially at a party or a bar. It seems like something that would be great in social situations.

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.