Part 4 Questions

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

Working prototypes are designed to be tested and evaluated by play testers and publishers while display prototypes are merely designed to catch distributers/buyers eyes – not actually be tested. 

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

It has to be clear, and playable, and thoroughly tested. If a protype has not been tested enough, this can cause it to fail. 

What makes for a good prototype according to Dale Yu?

  • A good first impression
  • Having clear and well-written rules
  • Having sensible and are well constructed components
  • A good/lasting final impression 

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

Be prepared, information is power, sell yourself first, don’t be deterred by rejection, control your ego, keep your expectations realistic,  don’t hesitate, consider multiple submissions, don’t deal with invention marketing firms, get a good agent, build a good prototype, don’t overlook brand power

Where might you pitch your game?

            To a publisher accepting submissions from the general public, but ideally I’d also find a publisher to pitch to that are has a background in publishing games similar in type to the one that I made. 

What do publishers look for in a game?

Fun , player interaction, the ability to start playing quickly (having fun quickly), use of strategy, an interesting theme, complimentary rules and themes, immersivity, solid rules and strong mechanics, innovative rules, innovative components, easy to manufacture, product compatibility, correct target audiences, a good title, expansion potential, multi language capabilities, easy demoing, collectability

What makes a good set of Rules?

            A compelling but simple overview, list of components, a clear setup, a clear gameplay with defined terms (if needed), card types and how they function, endgame/winning (scoring, how it ends), examples of play, strategy hints, optional rules, game variants, and credits

Review 4

The website I chose is August Henry’s Burger Bar. This is a good competitor for our restaurant “Burger?” because for one it has burgers and it also has some interesting burgers you can’t have everywhere. The main colors of this website are red and green as well as a touch of light grey. The layout of the website is really easy to follow and is laid out nicely. I like how the front page includes images of their menu as well as displays all the basics of the restaurant. Another mechanic that they added was when hovering over buttons the font changed to red to indicate you are hovering over it. Also if you hover over certain images it brightens and zooms in. I like how interactive the website is without being too busy. The one thing this website doesn’t do that our website does is add a comical effect. Although our website isn’t for a real restaurant it definitely looks like it. We have a very underground feel to our website, almost like you shouldn’t be on it. This works for the target audience since it’s aimed at young adults and is placed on a college campus. Our website is also interactive with the user as we have multiple things to click on and have a fun slideshow of some of our featured burgers. Another thing our website has is a merch tab, unlike August Henry’s Burger Bar. Our merch is fun and sorta ridiculous, but it adds to the fun and makes our restaurant more approachable. Furthermore, our website’s colors are red, yellow, pink, and black. Our page is mostly black which does in fact stand out more since more web pages are white with bright colors. I feel our site is a great competitor for this restaurant since we both have outrageous burgers. Although I feel ours is better due to having a few more tabs and having a page that stands out a little more. 

Review 3

Review 3

The two restaurant sites that I am comparing for their use of balance, unity, emphasis, and layout are Burgatory and No. 9 Park. To start with Burgatory’s website they have a simple design of using red and black colors to show off their site. The use of balance in this site is good on making it easy to read. Everything is centered on the website whenever you stroll up and down. The pictures on the site pop out because they have borders on them. There is also a place on the homepage that is sectioned off that you can scroll though the pictures. The text is bold and easy to read for the viewers eyes. On the No. 9 Park’s website, it has more content. There are different colors that contrast the images that you can scroll down through. The picture is fixed so just the text in the box moves. Everything is contained in separate boxes so you could easily identify the content. I would say that the No. 9 Park restaurant caught my eye more because of the color scheme and the layout of the website. It has nice pictures of the area and inside of the restaurant. They have the text inside of the pictures describing the culture and their values at the place. It also seems like the color contrast stands out more on this website as well.    

Pirates vs. Gods Rules v2 (with River)

Set Up

Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.

Card Anatomy

card values 1-6

Play

Each player will reveal the first card on top of their deck. Winner is determined by element.

  • A fire (red flame) card will beat an earth (green diamond) card.
  • An earth (green diamond) card will beat an air (white swirls) card.
  • An air (white swirls) card will beat a water (blue droplet) card.
  • A water (blue droplet) card will be a fire (red flame) card.

If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

If element and point value are the same, draw and reveal a second card.

If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.

If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.

Winning the Game

You win when you have exhausted your opponent’s deck.

Kobold questions & also answers

Kobold Pt 1

  1. In your opinion what should every game have? Why do you like your favorite game?
    • Elements of a game as discussed in the text: fun, players, rules, a board/cards/dice/pieces, finite play time, winner/loser, turns/phases, luck/strategy, replayability
    • Most of my favorite games are those that reward skill. This means that the way the game plays out is contingent on how much you are able to improve at it. There is a high skill ceiling and it may involve practice outside of the game to even approach a high level of play.
  2. List the games you’ve played and currently play.
    • I doubt I would ever be able to compile a complete list of every game I have played. I can, however, outline some of the more prominent and influential ones, as broken down into categories below
    • Video Games (series):
      • Legend of Zelda
      • Counter Strike
      • Rocket League
      • Super Smash Bros
      • Mario Kart
      • Pokemon
      • Super Mario
    • Trading Card Games
      • Magic The Gathering
      • Pokemon
      • Cardfight!! Vanguard
    • Tabletop/Board Games
      • Settlers of Catan
      • Ticket to Ride
      • Kingdom Builders
      • Dungeons and Dragons
      • Betrayal at House on the Hill
    • Sports
      • Ice Hockey
      • Volleyball
      • Ultimate Frisbee
  3. 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?
    • One of my favorite games is anything in the 3D Mario series of games which all follow a similar structure. In the beginning, Mario and in some cases his companions are introduced and Princess Peach is captured by Bowser. The levels in the first world are used to make the player comfortable with the types of control that they have and to introduce mechanics that will recur throughout the game. The middle of the game is all of the platforming levels between the first and the final world. Finally, the end is in sight upon reaching the last world. Elements of earlier levels are remixed in a final challenge that ends with finally beating Bowser and saving the princess which resolves the conflict.
  4. When coming up with ideas where do you find you start, with the metaphor or the mechanic?
    • As the textbook talks about, this is dependent on what the project you are starting actually is. Personally, I feel that I tend to start by finding a mechanic that I enjoy and working to make that fun, and finding the metaphor later on.
  5. Over the course of this semester, who would you like to collaborate with and why?
    • I am open to collaborating with anyone in the class. A fair number of people here I have already worked on projects with in other classes, and I enjoy the collaborative process.

Kobold Pt 2

  1. What is the difference between a game designer and a game developer?A game designer is a person who decides the mechanics that define a game, while a game developer builds the actual product
    • What commonly occurs during the game development process?
      1. Iteration of the game. Rules can be changed, and mechanics modified to better suit the objective of the game. Entire parts of the game can be added or removed depending on what is needed
  2. What are the challenges of balancing a game?
    • Creating systems that are easy enough to understand, while keeping the game fun and engaging for players. There can often be tradeoffs between the potential changes that need to be made
    • What should every player of your game believe? Why?
      • A player should believe that they have a reasonable chance to win until the moment that the game ends
    • How can you avoid stealing players’ fun?
      • Don’t kick a player out before the game is over
      • Kingmaking sucks
      • Don’t reward the leader
      • Include inherent deceleration
      • A player’s ability to influence other players should fall between “none” and “lots”
      •  Don’t force a reverse
  3. What 10 maxims should you follow when writing rules?
    • Use no intermediary terminology
    • Use real words
    • Make no more work than necessary
    • Add flavor (but not too much flavor)
    • Make your text no smarter than your reader
    • Discard rules that can’t be written
    • Take a breath
    • Go easy on the eyes
    • Get your final version playtested
    • Fix it in the FAQ
  4. How has play testing changed your game?
    • Who from class would you like to playtest your next game or version 2 of your first game?
      • Max will most likely play my game before it even comes to class. Within class, I think Ronan has a solid base of knowledge of both video games and board games, and I think that Luke has a good mindset for developing the theme of the game
    • Who is the audience for your game?
      • The primary audience for my game will always be myself. I want to make things that I enjoy first and foremost, and that often can have an overlap with other people’s tastes
  5. Who should playtest your game outside of class?
    • Anyone who is willing to playtest for it. The more people who are able to give feedback, the more clear what things will need to be changed for it to work best with a large number of people

Kobold Pt 3

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    • Playing with the scale of game elements to allow for interactions between the player and things that you cannot do at full human size. I imagine that this theme would be very fun to design for; it would be like living a day as Stuart Little
    • Who are you making games for?
      • This is a bit of a repeat answer from a previous question but I make games for myself and the people around me. I want to be able to enjoy my own games with friends and family
    • Who will be your play testers outside of class?
      • The most likely candidates for my out of class playtesters are the people who are already in close proximity to me. My roommates and my girlfriend are all usually willing to help me with a project that I happen to be working on
  2. Can you think of a game you were able to play without referring to the rules?
    • When I learned chess, I was able to memorize the movements of the pisces and correlate it with the unique shapes of each piece fairly easily. By the time I played my first game I was able to play without needing to ever reference rules
    • How do you define what a game is?
      • Rob Daviau defines a game as “an interactive mathematical system, made concrete, used to tell a story”. I agree with this statement although I think the heaviest emphasis is on the interactive element
    • What features can make your games more intuitive?
      • Taking into consideration the pieces, colors, and size of elements is important to making a game intuitive. Also simplifying rules so that the amount that needs to be read in the manual prior to starting can make it more fun because it’s easier to pick up
  3. What was your gateway game?
    • I can’t recall one specific game that got me hooked because I was always surrounded by games. As a teen I would go to the Mall on Tuesday and Friday nights to play trading card games in local groups. My parents and family friends often introduced me to new tabletop and board games
    • What do you play to introduce others to gaming?
      • I have had moderate success with introducing my friends to Rummikub. It is a variation on classic rummy but something about gathering and playing with the tiles, as opposed to playing cards, and having autonomy of which tile to draw makes it a bit more engaging
    • What features do gateway games share?
      • A gateway game is easy to learn, has a compelling theme, a lack of complexity, interactivity, luck, an appropriate duration, originality, and replay value
  4. What are the 10 beautiful mechanics and what should you aim for with your own?
    • 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
    • Dominion’s constant shuffling
  5. How does luck and strategy factor into game play?
    • Luck is beyond the player’s control, strategy is making plans and decisions in game, and skill is outside knowledge that allows you to make the correct decisions in a given situation. Games usually contain all of these elements to varying degrees

Kobold Pt 4

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is a functional attempt to make the mechanic work in a way that can then be tested. A display prototype focuses on the visual and aesthetic qualities that are being aimed for
    • What is required of a working prototype, and what might cause one to fail?
      • A working prototype should include everything that it takes to play the game, it should be thoroughly tested, focus on function and not let visuals dictate gameplay, and it should be user friendly
  2. What makes for a good prototype according to Dale Yu?
    • Cards, card sleeves, stickers, paper, bits, bags and baggies, boxes, a color printer, computer, and laminator are all helpful to have available to make a prototype
  3. What advice from Richard Levy will help you pitch your game?
    • Be prepared, information is power, sell yourself first, don’t be deterred by rejection, control your ego, consider the timing, consider multiple submissions, don’t deal with invention marketing firms, get a good agent, build a good prototype, respect brand power
    • Where might you pitch your game?
      • Pick a game publisher that is currently accepting submissions from the general public and make sure that the game aligns with the identity and goals of that specific publisher
  4. What do publishers look for in a game?
    • Something that is well tested and easy for others to test to get a sense of the game
    • What makes a good set of Rules?
      • Sections outlining: Overview, Components, Setup, Gameplay, Card types, Endgame and winning, Example of play, and Credits
    • Describe the best game you’ve made this semester in 250 words? Follow Michelle Nephew’s outline.
      • The best game that I made this semester in terms of enjoyment that people have seemingly gotten from it was also my simplest. It involves two minor dexterous tasks that people are not always great at; picking up cards that are flat on a table and spinning a coin or token. I chose to call this game Countermand which is a word meaning to revoke an order because often a card that was just flipped is then overturned back to its previous state the following turn. The best aspect of this game is its simplicity; it can be played with a standard deck of cards, is easy to learn quickly, and the rounds are short but also able to be replayed several times in a session. Every turn is a gamble of how much progress you are able to make in your own favor, and a single bad spin can completely change the momentum of a game. It generally takes several net positive turns in a row to win so the victory feels very earned as well. One of the aspects that I tested was different amounts of cards that should be on the board for a given game. A small number of cards can make it too easy for one player to dominate without an opportunity for the opposing player to recover, however too many cards can make it difficult for either player to gain an upper hand and end the game which borders monotony. The balance that I found is right around 30 cards total, with the option to add or remove a few to tailor it to a specific pairing of players.

A whole bunch-a game ideas I have

Week 1

5 game ideas that can take place on campus

  • Giant Operation on the front lawn with comically large tweezers. Parts are placed in roped off sections that cannot be touched. Would be cool to record a birds eye of the game with a drone
  • Push your luck mechanic scoring lawn darts. In the late game, you have to be precise with what you hit because getting too many points can have adverse consequences
  • Team route building with people as the play pieces in the Rec Center gymnasium
  • Whack-a-mole with the campus groundhogs: self explanatory
  • Tucci simulator: Orienteering race but the control points are the black metal trash cans across campus and you must stop and say hello to every person that you see as well as say one nice thing about them or the day etc

Week 2

5 game ideas that can be played using cards

  • Raid Boss: 50/25/25 (1v2) with a wager mechanic
  • Deduction (one secret card, taking turns playing one card and if any attribute overlaps with your card you must state what it is. Maybe played with a deck of card numbers ,1-5? Hand size of 3?)
  • You don’t know your 3 cards but your opponent does. If you play a card that is within 1 on either side your opponent can call it out and blow up that card. First person to lose all three of their cards loses
  • Divided: Collect more pairs than your opponent as fast as you can over the course of 5 rounds. A pair consists of two cards that are cleanly divisible (eg. 3/9, 10/10, A/7). Aces are worth 1 and any card is divisible by it (Wild card)
  • 2 players divide the deck and have some number cards randomly placed in front of them. They take turns drawing off of their own deck to place cards on neighboring cards. If they can’t play a card, it is reshuffled into their deck, and the first player to empty their entire deck wins

Week 3

5 game ideas that involve collaboration use the following format : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

  • “Deduction” is a card game in which players must figure out the card that they have in front of them using clues provided by cards played by other players
  • “Agnej” is a dexterity game in which players must stack Jenga pieces in various orientations to score points using only one hand each
  • “Lockout” is a point to point movement game in which players navigate turning layers of an onion gameboard by rolling different dice and rotating the layers to benefit themselves or their teammate, while potentially sabotaging opposing team players
  • “Trains, Planes, and Funiculars” is an engine building game in which players maneuver a landscape while building out various modes of transit
  • “Ambitions as a Writer” is a storytelling game in which players improvise the details of a story based on a random prompt. Cards are drawn that give additional elements that players must respond to

Week 4

5 game ideas that revolve around a theme of of your choice (timed turn)

  • Countermand: Spin poker chip, flip cards, first player to have control of the whole board wins
  • Runaway: speed based hand management where players must make snap decisions of what to add or discard. Themed based on a runaway train that has limited time before it reaches a catastrophic end. The player that collects all of their necessary set stops their train
  • Custom speed chess timer which has 30 seconds counting down in the actuated direction and up from 30 in the opposing direction (the time on both sides will always add up to 1 minute, however after some turns it may be at a 15/45 second split, etc). When the clock is clicked, that player draws a card that says something that they must draw to add to their composition. As such, there is a compounding effect of completing a turn quickly vs taking longer. If either player’s clock gets to zero the game ends and the players evaluate their compositions
  • Players compete to stack various shaped wooden blocks as high as possible within a short amount of time. Each round is worth a set amount of points and the rounds get shorter as the game progresses
  • Players progress around a circular game board in the shape of a clock with individual LEDs that highlight the sections. Different actions can be taken if a player is in a zone that is currently active but they must stop when the lights change color. Different colors also impact the actions that a player may chose to do

Week 5

 5 game ideas that revolve around the theme of collecting

  • Inflation: you have buying power but every turn the cost of actions increases
  • Battalion: progress the board to collect units that will do battle later in the game
  • Dice building game: progressively gain more dice in your arsenal and roll all of them to determine your capabilities on a given turn. Rolling 1’s on any of the dice has a special effect
  • Robot building: assembling pieces of a giant robot mech (like Voltron)
  • Fish collecting game with the objective of assembling the coolest aquarium – basically the best part of Animal Crossing but as a standalone 30 minute board game

Review 3 – Franktuary and Burgatory

For this review, I chose to compare Franktuary and Burgatory. I immediately was much more drawn to the Burgatory website, as I felt the design was much more appealing. Burgatory heavily utilizes the colors black and red, and I think the balance between these two colors is very strong throughout the entire website. I’ve heard before that the color red stimulates hunger and is used heavily for food chains, so I think it was a great choice, especially paired with black to make it stand out and contrast. This is similar to Franktuary’s primary colors used, which are white and red. 

Another example of balance for Burgatory is towards the bottom of the home page, there are three images of the same size placed next to one another. One is about ordering online, the middle is to join their mailing list to get a free birthday milkshake, and the third is about joining the crew. I was surprised to find something extremely similar on Franktuary’s website. Toward the bottom of the screen for this one, there are three images of the same size placed next to each other. They are “Franks”, “Poutine”, and “Libations”. Similar to the images for Burgatory, this is very satisfying and exhibits great balance. My one complaint with this, however, is that clicking on any of these three images takes you to the same spot; which is just the general page for the menu. I think it would be better if it took you to their respective sections on the menu.

I do think both websites exhibit strong unity. Both Franktuary and Burgatory maintain the same style throughout their entire website. They have the same fonts and design features, such as fonts and image designs, throughout their entireties. Looking at the design element of emphasis, I think the most emphasized thing on Franktuary’s website is the photo of the frankfurters found once you scroll a little bit down the website. You first see the food truck and how to book it, but then you find a very large image of some of the items. This is similar to the giant image of a burger you see when you first arrive at Burgatory’s website. I would take a page out of the burger joint’s book for Franktuary and begin with the giant image of the hot dogs, and then put the part about booking the truck, so that users see that first and are intrigued. 

In my opinion, I think the overall layout for Burgatory is much stronger than the one for Franktuary. Both sites have similar design elements, but for Franktuary, it focuses more on finding the truck or booking the truck than what the truck is actually selling. At the header of the page, you can click on “Book the truck”, a button that takes you back to home, or “Find the truck”. If you wanted to find the menu, you would have to scroll all the way to the bottom and click on one of the three images. Burgatory’s header, however, has many features including the menu, and much more. I also enjoy their rotating images that you see when you first arrive at the website because it keeps the user intrigued. 

Review 2 – La Lulu

A single page that jumped out to me on One Page Love is laluofficial.com. It was described on the website as, “Wild and colorful One Pager…built for vocalist, dancer and Latin Grammy award winner violinist La Lulu”. Upon further examination, I found that it certainly was nothing short of “wild and colorful”. The reason I was so drawn to it was due to its vibrant colors and fun graphics. There are bright blues and purples immediately on the page, along with vibrant yellows which contrast very well.

The site uses texture well when you first arrive at iit because it features images of La Lulu in polaroids, and it layers cartoonish images on top of them, such as a diamond or a smiley face. Some of the polaroids are also layered on top of each other. This gives great dimension to the page and makes you as the viewer feel as though you are immersed in a space with these images, rather than them being so static.

To navigate the page, you are to scroll up and down, as you typically would for any webpage. On the top right of the page you are able to find La Lulu’s various social medias and places to listen to her music. At the very top of the page, there is a yellow bar which has words moving from the right to the left like a news bar. It has emoticons and emphasizes that her new single is out now. This is similar to the yellow bar at the very bottom of the page, which has constantly moving text of her logo for her name, and further her brand. The constant movement on the page is very intriguing to the eye and instantly draws your attention.

Overall, I think this website is extremely well done from a design standpoint. The bright, exuberant colors instantly drew my attention to the site, and it has many complimentary colors that contrast well with one another. There is also constant motion on the page and many layers of fun images, as well as dynamic shapes, that give off great texture. Scrolling throughout the page almost felt like looking through art rather than a typical website, and though I knew absolutely nothing about this woman prior, I suddenly felt very intrigued by her and her story just by the way the website was designed. 

Site Review 4 – Joseph Espinoza

For my final site review, I decided to review https://shalomjapannyc.com, a fusion restaurant of Jewish and Japanese food. Where the one chef is Jewish and the other is Japanese, being the two chefs at the restaurant. The website was constructed in a simple and clean way, I found their color palette giving a sense of calmness and being at home. Their font choice also makes the restaurant look elegant and professional. I do however believe that their layout for their pages is very basic and doesn’t give them a feeling of being original or unique. Where my groups fusion restaurant I believe has a better layout in certain pages. For example our menu page is neatly laid out where their menu page is done in a single column making the page too long and not look professional. Our Header also seems to be better where when resizing their header it seems to get messy, our header stays intact and even changes when the website gets too small. One thing I did like about their website is their footer, I liked how they used they laid out their information, without having too much negative space. I would like to implement a footer in our website as I think that would make out website look much better.

Lockout Rules

2-4 players

  • Objective: Traverse the trails to get to the center of the board
  • Required materials:
    • Gameboard
    • 1x D4 (Green)
    • 1x D6 (Blue)
    • 1x D8 (Red)
    • 1x D10 (Yellow)
    • 1x D12 (Purple)
  • Setup:
    • Randomize the alignment of the layers
    • All players roll the D12; the highest roll picks their starting place first, the second highest roll picks second, etc.
      • This also determines the turn order
  • On a player’s turn:
    • Roll a die that corresponds to the color of the layer that you are on
    • Progress that many spaces
      • Players may pick which direction to go each turn
      • When a player crosses onto a higher layer, they must stop on the first space of that new layer regardless of how much of their roll is left
    • At the end of your turn rotate one layer 2 clicks or two separate layers one click each
      • If the die roll is even, rotate to the right (counterclockwise)
      • If the die roll is odd, rotate to the left (clockwise)
  • Super Special Rule
    • If a 1 is rolled, that player must pick another player to swap places with
  • Winning:
    • The game ends when the first player reaches the center of the board

Kobold’s Guide to Game Design: Part 4 Questions

  1. A “working” prototype is one that works as expected and is intended for play testers and potential publishers. A “display” prototype is one with finished art work and components, intended for distributors or chain buyers.

1a. A working prototype needs to be understandable and playable by play testers, this can require a good ruleset and gameplay. Having things be too confusing or something incomplete may cause the prototype to fail as play testers may not be able to accurately play the game.

2. Dale Yu comments on what can done to make a good prototype, these are a few of the things he suggested:

  • The First Impression: First impressions are very important as this will create the mindset that your play testers have going into your game, so it’s important to give them something they like right off the bat.
  • Rules and Manifest: Having well written rules is also very important, this allows your play testers to understand and accurately play your game.
  • Components: How your prototype is constructed is also important, this is how your players will interact with the game so it is important to have it look and feel good to use.
  • Hardware: Having good hardware, such as computers, laser printers and a laminator can help to increase the visual appeal of your game and give your players a good impression.
  • Final Impressions: When your players are done with the game and think back on it, you want them to think of it fondly so that they would be willing to play it again and with other people as well.

3. Richard Levy gets some advice on how you could go about pitching your game:

  • Be Prepared: Being prepared can make a huge difference. You need to know the market you are entering, who your are pitching to and you need to be able to explain anything about your game in a way that appeals to the person listening.
  • Information is Power: Talk to people that have created games before or people that are in the industry, they can most likely give your great information on what you should prepare for and the best way to handle certain situations.
  • Sell Yourself First: You are not just selling your game, you are selling yourself. First impressions are very important so you need to present yourself in a way that makes the person your pitching to want to work with you.
  • On Taking Rejection: It is important to be able to handle rejection well. Take a “no” as a “not now” instead. Figure out what went wrong with the pitch and take time to revise and fix any issues you or your game had, this can help you be ready and keep your head up for your next pitch.
  • Ego Control: People often hate being rejected or criticized. You need to be able to handle these well and not let these moments get the better of you. Keep your emotions in check and instead use rejections and criticism as a way to improve yourself or your game.
  • Beating the Odds: The odds of your pitch succeeding can be very low depending on the company you are pitching you, so it is important to keep your expectations in check.
  • The Selling Season: Figure our the best time to make your pitch, find out when companies are looking for new ideas and are willing to listen to you.
  • Multiple Submissions: Having multiple ideas to submit can not only help increase your chances of one of them working, but it will also help you deal with rejection if any of your ideas are rejected as you still have more ideas to fall back on and improve.
  • Invention Marketing Companies: Richard advises to never deal with invention making firms you see through TV, radio or newspapers. He gives the advice, “Ads are bad.”
  • Legitimate Agents: If you do decide using an agent to help you pitch your idea, take a look at their track record and make sure they are reputable.
  • Prototypes: Make sure your prototype is how the game is going to look and play in the end.
  • Brand Power: Having a well known trademark on your game can greatly increase the value of your game.

3a. You can pitch your game to many different companies through the correct methods are the right times.

4. Publishers look for a variety of things when considering what games to publish:

  • The Fun Factor: The game should be fun for players.
  • Player Interaction: The game should be interactive for players to engage with.
  • Immediacy of Play: How fast players can set up the game and get right to it.
  • Strategy: If there is strategy for good players to learn and get better at.
  • An Interesting Theme: A good theme that will draw in players and keep them interested.
  • An Immersive Experience: Players should feel immersed into the game and feel like they are a part of it.
  • Interrelated Theme and Rules: The rules and theme of the game should work well with one another and feel fitting in relation to each other.
  • Solid Rules and Mechanics: The game should have rules and mechanics that are both fun and fair.
  • Innovative Components: Aspects of your game that sets it apart from other games.
  • Easily Manufactured Components: Your game should be easy to mass produce so the company can sell as many as possible as easily as possible.
  • The Correct Target Market: Your game should match the target market of your publisher, you shouldn’t try to sell a game with violence in it to a publisher that focuses on kid games.
  • A Good Title: A good and catchy title that draws in potential players and makes them interested in what your game would be like to play.
  • Expansion Potential: If your game is successful, the publisher is going to want you to expand on it by making new updated versions of the game or different versions of it.
  • Multi-Language Capability: Your game should be able to transcend the language barrier and be appreciated by anyone in the world.
  • Easy Demoning: Make sure your game can easily be demonstrated in a small space.
  • Collectibility Only if Really Necessary: Making a collectible game costs a lot more than a noncollectible one and can hurt the appeal of your game to the publishers.

4a. There are many aspects that can make a good ruleset:

  • Overview: Start with a good first line to draw in potential players.
  • Components: Give a list of all the components of your game.
  • Setup: Describe how to set up all the aspects of your game and keep it easy to understand.
  • Gameplay: Define how each turn or round is taken and what players should do during these periods.
  • Card Types: If your game uses cards, identify and explain what each type of card does.
  • Endgame and Winning: Explain how the players get to the end of the game and how they can win the game as well.
  • Example of Playing: Have a section that gives an example of your game should be played, this can give players an easy idea of what to do.
  • Credits: Give credit to yourself and anyone else that helped in the creation of your game.

4b. Captain’s Lost Treasure is a competitive and strategic card games. Players assemble a Pirate Crew, including a Pirate Ship and a collection of colorful possible Crew Members. Once your crew is assemble, set to the sea and attack other Pirate Crews and plunder Gold in order to prove yourself as the greatest Pirate Crew on the open seas.

Kobold Guide to Game Design: Part 3 Questions

  1. The difference between a game designer and a game developer is that the game designer creates the idea of a the game and comes up with the initial ideas, then the game developer refines these ideas and creates the finished product of the game.

1a. A big thing that commonly occurs during the game development process is play testing. With the knowledge that game developers gains from play testing, they can then go back and refine any mechanics or aspects of the game that might need changing.

2. The main challenges of balancing a game are numbers and components. When numbers are involved in a game, it is vital to balance those numbers so that all aspects of the game seem fun and fair. This can be said for components as well, any aspect or component of a game must be balanced around each other so nothing feels unfair or unfun.

2a. Players should believe that there is balance and strategy within games. Even when things may be stronger or weaker than other aspects of a game, if there is an idea of balance and strategy to go along with those, players will often times find it fair and entertraining.

2b. There are a few ways to avoid stealing a players fun while playing games:

  • Don’t have ways for players to be kicked out before the game is even over, let them have a chance to come back
  • Avoid ‘Kingmaking.’ This is when a player is in a position to win, but cannot choose themselves.
  • Don’t reward the person in first. If you do this that player can ‘snowball’ their lead and make it impossible for the other players to catch up.
  • Include inherent deceleration. When a player is close to the end or close to winning, they should have a uphill battle in achieving that victory.
  • A players ability to influence other players should be somewhere between ‘none’ or ‘lots.’ If you have no player interaction then it may feel like a singleplayer game, but too much player interaction between one another can lead to frustrating moments. Finding that middle poin is important to allow players to have fun.
  • Don’t force a reverse. Forcing a player to lose something or go backwards on a board can be very frustrating and creates an unfun scenario.

3. When writing rules for your game, you should follow these guidelines:

  • Use Intermediary Terminology: Call things what they are and use words that anyone could easily understand when describing things.
  • Use Real Words: Don’t make up words that players won’t immediately understand, make it simple for a new player learning your game.
  • Make no More Work than Necessary: Make things simple for the player, don’t add in more steps or requirements than necessary to play your game.
  • Add Flavor (But not too much Flavor): You can add a bit of flavor text that relates to your game, but overall you should keep that to other aspects of your game.
  • Make your Text no Smarter than your Reader: You should keep your rules easy to understand so that any player can easily understand how your game works and should be played.
  • Discard Rules that can’t be Written: If a rule is too complex or hard to write out, then discard it and either find another way to implement that feature or remove it completely.
  • Take a Breath: Keep things short and simple when writing rules, or at least pace things out so players don’t have to take in so much at a single moment.
  • Go Easy on the Eyes: When formatting your rules, keep things simple so that players have an easy time reading and going through the rules.
  • Get your Final Version Playtested: When your game is finished, play test it as a way to ensure it works as intended and gather any last minute changes that need to be made to the game or the rules.
  • Fix it in the FAQ: If you find any errors in your ruleset after already releasing it, you can always fix it and release another version online or answer any questions that players have.

4. Play testing has changed a lot with my game, Captain’s Lost Treasure. After my first play test I realized that the numbers I was using were horribly unbalanced and the game ended in a few rounds when I expected it to be a decently long game. My second play test when a lot more smoothly, but it still showed that I needed to refine how Crew Members worked as I only allowed one Crew Member to attack an enemy per turn at the time. This then lead to me allowing all Crew Members to attack in a turn, but I created Frontline and Backline Crew Members that way tankier Crew Members could take the brunt of the attacks and protect their own Crew’s damage dealers. I also only had a few Ships for people to use at the start, but after seeing that players wanted more from the Ships, I created a lot more and added Tiers to the Ships that allowed players to upgrade to bigger and stronger Ships as the game progressed. Overall, play testing has helped and changed a great deal about my game so far.

5. One I have a polished version of my game, I want to have friends and family play test my game outside of class. Getting the opinions of people that have little knowledge on game design and just play games for fun will be very important as I can see how the average person would react to playing my game.

Review 3

How I think Burgatory and Franktuary are placed out and the balance of them is done nice. They both show a lot of unity and emphasis to their websites on how clean and simple it can be used. But in my opinion, I think Burgatories site is better. Buragtory seems to have many more options to select from as to saying the menu, order online, about info, join their team, and even a communication tab. Were as to Franktuary they only have a couple selection buttons and when I looked through them, it wouldn’t come up to the right page. I definitely feel like Buragtory is better at getting someone’s attention because of how many options they have to look through and all of the nice details with pictures and the sites layout motion.

Site Review 3 – Joseph Espinoza

The websites that I chose to review were the Burgatory and the No. 9 Park websites. Starting off with the Burgatory website, I feel that their website has a strong unity in style and overall look. It also has a strong balance with their colors being different shades of red with a creamy white, these colors create good contrast and are not so hard on the eyes when viewing. Another thing that is good is their decisions with their type, they have their important information displayed with more style and height, separating it from the sub text. There were however two things that I didn’t like with the website, being the header and the footer. I don’t like how the header and footer take up so much space creating a lot of pointless negative space when it would be solved with a better easier layout.

The next website, No. 9 Park have it similar as the Burgatory website, their website is clean and united with their style. A difference would be how their choice of color and type give it a more prestigious look. One thing that I didn’t like about the website was again the footer. With this website it is more worse than the Burgatory website. They have too much open space and the background color of the footer also looks off, where the whole website is brown and white, they made the footer a shade of teal.

Review 4

The site is the cheesecake factory. The site uses 4 basic colors white, tan, purple, and black. White is used at the top of the page for the navigation bar. Black is used at the bottom of the page for the bottom navigation. Tan and purple are used through out the rest of the page go give it color and detail. The layout of the home page starts with a promotion of there gift cards followed by the top navigation bar. After that comes the content which starts with a large image and a link to online order. Followed by a section of scrolling info. The next section has info about some of what they serve and links to different parts of the menu. Last is links to reservation, story, and locations followed by the bottom navigation bar. All up and down the home page there are links to different pages on the site. When you go to a sub page there are links that go back to other pages. An example is the menu page which is broken up into categories which each have their own page. Any of the menu pages has a link that goes back to the page before it and a link to start an online order. Our site being the same when it comes to the page links. Where they are different is the colors and layout. We used pink, orange, and black for are colors with black being for are navigation bars and orange and pink for are content. The best place to see how the layout is different is the menu. Are menu is simple with all categories on the same page and in two columns. Another way the navigation is different is our home page. There is a link to all the pages of the top navigation bar and some sub pages on are home page.