Week 10 – Game Design

Game Review

Bohnanza

Bohnanza is a colorful bean card game in which you must trade, plant, and harvest bean cards to eventually collect coins which help you win the game. Once the third season ends, or third decks runs out, the game ends and players count their coins. The most unique part of the game is that you can’t rearrange your hand and you must play the cards in their order. The game involves negotiating, trading, and managing your hand. The game was not hard to adjust to after the first round. I think it could work well as a gateway game because it has replay value, it’s fairly simple, uses luck, and has an overall fun appeal.

Week 9 – Game Design

Game Review

Neon Highway, a space-themed broad game playthrough went fairly smooth. The game was easy and simple enough to play but I don’t feel like it had much replay value. The game was almost too simple with mechanisms similar to Candyland and Chutes and Ladders. The theme and style were appreciated but the gameplay will have to be corrected and improved to keep the players more interested. I could add more board conflict such as an alien fleet of enemies or a more variety of cards.

Week 8 – Game Design

With the previous week (week 7) of reviewing other classmates games, this post will consist of reviews from week 8.

Gameplay

Sushi Chef Express prototype play was rather successful this week. The gameplay lasts about 25-30 minutes for four players. Some reviews suggested adding more cards or starting the game with 3 cards (instead of 5) for 3-4 players and keeping it as a starting hand of 5 cards for 2 players. Another idea would be to add attack cards that would steal or remove sushi pieces from opponents boards. Other suggestions included determining if it will be a more strategic game as appose to chance based which would involve changing certain actions on cards. The theme of the goals and roles will also be changed to match the game’s story better.

Destination Stranded! gameplay was also successful but might also need more cards added and perhaps add to the rules to remove some event cards with a certain amount of players playing.

Game Review

This week I played Sushi Go for the first time and thought it was a rather enjoyable fast-paced game. The goal is to grab the most sushi points by the end of the game. The gameplay is fast and constantly changing with cards that you play. It seems like a good gateway game that provides a fun atmosphere, replay value, and an uncomplicated ruleset. I enjoyed the graphics the most.

Week 6 – Game Design

Prototype Playtest: Destination Stranded!

The playtest went very well because I received a lot of good feedback on the game rules and concept. The game card types seemed to work well but the duration of the game was too long due to the difficulty of finding the cards needed to win. This will be solved by either introducing a cooperative element, less matching needed, or having duplicates of those cards.

Game Review

Bang! has an American wild west theme in which players are on unknown teams and must find out who the other players are. The game rules seemed rather easy to learn but many player actions seemed random and not as caused as it would seem. The players had to eliminate other players not on their team without causing other players to notice their motives. I think this could be a gateway game because of its easy to learn ruleset and replayability.

Week 5 – Game Design

Collecting-Type Game Ideas

  1. Toxic Collector – Board Game
    Compete against players for the most unique and dangerous critters. The more unique the find the more dangerous it is to keep it. Last one surviving with the most points wins.
  2. Secret Trend – Board Game
    Compete to win entry into Fashion Week. Tell share secrets and gossip to get through the doors and gain your seat by the runway.

Game Reviews

Catan is a trading and strategy based game where players must build settlements, cities, and roads across a map. The first player to get 10 victory points wins. Catan is similar to Monopoly in some ways. Both games have similar mechanics such as trading, dice rolling, and collecting. Like Monopoly, Catan also uses negotiation and strategy skills. Monopoly’s theme provides a backdrop for the economic downfall of the Depression era. With concepts such as mortgage and bankruptcy, players must be money cautious in a winner-takes-all environment. Catan provides a more recent and familiar backdrop with concepts of limited resources, trade imbalances, and connected fortunes. Overall I thought it was a fun competitive game but I did feel like the rules took some time to adjust too. I do not think this is a gateway game due to its complexity.

Splendor is a game in which players are gem merchants trying to gain prestige points. With enough prestige points, wealthy players can receive visits from nobles which provide more prestige points. This game has a Renaissance theme and mechanics such as deck building and card drafting. The game has a prominent beginning middle and end which is shown by the number of prestige points a player has and how far away they are from the winning score of 15 points. The game could easily be a gateway game due to its originality, ease of play, luck, and replay value. I enjoyed this game very much and would play again.

Week 4 – Game Design

Building Game Ideas

  1. Royal Garden – Tile building game
    Compete with other players to build the most beautifully structured and floral garden for the King and Queen.
  2. Animal House- Tile building game
    Work cooperatively with players to build a suitable home for your adopted pets.
  3. Bulk Up – Deck building game
    You’re a squirrel preparing for winter by bulking up and stashing food. In this game, you do not play nice. The squirrel with the most nuts wins.
  4. Career Builder – Deck building game
    Everyone has to start somewhere. Gain experience cards to level up your character. Trade experience cards, resources, and education cards for job cards worth more points. The player with the most points wins.
  5. Burrowing Fox – Tile building game
    You play a Papa or Mama fox burrowing your new home for your family. Add tiles to extend your burrow and add much-needed resources for more points. Protect your fox from pretenders with repellent cards.

Game Reviews

NanoBot is a tile building science fiction game set in a petri dish. Each player has a bot with its own special skill that must be used to form the longest chain of NanoBots. Although the theme is unique, I did not feel like it was as immersive as Pandemic or other story filled games. The rulebook was slightly cluttered and could have been simplified. I did enjoy the reaction cards which spiced up the gameplay and made it more competitive.

Carcassonne is another tile-placing game but players are adding tile to build out a Medevil territory. The different tiles must connect with cities, roads, or grasslands, and players must decide to put down a corresponding knight, a robber,  monk, or a farmer. When an area is complete, it scores points for that player. The rulebook was rather confusing and our group sought further instructions online. The basic principles seemed easy, set down tiles and try to get the most points. I believe our group might have been a bit hasty with our few wooden characters so the game got pretty boring when we were just laying down tiles at the end. I think the puzzle-like form was the most intriguing part of the game.

 

 

Week 3 – Game Design

Theme Ideas

  1. Spoiler Alert – Card Game
    Spoil movie plots and twists with your friends. Cards include movies, Spoilers, and actions. Each player receives a movie card, 2 spoilers, and 3 actions. Use deduction and luck to guess the movie each player has. Play spoiler cards to eliminate other players. Use action cards to steal, look, or remove other players cards.
  2. Neon Highway – Board Game
    Travel the space highways of Metis, a galactic metropolis full of wonder. Played in the dark, this glowing neon board, glow in the dark dice, and cards help players maneuver through this distant city. Although the city is full of excitement, the natives do not like outsiders. Travel through the city and avoiding giving away your cover. Collect riches and souvenirs along the way.
  3. Mirror City – Board Game
    A board that can be used on either side. Choose daylight and you play cops and robbers across the board. Choose night time to play detective and suspected serial killer. Follow the board throughout the city and choose to catch the killer or escape being caught.
  4. Dynasty – Board Game
    It is now your land and your colony. Choose your animal, skill, class, and mineral to build your ranks and take over more land. Pick up cards along the way and play ones that benefit your colony. Who will be the next dynasty?
  5. Crowded City
    Played similarly to Battleship and Guess Who? Two players sit opposite of each other with a towering building/city in-between. Place your characters throughout the city out of your opponents view. Guess the area and the correct character and the last one left in the crowded city wins.

Game Reviews

In Takenoko, players must grow bamboo in the emperors garden and feed the giant panda. Each player must tend to the garden, feed the panda, and add plots in order to complete objective cards and gain points. The game ends when a player reaches a set number of goals. Overall I thought the theme of the game was cute and lighthearted, but the mechanics seemed slightly random at times. I personally had a hard time learning all the rules and understanding the use of all the pieces. If given more time to look at the rules I would say it’s a good gateway game. The theme is original but not too complex, and the players have luck, interactivity, some ease of learning, and a replay value.

For Eight-Minute Empire we did not have the English rules so we looked up and used what we could find on the game. I do not believe we played it correctly but it was still an interesting idea. The game is obviously supposed to be face paced and uses an exploring-like theme in which players move their armies across a map to take over as much land as they can. Players must use their tokens to buy cards to use actions in the game. When eight cards have been played the game is over. I believe it could be a good gateway game in aspects of its simple theme, ease of learning (with the correct rules), interactivity, luck and replay value being quite high.

Pandemic is a co-operative strategy board game with the theme of violent disease outbreaks all over the world. Each player has a role and special strengths to help fight the outbreaks. through the different decks, actions, and cities players must fight the outbreak and stop the spread of infections. The only reason I could see Pandemic not being a gateway game would be because of the complexity and slight learning curve.

Week 2 – Game Design

Chess Board Game Ideas

  1. A Piece of Cake
    Players start with an 8×8 square chess board. Roll a die and go to the square with the corresponding number or a multiple of that number. Each turn, a player must remove a square from the board itself. Choose your steps wisely.
  2. Players start with a 2×2 square chess board. The game includes action cards, a die, tokens, and player pieces. If a card reveals an action such as roll the die. The player must roll and place their player piece on the board corresponding to the die roll. Board squares include instant death, resurrection, one token, or a shield to protect you for one round.
  3. Sushi Master
    The game includes 4 4×12 square chess-like boards, 48 sushi pieces (flat round graphic discs), and a deck of cards. 2 to 4 players can play and start by choosing their preferred sushi roll. Each turn a player must pick up a card and complete the action. The first player to fill their sushi board wins. Players could use real sushi if desired.
  4. Lactose or Intolerant
    Players start with a 6×6 square chess board, choose a dairy token, and pick up a card each turn. There are 3 decks. According to the square you go to, pick up a card for the deck labeled the same. You can only take 4 hits of dairy before you’re eliminated.
  5. Musical Square
    Players work with an 8×8 square chess board and decks. Players land a square of the same numbered deck and must answer questions on the musical genre. The first player to collect 5 cards wins. Musical genre decks include rock/alt, pop, international, country, classical, rap, jazz, and metal.

Game Reviews

Dominion is a card game in which players must build their decks and use their current hands to their advantage. We started the game very skeptical of the many decks and purposes of cards. As we played we each slowly pick a strategy of cards we should buy or get rid of. The pacing of the game seemed well divided between the beginning, middle, and end of gameplay. We start slow in order to learn the rules and grow confident in the system by adding cards to our decks. The middle of the game seemed to be when we ran out of the first or second deck of cards. The end felt near when each player started scrambling for estate cards before the third deck ran out. No one really could tell who was the winner until each counted their estate cards.

Munchkin Gloom is a card game whose theme is a miserable story for each character. Players goals are actually to kill their own characters before the other players. This humorous game can be fairly competitive and fast-paced with each player only having 4 characters to kill. Each action card and retaliation card adds an interesting storyline or twist that makes the game a fun experience.

Week 1 – Game Design

Card Game Ideas

  1. Mind of a Serial Killer
    A murder-mystery card game that requires deduction and chance. First, you receive a character card in which determines your strategy and goal. Second, a player chooses a crime/story card. Keep your identity to yourself and complete your goal first. 3 or more players are needed.
  2. Camp-or-Die
    A game of chance and elimination. Each player is a camper and must complete activities to win. Players have to avoid elimination cards that might that might prevent them from these activities. Cards include activities, badges, accidents, deaths, and actions. 2 or more players are needed.
  3. Carnival Recruit
    It’s your first day on the job at the local carnival. As a new recruit, you must perform mediocre tasks to qualify for a better position. Compete with players to advance to a new job/ride, and who knows…maybe you could run the place. Each player starts with 5 cards and 3 tokens. Use tokens to buy tasks. Recieve tokens and a new job when you complete a task. The more difficult the task the better the job and more tokens you receive. Each round you can either buy a task, use an action, or pick up another card. Use action cards to give yourself an advantage over other players. 2 or more players are needed.
  4. Stranded
    You’re stranded on an island and can either build a shelter or build a raft. Choose wisely because both have their consequences. Each player starts with 5 cards and collects 1 card each round. The players must collect the numbered/textured card according to their chosen survival strategy and must lay them out in the right order. You must do this before dark. A timer is set for 5 mins. When the timer goes off each player receives a problem. You may lose a card, have to reset, switch seats, etc. Reset the timer and begin a new day.
  5. Pioneer
    Build your world and become a successful pioneer. Each player starts with 6 cards. According to the card, you may need to roll between a certain number or a specific number to gain money. Use the money to build structures in town. Each structure you build gives you a higher status. (I’m not sure where I want this one to go…)

Game Reviews

Star Fluxx had sci-fi themes from popular movies and tv shows. The Fluxx game was very involved and constantly changing. The game began as very difficult and complicated to understand but evolved to eventually become competitive and fast-paced. As my group played we had shifts in strategy, momentum, and rules that added a risk factor.  The challenge was to complete a goal to win as the game is constantly, shifting in rules and actions.

Love Letter plays on strategy and risk as you act as a potential love interest of the princess and compete against other players to win her affection tokens. With only sixteen cards, one must deduct what cards the other players have in order to give their letters. The game seemed fast paced because it was quick to learn and there were few cards.

Hanabi is a group effort card game in which players team together to play a series of cards in a certain order to set off a firework display. This game was rather complicated because each player couldn’t see their own cards but they could see the cards of other players. We had to follow the actions available and try not to light the fuse early. The game was interesting but it did not hold my attention for too long and seemed counterproductive. The game involved memory, deduction, and group cooperation.

Chapter 1 Questions

The standards of the W3C provided clear guidelines for designers and coders to follow to make sure their sites are widely viewed and assessable from many platforms and also allowing precise visual control.

General Guidelines for great markup include using a DOCTYPE, specifying a language/character set, titling it, using proper elements, avoiding div-itis, minimizing markup, and using class and id appropriately. Using a DOCTYPE helps browsers identify the markup language used for the site. Specifying a language /character set tags your document with a human language which browsers will use to filter through results based on the language used. Titling the document is saved as the link description and is showed in the users browser window and bookmarks. Search engines also use titles as main keywords when generating site traffic. Using proper elements means to markup the document using HTML elements according to the structure of the page content. Avoiding the overuse and misuse of div tags is to not replace more appropriate HTML tags. If a heading tag fits best and describes the content then one should use that instead of a div tag. A div tag should be used more as a reusable, styled container in order to separate sections in a page. Minimizing markup means to only have the necessary tags and elements that make up your page and to trim unneeded markup. This will create a smaller file size and allow it to get onscreen faster. Using class and id properly helps CSS and JavaScript attach correctly to HTML elements. An id can only be used once per page as apposed to a class, which can be reused.

Some benefits of web standards include smaller file sizes and quicker downloads, increased portability, better page accessibility, and having precise control. Having smaller file sizes can happen when you move your markup into CSS. This enables browsers to cache the CSS styles so the page loads quicker. Increased portability happens in the way you format your CSS styles. Without CSS, the basic elements are properly formatted for a mobile version of your site. With CSS, you can format it for many different screen sizes and present it differently according to the sizes. This gives you a bigger window of opportunity to design it according to your target audience. When proper HTML elements are used, the markup is accessible and it will follow 90% of the World Wide Web Consortium content guidelines and be available to a wide audience. CSS allows designers to have precise control on the look and movement of the site.

“Terms and Conditions May Apply” – Bonus

Terms and conditions are something that people see and experience daily but if you were to ask someone what they just agreed to the majority would not have a response. The companies who put these policies together and have you blindly agree to these conditions are not doing this to protect you, they are protecting themselves and invading your privacy. Some make the terms and conditions 5 pages long in an unreadable font so that you’d rather blindly agree to them than actual read them. Companies that actually want you to be aware of their polices, make theirs short and to the point. Signing agreements like this didn’t come around until new technology made it necessary. Laptops, smartphones, tablets, and more are now constantly have us sign and agree to things that we would probably need a lawyer to actually help us understand these terms. Every app, website, or new technology has a programmed terms and conditions policy that is constantly trapping people and stealing their privacy. Some people would think that its everyone’s fault for not reading these terms thoroughly, but it would take one month every year to read all user agreements. Which for the majority is baffling to even consider. Companies could have you accept anything, for example Instagram taking your photos without giving you credit or compensation. AT&T could tap your phone to prevent illegal activities, and cookies learn information about you and send ads. Those are just a few ways people are tapping into our privacy through technology. In 2001 bills were trying to be passed to protect privacy laws. Of course none of those bills were passed. Privacy policies are now used to take away privacy. Google users used to be anonymous and then through out the years they kept updating their terms and conditions to the point that now they can share any information on our account with domain administrators, for external processing, or for legal issues. Google hid and lied about their previous policies which makes you wonder what else they’re hiding. People also like what’s free and they’re willing to give up their private information for it. In 2009 Facebook changed its policy without notice, and throughout the years Facebook default settings have made it more public and less private. Overall our search records are becoming more public, companies are monitoring our every cell phone move, wiretapping programs are still out in the world, and sites can hand data to the government without people knowing it. Privacy is dead.

Thoughts on Interaction Design: Chapter 6

Chapter 6 starts out by explaining cultural norms pertaining to technology. The way we use technology whether it’s speaking loudly on the phone or spreading Internet memes, we are making cultural norms. In a somewhat recent culture shift, it has become acceptable to explore technology and to understand that it’s for everyone to use. Designer’s main focus though is the users usability of the design, although there’s more to design than that. Designers also have to look for a unusable solution for the given design problem based off of what people expect out of it and the given information. In the end it’s up to the designer’s philosophy and the client’s demands that challenge cultural norms. Through mass production, a designer’s design can be experienced by millions of people. This design can also have a meaningful impact on the user’s life without them knowing it. A design can also go through a delay be the public sees it. Even if the world’s views have changed, the product will still come out with its previous motive. The design is also diffused with all the other external influences on people, but it can still have an impact on larger decisions. The chapter also discussing rejecting usability because designers learn the basics and easy ways to solve problems but to accurately solve a user-centered process, one must have a complicated solution. Then the book mentions discursive design, which is perceived as design provoking public communication. This makes the design more social by constantly changing human behavior. Toward the end of the chapter, the book explains the positives and negatives of the “digital age” and how negative behavior has shifted through design. This is explained by how much we as a culture are dependent on technology to get through the day, complete simple tasks, and unfortunately decline in knowledge. Designers will still design things that might not be needed, and there will always be a job to do and a problem to solve.

 

Thoughts on Interaction Design: Chapters 3, 4, & 5

Ethnographic tools can provide you info by observation, interviewing, and analysis of people, their social groups and populations. This provides a social and psychological take on people’s activities. These tools can be used to improve the interactivity of an online banking website by checking the user statistics and analytics. This would give you the ability to check what the average user clicks on and morph the page to be more user friendly.

Knowing when a design is finished is within the designer’s mental state. If the designer believes that they can walk away from it and leave it be; then it met their purpose. The design must meet the designer’s criteria, strategy, and goal. Overall a design is never finished because there will always be something to adjust, develop, or change over time.

A product family I use regularly is Dove, and it’s branding has influenced my future purchases with them to try their new products. Their branding shows empowered women wanting to smell, feel good, and feel refreshed. They commercialize real women trying the product and show what harsher products do. This has strengthened the relationship I’ve had with the brand because I can relate to the women and their wants and needs.