Thoughts on Observance

I thought Observance was a cool game with easy-to understand mechanics. It actually heavily inspired me with my poaching game and gave me a good foundation to work with when I started writing up my rules.

Despite enjoying the game, there were a couple things that stood out as thing’s I didn’t like. I first of all wasn’t very impressed with the paper presentation of the game. I know that it probably exists somewhere in a finalized form and that it was free to print-at-home, but good quality materials makes games feel a bit more real. I also have never really been a fan of the battle-ship style announce and reply when it comes to trying to find where your opponent has things placed. I would have preferred a system that allowed me to see where the border patrol agents were, and subsequently would have allowed me to move around them. I suppose it makes sense that mexican migrants should be hidden to avoid detection, but it just pulled some of the immersion from my gameplay.

Things I liked:

I really enjoyed that the game wasn’t exactly balanced. It paints a picture for how difficult it actually is to cross the border from a migrant’s perspective. I wish for the sake of playability that I was able to have at least 1 or 2 more openings in the walls to increase my chances at winning, but that would take away from the story.

I liked the different search patterns, that the border patrol could do, it allowed me to stay in the game so long as Clay chose the wrong search pattern for where I was. I do wish I also knew where the green card was, if nothing else, because it would give me a slight advantage and a goal to work towards, instead of mindlessly throwing migrants at random spots and telling the border patrol where that person is.

Overall, I would def. play the game again and it did a good job at conveying a story of Mexican migrants essentially battling with the border patrol on the American-Mexican border.

Thoughts on Sample Games from My Observation (during Play, Analyze, and Ideate Month)

Fluxx

The game is filled with elements of uncertainty each player needs to find them and switch the card path as needed to accomplish the mission; the game is about discovering each others’ advantages and taking over them to fulfill each other’s pursuits.

Bang

The game is about war and surviving with different partners and how partners can protect each other to prevent irrevocable damage that causes one of the partners severe gun injury or death.

Love Letter

The game is about each character’s strategies to transmit messages to the princess and plan strategically to deal with opponents.

Hanabi

The game is collaborative objects sequence game in which each player needs to see the upcoming cards to determine wether the current owned cards match the value of the card pile for successfully launching the firework.

Carcassonne

The game is a random puzzle piece that players will face to determine the dream place for each player. This is a structural game that one player who gets the most quality and lengths built objects — rivers, farms, and cities get further steps wins.

Dominion

The game is about a ruler who wants to occupy land without other occupants taking advantage of it; to successfully achieve the landowner position, he needs to collect more decks for getting enough price amounts to unlock the lands.

Splendor

The game is about purchasing treasures from gems that can develop final products.

5 game ideas that revolve around a theme of of my choice

My theme is drawing

A game where two teams get different prompts, but have to draw on the same surface to get the other team to guess what their drawing is of. There would be a limit of how long one team can draw, so as to not just make a mess.

A game where players add lines to a sort of open-ended illustration, and the others vote on the best interpretation.

Pictionary-style game, but the drawer has to wear some sort of distorted goggles.

A game where players draw a mask of a famous celebrity or character, pass them to the player next to them, then have to guess who they are through a series of questions.

A narrative style game where the story is dependent on the best drawing a player conjures of their preferred plot point.

Collecting Games

A game that is basically Pokemon Go, but for sports trading cards, so you could use sports arenas and landmarks as stops.

A game where you can convince members of the other players’ tribes to join your tribe as you traverse a shared environment.

A video game where you’re a robot that can equip other parts of robots you overtake to become a sort of unkillable (or very hard to kill, rather) centipede robot.

A game that exists in town from the show South Park where you collect members of the show to unlock new scenes and scenarios.

A Beatles game where you drive around Liverpool collecting new chords to make new songs, much like IRL.

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.