- Question Set 1
- what is the difference between a game designer and a game developer?
- Game designers are responsible for the conceptual side of creating a game, including the mechanics, the story, Avatar concept, level or round concepts, and overall player experience. Whereas the developers are the artists and creators who actually create the physical game to be a real thing.
- what commonly occurs during the game development process?
- Conceptualizing, brainstorming, prototyping, art style planning, arranging core mechanics, building parts
- what are the challenges of balancing a game?
- making everything make sense and have a clear reasonable end purpose in the game
- what should every player of your game believe? why?
- They should believe that this will be not only fun, but also witty, because there are many aspects of this game that you can literally do by yourself, or with 6 people. A lot of versatility.
- how can you avoid stealing players fun?
- By making the mechanics not too complicating, nor simplistic either. Balancing it out.
- what 10 maxims should you follow when writing rules?
- 1. Use real words rather than made up jargon
- 2. Make no more work than necessary when it comes to laying out the steps
- 3. Make it understandable so that anyone can comprehend your writing
- 4. Be concise, Keep rules as short as possible without sacrificing essential details
- 5. Organize rules in a logical order. Go from start to finish as though you are playing.
- 6. Use examples, don’t just name a card, describe whats on it as well
- 7. Use visual aids, include diagrams or pictures that correspond with what you’re talking about
- 8. Anticipate questions so that you know what to explain for a new player in the final rules
- 9. Separate setup and gameplay rules so that it’s not confusing
- 10. Make the rules engaging and approachable.
- Question Set 2
- how has play testing changed your game?
- Play testing allowed me to discover that anyone can play this game solo, and that multiplayer is only necessary when one wants to compete more. It also gave me other outlooks in terms of how much I can add to the game, to not only make it more engaging, but more competitive as well.
- who from class would you like to play test your next game or version 2 of your first game?
- Dylan. I also wanna play his game too. Maybe Evan again as well.
- who is the audience for your game?
- My target audience is a group of people, such as a group of artists, classmates, family, or friends. I don’t want my game to be too niche to the point where its too exclusive to be enjoyed by anyone. I’d rather share this game with as many people as possible.
- who should play test your game outside of class?
- Johnny, Kiora, Robert, maybe family too
It’s really interesting that one of your takeaways from playtesting is that your games can be made to be solo games as well. That’s something that I would not have considered with my own games.
I totally agree, I think making a solo game would be very hard