Week 2 Reading Questions

  • What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?

When being a size of a nanometer, the game would be fun to make everything around you life size, as if you were looking at the world from an ants perspective. Given these circumstances, adding game mechanics such as a point system or levels that revolve around you avoiding larger obstacles could be a fun concept.

  • Who are you making games for?

This answer varies depending on the game concept and objective of the game. You design a game based on mechanics and rules, and the audience you’re designing for follows.

  • Who will be your play testers outside of class?

My teammates and friends can be play testers. Given their inexperience with art or game design at all, they will be a good, non-biased group to use for testing.

  • Can you think of a game you were able to play without referring to the rules?

Yes, a game like rock, paper, scissors is so simple that you don’t have to refer to the rules. Everyone knows how to play because there is only three options and you can use the game to decide millions of circumstances.

  • How do you define what a game is?

You define a game by the rules, objective and mechanics that provide its structure.

  • What features can make your games more intuitive?

Features such as color or symbols can make a game more intuitive. It provides the user with a visual representation of good and bad or what to do vs what not to do.

  • What was your gateway game? What do you play to introduce others to gaming?

My gateway game was probably five crowns. It is a card game that uses more then the usual amount of cards in a typical deck, and makes you really think about strategy and dealing with luck. Once you keep playing, you pick it up really quick and want to keep playing.

  • What features do gateway games share?

Gateway games are easy for a beginner to pick up and play, allowing them to lose their game virginity so to speak. These types of games allow someone to be introduced into a complex world with a simplistic approach.

  • What are the 10 beautiful mechanics and what should you aim for with your own?

As stated in the reading, the 10 beautiful game mechanics are 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, and Dominion’s Constant Shuffling. I think with our own game, there shouldn’t be one specific thing you should aim for, but rather try to implement a little bit of each mechanic into your game. These mechanics are carefully thought out so that the user is constantly thinking and strategizing. This is one key to a good game.

  • How does luck and strategy factor in to game play?

For games such as my gateway game, or in games such as Uno, luck can heavily influence the outcome of a game. However, strategy with said luck is maybe even more important. You have no control over what cards you get, but you do have control over the game mechanics, which cards you do have, and the communication or potential influence on players around you.