Friday, 12 October 2012

Friday 12/10/12 group module project notes


Friday 12/10/12 group module project notes

common elements of a definition include;-

  • rules
  • conflict
  • goals
  • decision making
  • the point about these activities are that they are artificial

other elements of a definition:

games will involve no material gain

  • the activity is voluntary
  • the outcome is uncertain
  • involves representation
  • the games are unreal
  • they are inefficient (rule bound)

Board games 15 minutes task

  • draw a track or path
  • divide into spaces
  • decide on a theme
  • what are the players represented as in the game?
  • Decide on an objective
  • what is the goal of the game
So we are now going to design a board game in 15 minutes. this should be fun it needs to feature the guidelines above.

We have an assortment of materials to use including paper, dice, blank cards and counters etc.


This was a fun countdown slide rob pout up to ensure we made our games within the 15 minute limit

 This is us getting started on the exercise

 This is the boardgame I made
These are the the materials we had to make the games

Everyone rushing to pick up the mats



This is us play testing the games

Board games 15 minutes task

draw a track or path
divide into spaces
decide on a theme
-what are the players reopesented as in the game?
Decide on an objective
-what is the goal of the game


Board game review notes

confusion of the rules need to be clearer
maybe bomb path goes quicker
be clear on win condition
decide exactly what a double does
have colour coded dice to represent the side
change size of bomb path
be more exact on what landing on another counter does

more notes:



Iterative method- rigorous play testing and note taking

design -> implement-> play test -> Evaluate


Advantages of iterative method
  • iteration lowers the risk in game development

  • changes can be implemented into a design and their effects can be measured

  • iterating your board game

  • board games are determined by rules and player interactions, there is a clear connection between rules and player experiences.

this is sometimes obscured in video games by fantastic graphics, compelling stories etc.

Rules for iteration

  • take your existing game
  • tidy up the rules so that people can understand how to play the game
  • based on the feedback you got from the game by others make 1 change to the game that you think would make it more fun or compelling
  • make the change
  • replay the game
Feedback on the outcome
better/worse/get rid of rule/ etc

Now the task is to make some changes based the feedback received when play testing
The confusion was with:-

  • confusion of the rules need to be clearer
  • maybe bomb path goes quicker
  • be clear on win condition
  • decide exactly what a double does
  • have colour coded dice to represent the side
  • change size of bomb path
  • be more exact on what landing on another counter does

The changes I am going to make are:-
  • colour code the dice with the representative grid X and Y
  • When you role a double you hit the opposing space and also pick a card to move up the nuclear bomb path
  • If you role and hit an already hit space you can pick a yes and no card whether or not you can pick another spot to hit and roll for a chance to progress up the nuclear path where you need a double
  • Win condition is destroying your entire opponent
  • added a rapid rebuild card allowing players to save a previously destroyed territory
Overall I enjoyed how my game played. I could probably implement my rules into the game more to allow players not having to read all rules









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