Race to the White House
During the
production of this game I was in group 12. The name of our game is Race to the White House. Race to the
White House is a competitive multiplayer game where players will start off as a
low-end politician and work their way up to becoming president. This game is
met to be played with two to four players. The targeted audience for this game
are 18 year and up, but anyone can play.
In the beginning of the development,
the first issue we ran into was how we wanted the board to look like. We decided
on making a board similar to the board in the game Monopoly. After play testing
the first prototype we noticed another issue. This game was purely luck based.
The initial prototype of the game was only the board. So, the only mechanic the
player had was rolling the die to move around. The way we were able to fix this
issue was by making the spots on the board more complex. This was accomplished
with my partner’s idea of adding the mechanic of buying electoral votes from
states.
But we also wanted another strategic
feature in the game. After some discussion, we deiced to add cards to the game.
I was then task to make some of the cards we were going to use. At first we
were debating if the players should have the cards at the start of the game or
if they should have to go around the board and collect them. We decided to
combine these two ideas because we did not want luck to but the only factor for
the player to be able to use the cards. We decided to give the players some
cards in the beginning of the game, but also have spots on the board that
allowed the players to collect more cards.
Our other attempt of adding more
action in the game was by adding “Random Cards”. The goal of these cards was to
make scenarios where it could have a positive or negative affect on the
players. These cards also compliment the other cards we made because they can
help counter the negative effects. We noticed that with these mechanics that we
added, our other playtests went better than expected. The players enjoyed the
idea of purchasing electoral states and the random cards helped make the game
more fun the players.

What I would change in future
developments would most likely be the way I share my ideas. During this
development process, I found myself trying to come up with ideas that my
partner would like and that matched his idea of the game. I also should try to
come up with more complex ideas. I noticed that I was coming up with ideas that
I thought would be easy to make and complete so that we wouldn’t have to stress
too much. I think that I should of tried to come up with an idea that would be
complex enough that it would be interesting, but at the same time within our
ability to complete it.

Throughout the development process
for our game Race to the White House, I enjoyed working with my partner and
seeing people playtest our game. At first, I didn’t expect people to really
like our game. But after seeing our playtesters reactions and hearing their
feedback I saw that people did enjoy playing our game. Now I feel that our game
is enjoyable for people to play. But I think if I worked harder with my partner
and if we had more communication this game could have potential been a lot better.
Zika Island: Mosquito Madness 2 - “Day of
Dysentery” Act III The Prequel


During
this unit, I was in group 6 and the name of our game was Zika Island: Mosquito Madness 2 - “Day of Dysentery” Act III The
Prequel. In this game the CDC is tasked a job to eliminate the Zika swarms
while surviving long enough to eliminate the mosquito. The target audience for
this game are people from the age of 20 to 30.
During
the process of making this game we have encountered a few problems. One problem
that occurred was with our communication. We did not meet up much outside of
class and the discussions we had during class sometimes got misunderstood leading
both of us to have a different understanding of the games rules and mechanics.
This problem made some of our rules confusing to the players but after we had discussed
what the rules and mechanics should be we quickly fixed the issues that had occurred.
For
our first playtest we had a problem with the pieces we used for the items.
During the first playtest we used small pieces of sticky notes and we quickly
noticed that it took a long time to set up. We also noticed that the
playtesters were annoyed when trying the move their pieces around the board
trying not to obstruct the sticky notes on the board. The way we went about
fixing this was by changing the materials we used for the pieces. We changed
the pieces to a flat marble type of material. After making this change we
noticed the time to set up was extremely faster and that the players didn’t have
any trouble picking up the items and moving their pieces.


One
of the biggest problems we found throughout our playtests was that the game
took a long time to finish. We did not think this was a real issue because the
players were enjoying the game but we went over the 15-minute time limit that
we were supposed to be following. Each playtest of our game took around 45
minutes. We did not get to implement a change to this but we were planning on
making the game board shorter and adjusting the price values and item ratios so
the game would not take as long as it did.
For
future game developments, I plan on having more communication with my partner. I
noticed this was the issue with not only this game development but with the
previous game developments I had. I would mostly only talk to my partners during
class and had some messages outside of class. But the messages outside of class
was mostly about the materials we needed and assignment questions. We never
really had any development done outside of class and I believe if we had our
games would have been a better success.
Also
for future developments I would like to try to do something more unique then
what the rest of the class is during. What I noticed from all the games I saw
in class was that a lot of the games were very similar to each other with some
slight differences here and there. I would like to make a game that stands out
from the rest of the class. But this would require me to have to work harder on
the assignments, which I have not been during that much with the previous
games. I believe if I thought of a game that was unique and that I enjoyed I would
work harder on it creating a game that I could be proud of. So in future game
development I will try to make a game that I would find unique and that I would
consider actually playing outside of class.
Exploration
During this
unit I was in group 16 and our game name is Exploration. The premise of our
game is that the players are explorers trying to reach the big discovery. The
way you play the game is by rolling a dice to move your piece, but you need to
pay coins to move. If the player runs out of coins, they are sent back to the beginning
with a reduced amount of coins. A unique feature of this game is that there are
different sides the players can choose to start on and each side has multiple
paths to take.
The targeted audience of this
game was 15 to 20 year old females interested in science. We decided to stray
away from the gender part of the targeted audience because we didn’t want to
accidentally offend anyone by making a “game for girls”. The genre we were also
targeting were factory simulations. Which we found difficult to find an idea
for. We were told that factory simulation was like resource management. This
helped us narrow our ideas to fit this genre. And we decided to have our game
be focused around managing coins to ether pay for movement or effects from
cards.
During our playtesting we
noticed some problems that we expected and problems that were the complete
opposite of what we thought they would be. The first playtest we had two
playtesters and didn’t have any way to get feedback from the players other than
observations and asking them questions. During this playtest we noticed that
the game was too long short because players would run out of coins to move and
would instantly lose. We also noticed that because the coins were so rare and
players would only use these coins to move, that the cards we had would never
be used because of their high cost. So we changed how many coins it cost to
move and reduced the cost of the market cards while increasing the amount of
money you received from the dig cards.
The second playtest went
better than the first. We had six playtesters and we made feedback forms for
our playtesters so we would have a better idea of what went wrong and what
actually worked. With the changes we made from the previous playtest we noticed
some players thought the game was now too short. Two players thought the game
was still too long, but we suspect it was due to the lack of players in that
round (which was only two). Another thing we noticed from the feedback forms
was that the game needed more challenge. This was most likely happened because
one player completely dominated the other players and quickly won. After this
playtest we noticed some flaws with the game but the playtesters seemed to
enjoy the game still.
The group work on this project
wasn’t perfect. My partner did almost all of the work. We would bounce ideas
between each other but in the end the game was mostly based on my partner’s
ideas with influence from some of my ideas. I feel this happened because of the
lack of communication between us. We would rarely talk outside of class so my
partner took the initiative and worked on the game outside of class. I think
this was one of the reasons our game turned out how it is. I believe the game
is good but it could have been better if I attempted to communicate more and
helped more with the production of the game. And I will need to try to interact
with my partners more to make a good game.
Tree of Life

This
unit I was in group 17 and we worked on a game called Tree of Life. In this game there are two players. One player is a
commoner while the other is Mother Nature. The goal of this game is for the
commoner to reach the Tree of Life as Mother Nature tries to stop the commoner
by extending the amount of land. The targeted audience for this game are generally
kids ages six and up but it is basically for any who enjoys adventure games.
During
the development process of this game we encountered a few problems. The main
problem we had was how long we wanted the game to be. This problem became a
bigger issue once we started playtesting the game. Initially we thought the
game was going to be too long so we reduced the amount of land cards Mother
Nature had. But after two groups playtest our game we noticed that the game was
extremely shorter than we had thought. To solve this issue we had to add more
land cards for Mother Nature.
Another
problem we encountered was balance between the commoner and Mother Nature. We
noticed that Mother Nature was a lot stronger than the commoner making the game
short, uninteresting, and uneventful. We tried to fix this by removing some of
the stronger creatures Mother Nature had and gave the commoner stronger
weapons. We didn’t get a change to playtest this change but we hope that it
fixes this problem.
A
problem we had as a group was the explanation of our ideas. Occasionally the
ideas shared between each other were misunderstood making some of the game
mechanics not flow together well. An example of this is when we had the idea of
commoner having some base strength that he could increase to take down the
creature Mother Nature used. But instead we ended up having the commoner start
off with zero strength so he/she couldn’t pass creatures making the game extremely
short and one-sided. So we had to meet again to talk about how we could fix
this issue.
The
problem that was the most blatant for us was clarity of our rules. We noticed
that some playtesters did not fully understand how to play this game. We also
had some players who didn’t have much issue understanding the rules but we
would like to make the rules easier to understand for all. We simply tried to
fix this by adjusting the phrasing of the rules to help make it easier for the
players to understand.
Going forward
in my development process I would like to change the way I gather data from
playtesters. Currently I just observed the players and took some basic notes on
their reactions and how they played the game. What I would like to do in the
future is to record the players (with their permission) and to make a feedback
form so I could get a better understanding on the mindset of the playtesters. I
would also like to have better communication with my partner(s) so we could
come up with an idea that is both playable but also flows well with the
mechanics.
During
the development of this game I had an enjoyable time. This assignment help me
understand the process of developing a game and helped me better understand why
certain games are made a certain way. I also learned how I should playtest future
games and what I should look for in player reactions. I believe this assignment
was good in helping me understand more about game development and what is
needed to make a good game great.
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