Game Studies - Project 2


30.08.19- 27.11.19 | Week 1- Week14
Kang Jiet Yee | 0336776
Game Studies
Project 2

Instructions



Game Design

We are assigned into group of 2 to work on our project 2 which is to design a game based on the games we played and experienced before. Before we start to work on the design, we need to know about theory of games we study on, configure our game objectives and also research on game mehanism.

What we need to develop a game?

Exploration - theory (hypothesis)
Analysis (Research) - what others have done, direction
Mentioned - Elaborate and analyse the game
Combine selected functions of 2 card game *fill in the blank/gap
Commons and connection between 2,  take best part of both
Why replayale? purpose of study, solution, design purpose & why
Ideation: what you have concluded?

Game Idea

After a few game reviews and research we have made, me and kezia discussed and came up with an idea to create a simple game of matching and conquering that requires players to strategize and ponder upon the fastest route to get to the goal, while also utilizing their memory skills. Which was inspired by 2 of the games we had experienced and reviewed about, we was looking forward to create a better version of gamplay experience by combining special feature from those 2 games which also overcome and improve the existing limitations in both game.

Inspirartion (Brief Review of game)

Chicken Cha Cha Cha 

It was a multiplayer memory game which can play by 4 to 6 players. The game have 12 different picture to memorise, each player need to memorise the card placement of their next move in order to take a step forward. The goal of thius game is to keep your tail and avoid people to took it, the person with the most tail will be the winner.

Limitations: 
It can take a long time to finish the game since the players will chase after each other because they already know the placement of cards they need to move


The Strategy Game

Blokus is an abstract strategy board game for two to four players, where players try to score points by occupying most of the board with pieces of their colour. Based on this concept, we try to also roughly apply it to our game, which requires players to utilize the spaces efficiently. Our game is quite different than this game, but the idea was inspired by Blokus.

Limitations:
Lack of specific goal to win to determine the winner of the game, some players might have equal amount of pieces left



We found out the limitations of both games which combine both features and characteristics, which is both memory game and strategy game feature that can be play by 4 players. We then create a prototype board with different elements and pairs of card with each elements. Players might need to get a pairs to make a move in the board which is an evolved version of the memory game ‘chicken cha cha cha’, instead of remembering the placement of 1 card, players now need to find pair of card to take a step forward in the game board. Besides, players can also make moves to block the way for other players to achieve the goal, which is a feature based on ‘the strategy game’. The first player that get to the goal in the game board will win the game.


Prototype

We created a prototype for user testing before we move into our design phrase for the gameplay elements.

Initial Concept

Before any digital elements, we decided to try out with a hand-drawn simple 7x7 square-shaped board in a thick paper with 6 different shape. We brought this board to Mr. Charles and he gave us many feedback and critiques, the most notable one being the board shape and how it does not look very appealing and he suggested to change the shapes of the board. He also further suggested to change the elements that use in the design






Game Board

The board is shaped like hexagons and each players start at the corners (see the shapes with the numbers and colors). Their goal is to reach the middle (pink, empty shape)
Prototype - Game Board

Matching Cards

Next to the board, 12 cards are placed, shuffled and facing down. The cards contain shapes that were on the board - each in pairs.
After players finished opening the two cards, they are able to switch the position of the cards with the rest of the cards in the deck.
Prototype - Matching Card


Tiles

Tiles are designed based on colours of 4 players given, the same size with the game board which allow players to cover they taken moves accordingly.

Prototype - Tiles

Playtest




#1 Playtest




Observations and feedback:

For the first playtest, we wanted to observe how the gameplay works without shuffling the deck of cards. As expected, the playtime was relatively fast as it was only under 10 minutes. Some of the players also mentioned that the game was a little too easy. Though someone also mentioned that they already think it’s hard enough as it is. We also observed that one of the players were also confused (maybe they forgot) that they needed to match 2 of the same shapes. That aside, everyone seemed to relatively understand the game pretty fast and they did not ask too many questions.

#2 Playtest



Observations and feedback:

As we have observed from the previous playtest, we decided that we want to try whether this particular group has the same response regarding the difficulty of the game with the previous group. For the first 5 minutes, we did the same; not shuffling the deck of cards, but the players found it to be too easy so after that, we told the players so each time they open the cards, they are able to swap it with any cards adjacent to the cards they have opened. First we told them that it is optional – that they can swap it or not, it’s up to them, but we realized that most of them were rather “lazy” to swap the cards. The players suggested to shuffle the deck of cards once in awhile to make the game more interesting.

#3 Playtest



Observations and feedback:

For this playtest, we decided to implement the new rules: shuffling the cards every 5 turns. We did it for 1 time only but the players immediately commented that shuffling every 5 turns is rather ineffective so we switched it up a bit and decided to shuffle the deck of cards every 2 turns to make it more challenging. Turns out the game became much more difficult and some players are unable to move at all before the next shuffle. We finally agreed and tried that shuffling every 3 turns is the most ideal. One player suggested that it would be better if there’s a special card for the middle/goal tile that is also placed in the deck. We thought that’s a pretty good idea.

#4 Playtest



Observations and feedback:

We have done several playtests with a group of 4 people, we thought it would be a good idea to also test it with a group with only 3 people now. We wanted to see how the game would be like with just 3 people (actually 2, as I included myself in this playtest). Turns out, it went pretty well. The players mentioned how they think it would be more fun had the board been bigger so that the game would last longer. The 3-turn-shuffle rule was also implemented, and it went alright. It wasn’t too fast or too slow and it wasn’t such a struggle for players to find the cards they needed. The game was also relatively fast, approximately 10 minutes.

#5 Playtest



Observations and feedback:

This playtest was done with a group of people who love board games and are relatively competitive. This particular group was observed to learn the game mechanisms much faster compared to other groups in previous playtests. Before the instructions were even finished, they already understood the game. The game was quite intense and fun to watch. We implemented the 3-turns-shuffle rule, which few of the players said that it would be too easy to do and suggested that we shuffle every turn instead. We decided not to do this, as the game would take forever to finish and it would be pretty much based on luck.

#6 Playtest



Observations and feedback:

This group also loves board games and are quite competitive. We decided to shuffle every two turns instead and it went well. It wasn’t too hard or too easy, since these people are good at memorizing so that progresses were quite fast. We also implemented the new blocking rule in this playtest to see how it goes. At first the block was permanent – throughout the whole game, and each players were given 2 block tiles. But as the game goes on, after each players use their block card, it seems like the goal tile is completely blocked, hence there is no way to win the game. It was then suggested that only one block tile per person and that there should be some ways to lift off the block. We decided it’s best to lift off the block every 2 turns or so. Further playtests with this mechanism are required.

#7 Playtest



Observations and feedback:

This playtest was done with people who are quite loud and competitive in games as well. They learn fast and the new rules were implemented as well. The deck of cards were shuffled every 2 turns, and each person gets 1 block which lasts 2 turns as well, which then can be re-used. This works out quite well and the game was quite smooth. We decided that these rules were good already.


Design Process 

After the playtest was done, me and Kezia decided to create a theme and purpose for our game design. We choose to work on illustrations of few endangered animals, which aimed to educate the players about endangered animals as the design of the board revolves around those animals. As players play the game, they would be more familiar with the existence of those endangered animals by get to know about all those animals which also raise their awareness.

We chose 6 Endangered Animals to work on, which are :
1. Amur Leopard
2. Gorilla
3. Rhino
4. Tiger
5. Sumatran Elephant
6. Panda

Illustrations 


Illustrations of Endangered Animals


Game Board with Endangered Animals

Instruction Booklet

Besides, we also came out with an instruction book with information of endangered animals for players to learn the game easily also get to know more about endangered animals.




Game Design Document






Final Outcome  

Digital Outcomes


Game Board (Back)
Digitise Outcome - Game Board (Front)


Digitise Outcome - Deck Cards


Digitise Outcome - Tiles
Digitise Outcome - Tiles







Printed Outcomes

Printed & Laminated Game Board

Printed Game Board - Back

Printed Game Board - Back

Printed Instructions Booklet

Printed Instructions Booklet - Book Cover (Front)

Printed Instructions Booklet - Page 1

Printed Instructions Booklet - Page 2 -3

Printed Instructions Booklet - Page 4 - 5

Printed Instructions Booklet - Page 6 - 7

Printed Instructions Booklet - Page 8 - 9

Printed Instructions Booklet - Page 10 - 11

Printed Instructions Booklet - Page 12

Printed Instructions Booklet - Book Cover (Back)


Printed Deck Cards

Printed Deck Cards - Back

Printed Deck Cards - Front

Printed Tiles

Printed Tiles (Done Cutting)

Printed Tiles


Feedbacks 

Mr Charles suggested us to revise on the difficulty of the game which we can work on other shape for the boards that makes it happens to be more visual appelaing that sttarcrts people to play and experience the game. He also advise us record and define the process of design in our blog which included offrame work, mechanism, all has been discuss before come out with try out.

Mr Charles advise use to do play test using our designed prototype, by taking notes of players responds and also their feedbacks based on the gameplay experience. Soon we have our playtest observations, we can make changes to improve our game based on the limitations and suggestion that found out from the playtests we have done.

Mr Chrles remind us to state the fundamental, which is purpose of the game, it need to be clarify by listing out our core purpose and design goal for us to came up with the idea of this game. Besides, we need develop further which strengthen the idea by research of games which are the influences and sources to develop and design of our game.












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