Sunday, February 3, 2013

Ring of Fire


What is the goal?
Get all of the tokens and be the first to stop the volcano from over flowing

Decision Making is toward a Goal, describe the decision making that must take place in your game to achieve the goal.
Choosing between chance & trivia.

What is the Opposition or what are the Obstacles to achieving the game's goal(s)?
Answering trivia correctly, pitfalls within chance cards. Other opponent’s actions (from cards)

Are there resources and how are they managed in relation to your game's goal(s)?
Tokens. Whoever has collected the most tokens wins.

What are the game's tokens?
Tokens are rewarded through successful answers/actions

What is the relevant information?  What is the story of the game?
Preventing the volcano from erupting, putting it back in balance.


Diplomacy- Being able to negotiate certain dicisions based on performance of game and what the "chance" cards could bring.
Socializing- Large part of the game due to number of players and the interaction between the game objectives and obstacles. Especially when certain cards are pulled to make players interacted directly or indirectly.

Sunday, January 27, 2013

Game Design Aesthetics


  1. Evaluate two games in terms of design aesthetics.  In other words, describe two games in terms of their graphic design.  Choose the two you enjoy/have enjoyed the most VISUALLY and HAPTICALLY as aesthetic objects.
    Trouble
    – Simply because of the colors and the game design set up makes your eyes go around the board constantly. It was very interactive game with colors and visual stimulation between the playing pegs and the dice that you have to “pop” up to get a turn. As well as having more that just one playing piece, players have 4 playing pegs at a time. So to describe the design aesthetics, it hits the visual, interactive, and thinking all in one, even though it is a fairly simple game.

    Operation- The design of this game is not only a visual interactive but also sound design. You have this visual of a human who needs “operation” because of all these random pieces inside his body and players must not mess up or this buzzer goes off. So with this it builds an interactive competition between players. And because the game pieces inside of the “patient” are random finding like a rubber band or clock, keep the game a funny and ligth hearted game.

    2. Evaluate two games in terms of interaction with your peers.  Which two games have you enjoyed the most in terms of interacting with your group, and why?

    Trouble
    - I really enjoyed the slight strategic action that is involved with moving your pieces against the opposing players. There could be a time were all your pieces are out and close to home but then an opponent could land on yours and make you start over. So it had a slight strategy and chance through the roll of the dice.

    Othello- I've enjoyed this game since I was a kid. It has a combination between checkers and tic tac toe type of game play. But if you know how to plan out your moves ahead of time you can take “control” of the board with your color (white or black). So once again strategy is what held me attention with this game.


    3.  Of the games you have played so far in class, which is most like a game you would like to design?


    Othello
    - Because it dealt with strategy and a simple design. Even though it can be a strategy game, it can also be for any beginner to because of its simplicity. I want to design a game that stimulates the brain to where anyone on any “game level” can play.The strategy must be in play at all times though, it is key. Plus, after playing all the other fun board games that had all kinds of colorful, crazy, and unique designs and set ups, I still thought the simplicity of Othello kept its own unique sleek-like design which I admired. 

Wednesday, January 23, 2013

Operation and Candy Land


Operation-

Part I

  • Decision Making- Well we first played it on whatever piece you wanted to retrieve first. Then found that the game made a signal to let you know which piece to retrieve next.
  • Goals- To get as many pieces as possible without buzzing the game buzzer.
  • Opposition- Buzzing and not being able to achieve enough pieces to win the game.
  • Managing Resources- Gathering as many pieces as possible during your round.
  • Game Tokens- Different little random parts in the “person”. Sometimes a bell, clock, or bird.
  • Information- You simply must get the pieces out without making the buzzer go off or you loose your turn.


Part II

  • Socializing- Game is rather sociable in the fact up to 4 players can interact with this game.
  • Narrative Tension- The fact you are on “edge” about possibly making the buzzer go off during your turn keeps everybody tense. 

Candy Land-

Part I

  • Decision Making- If you get a double color card, you have to decide whether or not to possibly take “short cuts” in the game or not.
  • Goals- To reach the end of the game and hopefully not get sent to “lord Licorice.”
  • Opposition- Getting a card that could send you back or to a holding spot.
  • Managing Resources- Seeing the short cuts available.
  • Game Tokens- Jumping ahead to the “nice” lands.
  • Information- Simply draw the card to make your next move.


Part II

  • Socializing- Can have up to 2 to 4 players at a time.
  • Color- Very colorful game based movement and visuals.  

Saturday, January 12, 2013

Game: TROUBLE


Part I
Decision Making- During the game you have to make decisions on whether or not to move your pegs, when more than 1 is out.
Goals- To get all four of your pegs to the "finish" before the rest of the opponents.
Opposition- Not get the number you want. Or the opponent sending you back to "home"
Managing Resources- Realizing using an extra turn to move a piece into "finish" or to send someone else back "home"
Game Tokens- winning
Information- Knowing the rules, know your surrounding opponents, and strategizing when the right number comes around. 


Part II
Color- Four different colors to identify opponents. (Yellow, blue, green, and red)
Variety of Encounter- Even though playing Trouble has a "chance" factor due to the pop/roll of the dice. But you can use the randomness to your advantage. Sometimes getting that double "turn" can set you ahead and be able to surpass your opponent or send them back "home" to start over. 

3-15 to Tic Tac Toe

Which game did you choose out of the three played? and Why?

-My partner, Holly, and I chose the 3-15 game, the first one. Not the box one. The reason I wanted to play it was the fact I love numbers and strategy. With "3-15" you have to be able to calculate quickly and make fast decisions if you plan to get the number pattern you want in 3 moves. So it is a challenge of intelligence, strategy, and chance.


Paragraph on the differences between the three games played in class today.


- The difference between the three games played are simple visually. The first is a row of numbers across the page, the second jumbled numbers in a 9-square box, and the third is a blank grid of 9 boxes. Though the strategy between the games are similar in the fact the first to their number or symbol will accomplish the goal of winning. Another difference is between the 3-15 and tic tac toe, 3-15 is based on a numbers game while tic tac toe is based on symbols, not calculating a total to what you picked. Though these games vary in presentation and a little on strategy they all share chance in the game. Simply, because your opponent could chose your number or path.