Tuesday 16 October 2012

Making a Platform Game into a Board Game [PLATFORM BOARD GAME]

To make a platforming board game was quite a tough experience for the whole group. To make it feel like a platforming game is one thing, but not having a controller in your hand and a screen in front of you was another problem entirely.

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Assignment in Class
What we came up with, as a group, is keeping the classic 'Platforming Game' in mind and transferring it onto paper. We decided to have platforms, but keep them as boxes with numbers on (from 1 to 97). The players progress into the game with two 6 sided dice, and using the amount they have rolled, jump that many spaces until they reach the end. Each player starts with 5 lives, there is areas where you can fall off platforms, and there's areas where you can pick up chance cards to increase or decrease chances to progress further, save yourself, or unfortunately die. 
It was very lucky that we play tested the game before we took it into play, because there were more to be added to the game to make it very fair. This really helped us in the long run, as everyone really enjoyed playing our platform board game.
After playing our game, the feedback was just so amazing;

★ The system was not unfair in any way, there was much variety in the game of harsh and great times which saw everyone through the game.

★ The design was great, very colourful and amazing to play upon. It was very easy to determine what item or object meant what in the game, and there was a lot going on and to be aware of, which kept all players on their toes.

★ Even if people were getting a game of luck, others can easily catch up by just one slip up. This made the other players feel much more happier about playing it, rather then trudging through the game and trying to make the time pass by.

★ The only problem was that the game was quite unfair with lives. There shouldn't have been a lives system in place, because it makes the game much more harsher then it already is.

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The Other Games
[Game 1] Scaffolding Construction
★ The rules were very hard to understand, there could have been more work to really order and reconstruct the rules a little so that they were more understandable for all players.

★ The toothpicks were very fiddly to use, making it hard to determine who's toothpicks were who's. Considering the game had a rule stating that you couldn't go onto some one else's constructed 'platform', really rendered that rule useless.

★ Some of the power ups that could have been bought in the game were too expensive. Making everyone choose the most cheapest options to make a quick victory (unless, of course, they had a mound of money to spare and used that to their advantage).

★ The character pieces that were added to the game were very fun to play with.

★ The game became very competitive as it progress.  

[Game 2] Pyramid Climb
★ It was hard to distinguish where you had to move about on the board. It was not clear that your movement space was either the big squares in the middle of the path or the boarders which followed the huge path.

★ The cards were not stated properly in the rules. However, with much discussion with the team who made the game, we finally understood their concept and managed to play them with ease.

★ The bricks that needed to be carried around the board were the game colour. This made people confused as to who's bricks are who's. Also, when a brick falls down or lands on a gap, does it fall down with the player or does it stay where it is?

★ The board itself, and its design, was beautifully done. Greatly crafted onto a board so it looks perfect and  made the game feel more hands on and very approachable.

★ There should be more trip ups in the game, instead of hindering the whole team, possibly focus on one certain player with trap cards, or trap areas. This would make the game more fun.

[Game 3] Super Platform Bros
★ Every character in the game has a back story. This really makes the game interesting and brings something like a board game up to the next level, giving character to the game entirely.

★ The rules are told by the characters themselves, which makes the game very interesting to play. They seem very complicated, but as the game progressed, very understandable.

★ The board is very colourful and well made. Graphically, it is very pleasing to the eye, and well drawn out and planned. However, the lines representing boxes are very hard to distinguish.

★ The worlds in the game have their own enemies you must fight, and a boss that you can battle at any stage of the game. There are 3 worlds in total, but 6 if you count the harder worlds which are above.

★ The game had missing rules for the enemies. We had to consult the people who made the game to realise what the enemies meant to the game itself.

★ There is no understanding of platforms.

Sunday 14 October 2012

[RESEARCH] The Difference Between Mechanics and Dynamics

Mechanics and Dynamics seem to be similar in many more ways then one, but they aren't. In fact, they are nothing alike, but always support each other when game play is involved.

★ Mechanics are the buttons, objects, elements and their relationships in the game. It's very self explanatory  mechanics tell the game to feed back to the player when the player reacts to a certain place in the game its self.

★ Dynamics is the outcome of a Mechanic. Depending on what the player has done during some sort of turn of events, determines the outcome of the game play when put into use.

So how about Mechanics and Dynamics put in perspective of games?

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[Game 1] This Is The Only Level
Quick summery of the game: You play as an elephant, getting past each and every stage in more ways then one, but there is only one level.

Mechanics: Using the keys, makes your character move back and forth, investigating different possibilities. You start from at the top of the map and make your way downward to the ending gap where the game then changes its mechanics completely. The mechanics never stay the same.

Dynamics: When each stage is completed the way you complete the game itself really does change entirely. This gives the player more room for thought as to how to move around with these new mechanics. It makes you use your brain more and the hints at the bottom of the screen really rely on your thoughts as well.

[Game 2] MeatBoy
Quick summery of the game: You play as a boy made out of meat, and you are completing each level to save your girlfriend (who is made out of bandages). Unfortunately she gets taken away by the evil Doctor Foetus.

Mechanics: The game is a straight out A to B game. Using your speed to dodge and rush away from danger, and your wall jump to gain height or climb up ledges. Each level comes with a unique system of ways you can complete them, saw blades and other traps can destroy your character and send you back to the beginning.

Dynamics: Each level teaches you something, enabling easy understanding of the much harsher levels to come. The danger zones give you stimulation to reuse the learned steps to progress into the game. The automatic respawn relaxes the player because the game is quite a hard game. Because of this automatic respawn, it makes the player also realise there may be another route they can take to complete the level.

[Game 3] Red Beard
Quick summery of the game: Playing as a small Gnome, you rush around the maps collecting coloured balls to activate certain platforms and get to the end.

Mechanics: The colour balls in the stages activate the coloured platforms, the player has to collect these by just walking through them, but cannot progress into the game without collecting them in order. The gnome can jump around and climb onto ledges to get himself to the end of the game; the 'Goal' post.

Dynamics: This game really works as a puzzle game, you have to find what colour balls you have to collect first to make certain platforms move, and where to so that you can progress upwards into the level. The blockages and lack of passage gives more variety to where the player can traverse, even if it is just going from A to B. It's a game of learning as well. Having certain amounts of balls can determine what happens with a platform.

[Game 4] Super Mario Bro's Crossover
Quick summery of the game: It's Super Mario Bro's with other characters from Nintendo games, with their own powers, just put into a Mario game. 

Mechanics: The mechanics vary because there are many characters you can play as, in general. Each character has their own ability from the game they came from; they are just an import and put into a Mario game. Because of this, their hit ratio, attack or defence could be completely different from another character, rendering them completely useless in some situations and great in others.

Dynamics: Nostalgia. Lots and lots of nostalgia. The characters used in the game could also make people think back to the other games they played back in the day and pick that character to play in the Mario world. This also gives the player another take on the Mario world as they know it. Because each character has their unique skills and problems, makes the world unique also.


Tuesday 9 October 2012

Simple Rules Make All The Difference [SQUARES GAME]

Rules are quite an important thing in Games Design, just because it plays such a big part in game mechanics and how we play the game as a whole. Rules make games; without these rules there is no game to play.

If you look at the rules of making a cup of tea, it resembles the rules of games. You would think;

[1] Grab a cup.
[2] Boil the kettle to a temperature you prefer.
[3] Grab a teaspoon.
[4] Scoop out some sugar to put into the cup.
[5] Grab a teabag and put it into the cup.
[6] Put milk into the cup.
[7] When the kettle is done boiling, pour the water into cup.
[8] With the teaspoon, stir the water.
[9] Use the teaspoon to take the teabag out.
[10] Your tea is ready to drink.

Now that is a standard way of making tea. However, you may think that's an easy instruction list of making tea, it isn't. In fact, the key fundamentals of this list is really hard to spot unless you look at it from a perspective of a person who has never made tea before. This list would be pretty much useless.
How does this resemble game rules and ideas? Rules are the mechanics of games, like previously said, so they need to be said in a more easier way then: "Press this button" or "Jump over there". Is the thought of "how do you do that?".

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Assignment in Class
We were told to make a game based around the game Squares. Squares is a very simple and heart pumping game, but to make it into something else was quite a challenge. We had to use our knowledge of 'simple rules' and make our own game and our own rules of our game so that another could play it. 
I found this quite challenging, because it may be easy for the group to understand it because we discussed the mechanics of it, but some one who wasn't in our group would have found it hard to comprehend. 
To make the rules simple, we wrote the rules so that they were very easy to understand them. Then, we made sure that the game was simple itself, by not making it complicated and full of a lot of details that really made the game much more harder to play and really understand. 
The game we made at the end was a fun symmetry game where all sides were the same layout, and you had to make squares (how many lines you drew were determined by die rolls) and race to the middle of the board.
After we had done that and people had played our game, there was a few hiccups which people pointed out to us, as a group;

★ The game could have really used a much more complex route. A symmetrical board is great, but really makes the game a game of luck because everyone knows the best possible route. We, as a group, could have made different routes, challenging paths, for each of the players so it wasn't so easy to complete.

★ The colour of the pens we provided to play the game didn't really show against the backgrounds we chose for each four corners. We could have either made the backgrounds lighter to make the pen colours more distinguishable against the board. This is really a design flaw, and happens to quite a lot of games. Colours are always an issue, no matter how you look at it.

★ The dice rolls made the game quite tedious, and made the game more of a game of luck (Just like the symmetrical problem, said before.) Maybe the route could have been shorter so that the dice could be incorporated in the game still, or just forget the die and choose another method of going around the board. 

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The Other Games
We then had to examine other peoples games and share our own opinion on them. It is more about realising the mistakes that people had made, and how they can improve on their own game template.

[Game 1] The Straw Squares
★ There was not enough straws to complete the game. They could have helped this if they counted the amount of straws were needed and make sure everyone was supplied with enough.

★ The question cards were a great factor to the game. It made the experience of the game very competitive and fun, which is something all 'board' games need, a little push to compete.

★ The rules were very hard to make out, it took a while to understand the whole aspect of the idea. However, as the game went on, it gradually got easier and the game was much more easier to understand.

★ The game very quickly became tedious. We found it hard to continue.

★ Having the availability to get more rolls made the game very competitive and made us keep going. It was definitely one of the 'wow' factors which made us play for longer.

★ The point system was very hard to understand.

[Game 2] Dungeon Tag
★ The board was very small, and could do with more playing space for players. Having more space could expand the choices of tactics that each of the players could throw at the other players to trap them.

★ Rules were complicated but enough for us to understand completely what was needed to complete and win the game. Having greatly translated rules helps game play.

★ Having a competitive game was key. In the game, it was fun to work together to take down one person, but then managing to take out each other was such an adrenaline rush.

★ The concept of the whole board was very amazing, and was well worth examining. It had various details and great ideas.

★ The figures for the board made the game more believable to be a board game, rather then a paper based game. This gave the game more depth, and some what, a story.

[Game 3] Square Monopoly
★ The duel dice made the game much more harder to play, as it was quite a small board. Replacing it with just a single dice would have given the game much more play time, and made it competitive for all players.

★ The reason for the special squares (Train Station, Bus, etc.) had to do with the game. There could have been more explanation to what exactly they meant. 

★ Rules needed to be a bit more explained as they didn't exactly show how easy the game could have been, which left us hindered as to what to do next.

★ Too much of a slow paced game which seemed to never end.

★ Design of the board was very well done. It was like you were playing a 'board' game because of the quality.