Today, we were able to play our board game with the guests that Professor Parks had invited. Similarly to the card game project, we were able to receive feedback from professionals. Through three game plays with the professional game designers, we were able to receive a lot of feedback. There was a lot of constructive criticism given and plenty of compliments on the game. Some suggestions that we were told and realized after the play tests were that the coin bonus should be removed and replaced with a different mechanism. This would be allowing the first place player and thereafter to gain a coin every turn after they reach the finish line. This would be an incentive for people to get to the finish line as fast as possible. Our first play test involved many people idling and moving backwards to collect more coins instead of finishing which made it seem as if first place finish was pointless. Further play tests proved this to be a great feature. In addition, we implemented a discard hand feature which allows a player to discard all the cards in their hand and replace their hand with the same number of cards. The player would also use up their turn with this and have to wait for their next turn to make a move. This addition also proved to be a great mechanism that made players more satisfied with the game. Other critiques include the clarification of crossovers and the direction of forwards and backwards on the crossovers. We also received plenty of compliments such as the successful and unique adaptation of the iPhone/Android app into a board game, the mechanism of moving another player, and the quality of the project. Throughout the experience, we were able to receive feedback from professionals who provided many different opinions on the game. We felt some games played better than others depending on the people who played and how much they were into it which influenced the opinions of the players and guests. However, it was a great experience once again and made our efforts seem rewarded.
Over the past week, Derek had finished finalizing and laminating the movement cards, Phil finished finalizing and laminating the special effect cards, and Ray had gotten a colored and laminated final board and adhere it onto chipboard that was ordered. Although the board game required a lot of work, time, and over $100, it was well worth it as we had learned elements of collaboration and created a successful board game.
Wednesday, April 25, 2012
Wednesday, April 18, 2012
Week 5
Today, we had completed two play tests of our board game. Again, these two play tests were crucial in narrowing in on specific game play flaws and adjustments that would need attention. Suggestions from classmates include:
-consider adding a trading mechanism
-drawing each turn should only be applicable if you have less than five cards
-2 actions must be done
-coins should be able to regenerate
-more coin spots
-catch up mechanism
-mechanism where if you make another player collect a coin, you do also
As group discussion will follow in the next few days, we plan to determine what aspects are in need of change. Derek also included that we should add a card space on the board where the card decks will be placed. Another kink that arose in the last play tests were that the spaces with fire and tree branches had the same effect (moving backwards two spaces). We decided we would change this so that the fire would have the same effect but the tree branch only moved a player back one space. In relation to the ability for coins to regenerate, we decided that a turn counter would be made for next week. In addition, we will discuss how we can solve these problems. As for the final project, we will print the design of the board game in full color in 18x22 and adhere it to a chipboard. The chipboard will be cut into fours to allow for easy transportation. We will also create a box and polish the final cards for the final presentation. Although we had believed that all of the problems were figured out from last weeks play test, a second and third round of play testing with different play testing reveals that it is necessary to conduct further tests with a different group.
Edit: We decided that coins will not be removed after someone lands on a coin spot. This will take out the need for a turn counter and will add a catch-up mechanism as players behind will still be able to rack up coins. In addition, a trading mechanism will be introduced where a player can request to trade on their turn.
-consider adding a trading mechanism
-drawing each turn should only be applicable if you have less than five cards
-2 actions must be done
-coins should be able to regenerate
-more coin spots
-catch up mechanism
-mechanism where if you make another player collect a coin, you do also
As group discussion will follow in the next few days, we plan to determine what aspects are in need of change. Derek also included that we should add a card space on the board where the card decks will be placed. Another kink that arose in the last play tests were that the spaces with fire and tree branches had the same effect (moving backwards two spaces). We decided we would change this so that the fire would have the same effect but the tree branch only moved a player back one space. In relation to the ability for coins to regenerate, we decided that a turn counter would be made for next week. In addition, we will discuss how we can solve these problems. As for the final project, we will print the design of the board game in full color in 18x22 and adhere it to a chipboard. The chipboard will be cut into fours to allow for easy transportation. We will also create a box and polish the final cards for the final presentation. Although we had believed that all of the problems were figured out from last weeks play test, a second and third round of play testing with different play testing reveals that it is necessary to conduct further tests with a different group.
Edit: We decided that coins will not be removed after someone lands on a coin spot. This will take out the need for a turn counter and will add a catch-up mechanism as players behind will still be able to rack up coins. In addition, a trading mechanism will be introduced where a player can request to trade on their turn.
Wednesday, April 11, 2012
Week 4
Today, we play tested with various group members from the class. Throughout the testing, we were able to receive a lot of feedback that will help us polish the game. Although we were expecting many changes to be brought on, we were pleased with the results. Some of the changes and advice that we were given were to:
-change the coin bonuses
-implement wild cards
-adjust the paths/steps to make the journey more perilous towards the end
In addition, other aspects that we were already planning to fix up for the final version is to print a full colored poster either bigger or the same size and to laminate/polish the cards. We already ordered character pieces which are four colored pieces off of ebay and coin pieces (gold buttons) so hopefully they will arrive ready for next week. We will also plan on the final presentation of the game in terms of aesthetics in addition to a final box for the board game. The play testing has brought to our attention many different aspects of the game and points of views that we will use to improve our game.
-change the coin bonuses
-implement wild cards
-adjust the paths/steps to make the journey more perilous towards the end
In addition, other aspects that we were already planning to fix up for the final version is to print a full colored poster either bigger or the same size and to laminate/polish the cards. We already ordered character pieces which are four colored pieces off of ebay and coin pieces (gold buttons) so hopefully they will arrive ready for next week. We will also plan on the final presentation of the game in terms of aesthetics in addition to a final box for the board game. The play testing has brought to our attention many different aspects of the game and points of views that we will use to improve our game.
Thursday, April 5, 2012
Week 3
On Wednesday, we made major improvements to our game after play testing it. Phil had brought in the effect cards and Derek brought in the movement cards. Aniesh came later and produced the board. After we began play testing, we realized plenty of things would have to be changed. By the end of the play test which could not be completed all the way because of the challenges we encountered were signs that our game needed improvement but that it showed that these improvements had produced ideas that would make the final product very intricate. The changes we decided to make are as follows:
-Add tree stump/move back steps on the board
-Changed the starting card amount to five cards
-Took out default move one step rule every turn
-Added the ability to do two actions per turn in addition to drawing a card
-Decided on color coded character pieces to easily identify characters to movement cards
-Decided on higher movement cards
-Decided to raise the boost step card
-Made movement cards less value
-Made the outside paths with more coin values
-Created "duck" cards where players can dodge certain setbacks in the movement deck
In addition, we were able to come up with more ideas for the final design of the board in terms of aesthetics and planning for printing production. Ray began starting the design of the layout of the board game via Photoshop. In addition, questions to clarify the Douglass Printing process were asked and further roles were assigned to each member such as the creation of new cards, new board layout, and the gathering of other materials. We were able to accomplish a lot during this class because of the play test.
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