Monday, October 6, 2014

Post 3: Digital Game Lab



You Have to Burn the Rope
<click image to play>
http://www.kongregate.com/games/mazapan/you-have-to-burn-the-rope

    This game was a little underwhelming, but I suppose that really was the point. I think that the main purpose of this game is to satirize a current trend in video games (giving the player rewards or praise for completing a simple task). This game is actually un-losable (you can't die) and overly instructed. The game tells the player exactly what they need to do, and then gives them a badge for doing it. This is not a fun game, but it is a great piece of satire.

To Build a Better Mousetrap
      <click image to play>   
To Build a Better Mousetrap
   
      This game is a resource management style game. You have to balance the amount of money that you are spending with the amount you are gaining. I like that it doesn't give you any instructions, just visual clues and feedback. It forces you to learn how to play while playing. I think that this game's mechanics are used well to make a statement about capitalism.

Don't Shit Your Pants
<click image to play>
Don't Shit Your Pants

    This is a fun little game. It is a text-based "survival" game where you have to figure out how to not shit your pants. I personally enjoy text-based games because they force you to use reasoning skills rather that spacial skills. 

This is the Only Level
<click image to play>
http://armorgames.com/play/4309/this-is-the-only-level
  
     Just like the title says, there is only one level in this game, but the level has multiple stages. What makes the game interesting is that with each new stage, the game's mechanics change. One stage you move with the arrow keys, one stage you move with the mouse, one stage you cannot jump, and so on. Even though there is only one level in the entire game, the changing mechanics make repeatedly completing the same task difficult and fun.

Super Puzzle Platformer 
<click image to play>
http://andrewmorrish.net/?p=254

    Super Puzzle Platformer is an interesting game that is a mash-up of two types of games. You control your character in a way that is similar to platformer games, while dodging and destroying blocks in a Tetris-style puzzle environment. It's amazing how well these two game styles work together to make a simplistic yet exciting game.
 

Thursday, October 2, 2014

Post 2: Paper Prototype

  
    Forewarning: Blogger did not save over two hours of work on this post so I am angrily rewriting the majority of this.

    Over the course of two weeks, I developed a prototype board game. The game consists of two opposing thieves who compete to steal gold from a bank and return it to their respective get-away vans. Meanwhile, the cop, a non-player character is on his way to the scene of the crime. Players must return to their vans before the cop arrives or else they are arrested and keep none of the gold they have collected. 

  The game was developed in a series of three development/play sessions. 

Session 1

    For the first prototyping session, I worked with another classmate to develop the basis for my board game. At the beginning we had no idea what to make, but we knew what we had: poker chips, dice and paper. Contemplating brought us nowhere, so I drew a board with a circle in the center that looked like this


    We decided that in the middle there would be gold that you could collect. This would be done by ending your turn on the center tile. Movement based upon a die roll seemed to make sense, so we used that. I reasoned that gold is heavy, and therefor each gold you carried would be a -1 to you roll. This is one core mechanic of the game that remained all the way through to the final iteration of the game. To score gold, it needs to be returned to your side.
    Next I wanted to add some player interaction, so I added a stealing mechanic. At this point, the stealing mechanic was rather unrefined and needed a lot of changes. Stealing could occur anywhere on the board, even stealing from opponent's scored pile was allowed. Scoring was successful with a single round of Rock Paper Scissors, and would take all the gold that the opponent was carrying, with no consequences for losing. This made stealing too overpowered and really the only decent strategy.

Session 2

    Before play testing my prototype again, I made a few changes. By this time I noticed that the game was basically bank robbery themed, so I called the center tile the bank, and placed a get-away van at the players' starting positions. I realized that the game needed some kind of end point, so I added a non-player character, the cop. The cop would move one space closer to the bank with each player's turn. Once the cop arrived, anyone not safely back in their van would be arrested and lose all their gold.

  
    I wanted to balance the stealing mechanic, so  I removed the ability to steal from the opponent's van, and I made a successful steal only worth one gold piece. This helped to make stealing less overpowered, but during the class play session, I noticed that stealing would still occur turn after turn after turn.

Session 3

    At this point, I finally got the stealing mechanic right. I made stealing only possible while in the bank, and I created a negative consequence for failed attempts. On a failed steal attempt, the opponent can roll the die and move you in either direction, dismissing the weight of gold you are carrying. I also changed the winning conditions from a single round of Rock Paper Scissors to best of three. With these changes, the mechanic actually became fun and properly balanced. 
    Then, I realized that there needed to be a way to drop gold in case you ended up carrying too much to move. I added the ability to drop the entire amount of gold you are carrying, which would make it available to the opponent. I set the maximum carry limit at three gold tokens. These changes made new strategies possible. Then I made the bottom four spaces near the van red, meaning it was not safe to leave gold there. If the cop arrived and gold was in a red space, it would leave a trail of evidence to your van, resulting in arrest. Two blue spaces were added closer to the bank, where it would be safe to leave piles of gold, but which were further from your van, and closer to the opponent.

      
    Lastly, with many new strategies possible, the play-time needed to be extended. I changed the cop's movement from once every turn to once every round. To make the end of the game more exciting, I made the cop's movement starting at space 21 be variable. Based on a die roll, he would move either zero spaces or two spaces. To ensure at least one winner at the end, I made the cop arrest only the closest player to him. With these changes, the game actually began to be fun. I'm happy with how it turned out.