4/04/2017 Quota Post Mortem- James — Intro to Game Design

Intro to Game Design

CIM 310, Spring 2017
 Quota Post Mortem- James

Brainstorming

After being assigned with the game I came up with the idea of creating a board game where you would move a character onto tiles of different colors, and the color of the tile determined how many points you would win or lose. I originally conceived a single path that consisted of orange (negative points) and green tiles (positive points), as well as five yellow tiles (bonus points). The goal would be to get to the end of the pathway to end the game. After consulting Harris, he came up with the ideas of using cards and dice to determine how many points you gain, eliminating point losses, and the ability to move in any direction. I subsequently came up with the idea of having yellow spaces represent 10 points and that they can only be used once.

Above: The game board prior to Playtests 1 and 2. Purple is the start; red is the end.

Playtest 1

The first test went well, and no recommendations were made by the guest players.

Playtest 2

Playtest 2 was a repeat of Playtest 1, with no recommendations by the guest players. However, a recommendation was subsequently made by Professor Tran, that there be more variation in movement. I subsequently changed the board into a maze/labyrinth (the game’s name was changed to Maze and then to Labyrinth during this time), with a configuration partially inspired by a maze project I had done in EEN 118 last semester. But aside from the board change, the rules remained the same.

Above: An image of the final game board. Green is the entrance; red is the exit.

Playtest 3

Due to an illness, I was absent on the day of the planned third playtest. However, no changes were recommended that day.

Conclusion

Overall, this game was highly successful in development. The idea was well received, and aside from one minor recommendation by Professor Tran herself, there were virtually no issues with is at all in the eyes of the guest players. However, given my experience with the first game I developed with Ithan, Quads, perhaps this was just a lucky hit for me. If I had to say what should I improve from this experience, I would say that I should improve my attention skills. The recommendation from Professor Tran should have been obvious to me from the beginning, as 45% of the original game board was empty space. This should not be the case, and it isn’t the case even for the game that I alluded to in mind for that incarnation: Chutes and Ladders.

Above: An image of the Chutes and Ladders board, for reference.

Given that Game 3 is fast coming up and it, without doubt, should exceed the complexity of Games 1 and 2, I should take time to actually look at examples made by real board/card games as opposed to just visualizing them in my head. Should I do that, I should have no problem completing Game 3 successfully.

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