Thursday 11 March 2010

Personality Test

Ta-dah, your personality type is INTP!

Introverted (I) 82%        Extraverted (E) 18%

Intuitive (N) 59%          Sensing (S) 41%

Thinking (T) 55%         Feeling (F) 45%

Perceiving (P) 55%       Judging (J) 45%


Monday 22 February 2010

Lesson 6 - Paper Prototype (Experiential Learning Cycle)

Today we created a paper prototype of our game which is the 4th step of 'The Experiential Learning Cycle' diagram which you can see on lesson 4 of my post (Active Experimentation). Although we broke down our game in categories(essential elements) by the games theory which we read, testing our game proved to show that this is also an important step since we found several flaws in our game which couldn't have been done without testing or very thorough planning which still could be wrong such as removing some features like discarding a card and the amount of card in the deck.

The first time we played the paper prototype we found out that the score to win the game was too low (220) so we went to step 2 of the diagram which is reflective observation and analysed our game; what went wrong, what did go to plan and the only thing we detected going wrong was the amount of points to win. Before playing the prototype for the second time we knew that the points had to be increased so we were about to double the initial points we decided but thought that might be too much so we analysed how many points can be earned in total and found out that 440 points was way too much because the maximum points that could be earned was 280 so we decided to go with 260 points to win the game.

After testing the game for the second time (step 4 - active experimentation) we analysed our game again and decided the game was too easy but due to the large amount of cards in the deck, this made getting the combination to win simple so we drastically reduced the amount of card in the deck and decided to remove the feature of discarding cards since it seemed like a useless feature; the feature reduced the amount of trading so people just kept throwing them away and picking up a new card in the deck to get the certain card to place in the gallery.

Step 1 is accomodated with the the play test of the game since you now have a concrete experience of it. Step 3 of the experiential learning is fixing the flaws by adding or removing features of the game so in the group's case we removed the feature of withdrawing cards.

Before playing the prototype we should have reviewed our game with the theory applied on step 3 so that everyone in the team and other people playing understood the rules and choices that could be made in the game and allow us to pick up on things missed out since everyone wasn't sure about how the point system worked such as getting a bonus point when you have 3 cards by the same artist in the genre. this feature should have been explained in step 3 under rules which was not there.

To conclude I feel that the experiential learning diagram looping is important because as said above we found flaws in the active experimentation and reviewing the theory applied to our game; nothing is perfect so constantly reflecting is an important step to designing.

Monday 15 February 2010

Lesson 5 - Step 3 (Abstract Conceptualisation)

Today we went back into groups and reviewed our game concept with the theory to make sure we have met the essential elements for a game so we reapplied the theory of games design to our game design and explained it to the missing member of the team last week which was helpful since reviewing the theory with our game and explaining our game with the theory showed that we knew what we were doing and that we were confident that we have met the specification to making a game.

These elements are objectives, procedures and rules. Below you can see this being applied to our game.

Objective:

Place the collected cards into the gallery to score enough points to win the game.

Procedures:

Start turn

Player can do one of the following:

  • Pick up Art card(only if player has less than 8 card)
  • Pick up chance card
  • Trade with players
  • Play chance card
  • Put Art in Gallery

Add points if gained

Next player

Rules:

Cards (art):

  • Maximum of 8 in hand
  • Can only pick up if you have less than 8 cards in hand
  • only one card can be traded per turn
  • only one card can be placed in gallery per turn 


The game is a 3 to 4 player game and will roughly last for an hour. It will be a board game and you can only do 1 choice per turn, the conflict in our game will be against the players. 

Next week on Lesson 6 we will be building a prototype of our game for others to play as we have read a small document about paper prototypes and the benefits of it for games design such as it can allow the designer to find flaws before building the actual product.



Monday 8 February 2010

Lesson 4


The lesson started with everyone looking at a design process which had 4 steps. These 4 step loops because there is always something you can do to improve a design. However even though the diagram always looped, it can end, only if the client is satisfied with the product.

The 3rd step was what we were looking at today since we have already created our concept ideas so we read a short piece of text which contained the elements that are essential to designing a game and we applied that theory to our game to see if we met all the specifications, if not we would amend our game design. In addition  the team I worked with for the Tate project were able to create a concept idea which met these element theory.

Finally once we applied the theory to our game concept we had to converge our design so we only have one idea to work with and develop; we decided to go with the first concept idea which is the card game.

The game theory being applied to our design can be seen on the next post.

Tuesday 26 January 2010

Lesson 3

We went back into the same group we worked for the Tate project and reviewed the idea we thought of last week and we decided that we were satisfied with our character so we moved onto the blue skies concept which is back to step 1 (concrete experience) since although we created a client by brainstorming the known facts about the tate modern such as the common age range and who goes there, i.e. tourist and art students. We still don't have a game, we have character (target audience) so we had to do the same process as the character except that we are trying to create a game for a known target audience. 


These concept ideas can be found at: http://intheinterestofgame.blogspot.com/

Sunday 24 January 2010

Lesson 2 - RELEASE - Create for Tate

A new group was formed and we had to create a game that could be for the Tate’s museum and gallery shop. The group began to brainstorm what our target audience will be and we chose our target audience which was students from 16+ to adults about the age of 26. We then decided to create a client in which we wanted to sell our game, the profile we created for the person was a 21 years old female called Melody Chord, she’s a popular transfer art student that gets a high family income so she is wealthy and enjoys socialising. After creating the full profile of the client we took into account the personal aspects to decide the type of game which is something that contains interactivity with a group of people such as pictionary. The profile of the client was then read out to the other groups and they gave suggestions to what type of game we could create for this person and now we are deciding what our game should be. 

The first step of creating a client by choosing a target audience and personality falls under step 1 which is concrete experience and discussing our client to other groups should be reflective observation since other people will be trying to find flaws in this process step but no flaws were mention so we felt that this client was a solid idea to build our game upon.

Become a tester

Mario Kart Wii, A great all around game, Nintendo keeps making the Mario kart franchise different in each series by changing the physical mechanics of the game such as how the kart powerslides, the type of vehicles within the game and levels, this makes the Mario kart franchise really good since with each series it doesn’t make you feel like you are playing the same game with better graphics on a different gaming platform. The game is easy to pick up and play at a reasonable level without any sort of training. Nintendo takes advantage with the motion detection by creating a wheel shape controller to allow you to think you are driving in a car but they also allow you to use other controllers such as the pre-generation console, Gamecube, Wii remote and the classic controller which connects to the Wii remote so this game allows you to play with which ever controls comfort you. 

The game is a fun casual action packed racing game suited for family and friends, there is also an online mode which allows you to play with random people around the world, even if half the people are very competitive, you still have a chance of winning with the luck of items from better players slowing each other and the less skilled players catching up with items that can attack players in first place. Although this game is a casual game, there is still level of competitive play with the online time trial rankings and mini competitions held twice a month.