Interaction Brief: Final Self Evaluation
In this project, there has been a lot of things that I have learnt both about my style of design, my way of working, and I have also learnt a lot about the game design fundamentals and how important each fundamental is when designing a game of any type, not just video games. To conclude my project, I have evaluated my board game against the key points in game design such as appropriate player interaction and reducing negative experiences for players.
When thinking about Reducing negative experiences for players, it is necessary to think about things such as limiting run-away leaders and kingmaking. in my board game, in my board game I ensured that objects of which could cause these issues were taken care of, such as there being an even amount of creature pieces so that each player got an even chance of getting a certain piece, the random first dice roll and the use of attacks so players that a re behind have the chance to catch up. Another thing that needed to be thought about was appropriate player interaction, to ensure that there was appropriate player interaction in my game, i added the battling system, this dynamic allows players to have a form of hostile interaction between players, as the rest of the game is passive.
Some more of the key elements that I needed to ensure were looked over were Proper use of luck and ensuring players can make interesting choices. Proper use of luck is important, as it lets the player feel a certain emotion when a random event occurs, whether that emotion be joy, anger or suspense. For my board game, OMEN and treasure cards are the source of luck, and make the player feel a certain element of suspense depending on which card space they land on. Making interesting choices is the way in which player decide to solve a problem, and the amount of choice a plyer has in a game. In Soul Quest, players have a decision as to what part of the board they would like to move along, and whether or not they want to battle players.
Scoring and player incentive is another element that must be thought about before making a game, within my board game, the scoring is made clear through the rules, the main scoring system in my game is the coins, and the soul pieces, players main aim is to gain as many coins as they can before getting back to the kingdom.
In conclusion, I believe that this project has made me have a deeper understanding of game mechanics and game design. If I were to complete this project again, I would make sure that I consider design ideas and the main structure of the game in more detail before throwing myself into the project. At the beginning of the project I only had one vague idea and I didn't really know how I would execute that idea, only as the project went on did I know exactly my idea, and even then I didn't have a really clear idea until my whole physical project was completed. I would also ensure that playtesting was a very regular occurrence instead of just when major changes are made to my board game, this could stop me having to make large changes to my board game half way through the project. All in all I have really enjoyed doing this project and learning a lot of new skills along the way.
When thinking about Reducing negative experiences for players, it is necessary to think about things such as limiting run-away leaders and kingmaking. in my board game, in my board game I ensured that objects of which could cause these issues were taken care of, such as there being an even amount of creature pieces so that each player got an even chance of getting a certain piece, the random first dice roll and the use of attacks so players that a re behind have the chance to catch up. Another thing that needed to be thought about was appropriate player interaction, to ensure that there was appropriate player interaction in my game, i added the battling system, this dynamic allows players to have a form of hostile interaction between players, as the rest of the game is passive.
Some more of the key elements that I needed to ensure were looked over were Proper use of luck and ensuring players can make interesting choices. Proper use of luck is important, as it lets the player feel a certain emotion when a random event occurs, whether that emotion be joy, anger or suspense. For my board game, OMEN and treasure cards are the source of luck, and make the player feel a certain element of suspense depending on which card space they land on. Making interesting choices is the way in which player decide to solve a problem, and the amount of choice a plyer has in a game. In Soul Quest, players have a decision as to what part of the board they would like to move along, and whether or not they want to battle players.
Scoring and player incentive is another element that must be thought about before making a game, within my board game, the scoring is made clear through the rules, the main scoring system in my game is the coins, and the soul pieces, players main aim is to gain as many coins as they can before getting back to the kingdom.
In conclusion, I believe that this project has made me have a deeper understanding of game mechanics and game design. If I were to complete this project again, I would make sure that I consider design ideas and the main structure of the game in more detail before throwing myself into the project. At the beginning of the project I only had one vague idea and I didn't really know how I would execute that idea, only as the project went on did I know exactly my idea, and even then I didn't have a really clear idea until my whole physical project was completed. I would also ensure that playtesting was a very regular occurrence instead of just when major changes are made to my board game, this could stop me having to make large changes to my board game half way through the project. All in all I have really enjoyed doing this project and learning a lot of new skills along the way.
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