This week was a bit different from my previous
weeks, as we did not have to do 2 board games as usual, which began to turn
into a habit (our group had designated Thursday afternoons and evenings as ‘board
game Thursdays”). This week, we had to turn any of the listed video games from
the Atari era into a board game, as well as redesigning the rules of Liar’s
Dice.
The
video game we chose to turn into a board game was Paper Boy, which is a fairly
unique game that involves the player playing as a newspaper delivery boy who
receives a customer list and a certain number of newspapers. The player must
then deliver the newspapers to customers on his/her list, while avoiding
certain dangers that could hold you back. For our game, we used most of those
components, and added a few of our own. Players do the same thing in our board
game, where they receive a customer list and a certain amount of newspapers,
and they must deliver it to their customers. Players will roll a die to see how
many steps they can take that turn, and must land on a particular address in
order to deliver the newspaper to that customer. There is also a newspaper
factory, where players can get 5 extra newspapers when they pass through it,
similar to passing ‘GO’ in Monopoly. There are also tiles with a question mark,
which causes the player who lands on it to draw a card, similar to the ‘chance’
cards in Monopoly. These cards have the ability to affect your progression
through the board, as it can hinder you, change your customer list, and even
make you lose newspapers. All in all, this game was fairly fun, and proved to
be an accurate representation of the video game, with several extra twists to
it, which made it more interesting to play.
For
the second part of our assignment, we had to redesign the rules of Liar’s Dice,
after discovering the positive feedback loop. Our group had defined the
positive feedback loop as the fact that making a bet with the dice has the ability
to make bets go higher and higher, which then goes even higher, and can cause
players to win and lose big. In order to alter or remove the positive feedback
loop, I proposed that players should have the ability to bet on a face value
that isn’t just equal or greater to the current face value, but also lower. I had
also thought of the idea that there should be an extra “neutral player”, which
would just be an extra cup with 5 extra dice, in order to make the game more
challenging, as players also have to account for the random neutral dice. During
our play tests, these changes proved only to prolong the game, which did not
affect the positive feedback loop.
For
my game design discussion this week, I will talk a little bit about the video
game Final Fantasy XIII-2, which I have recently purchased and player for hours
on end. This game is a direct sequel to Final Fantasy XIII, which was also very
fun. The gameplay mechanics for FFXIII-2 are very interesting, as players have
the ability to use paradigms, which can be shifted very quickly, and anytime in
battle. These paradigms are basically classes for each of your 3 characters,
and can include commando (heavy damage dealer), ravager (spellcaster, also
increases the chain link on monsters, allowing them to be staggered easily,
which allows players to do extra damage to the monster), and sentinel (tank),
which are the default classes your characters start with. A unique aspect to
the sequel was the fact that players can obtain, use, and upgrade monsters to
use as a 3rd member of the party, since you only get to use 2 human
characters in this game.
Here's a short video on how the battle system works:
Here's a short video on how the battle system works:
That’s all for this week, stay
tuned for more game design discussion next week!
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