Ari Thinks: Article Read and Mysterium

Reaction to the article:

Keeping in mind I have not Played Fall Out 4 or Witcher 3, I do have to agree on the overall idea that the article presents. The concept that violence and combat systems being heavily reliant on the narrative drive of the story is a bit redundant. The author did bring up Bloodborne, a game I so lovingly adored over the summer of my sophomore year. I never realized how right they were about the battle system and always resulting in violence was the only way to advance or push forward the narrative plot. Bloodborne had a lot of fun times, but it was only because it was calling to my more crazed and violent tendencies. There was not much about a passive or an alternative way to complete missions without having to fight. The author does keep out of the article that there are many different types of players and sometimes there are players who would prefer a challenging battle over a peaceful mission. But when building an environment and a “life like” world is what makes a narrative game more engaging. There is a good and bad. A reward and consequence. It becomes engaging when you realize that what you do really makes an impact on what is happening around you and how the story will progress. Bloodborne did have a hint of a reward and consequence in it, but it only test whether you were blood thirsty and decided to kill an NPC (the doll for example) and then miss out on certain things or missions (not being able to level up any skills at all throughout the rest of the game because once they are dead, they are dead forever.) But games where you do have control and the choice of a passive or aggressive action and has a reward or consequence really does make a big difference in designing a player experience.

Mysterium:

Game Mechanics: The game mechanics work on people playing their roles. Ghost or the Psychics. And the ghost communicates to the Psychics about their death. A sort of who-dun-it kind of thing. And the goal is to interpret what the ghost is trying to tell you though the cards they give you. It took a bit to get into. And we didn’t get into the end phase of the round, but it was fun while we got to it.

how important are the player’s decisions to the story’s outcome: The player’s decisions heavily depend on the progression on the story and the game. So if the ghost or the psychics cannot properly convey their opinions and “visions” productively, there is no progression in the game.

How satisfying is the overall experience of the game: Overall, for what we got into during class it was pretty fun. It took a while to understand the long set up and the how to play, but I feel like once we get into the whole thing with playing a full 2 rounds it would get really fun.

what changes would I make to improve the overall story: Not really sure. We didn’t get to the “end game phase” and I didn’t really understand it when I read through the rules, but I feel like this game is heavily dependent on the end phase.

Ari Thinks: World Building Contest Idea

Idea: Battle of the Worlds!

The contestants will not be informed of the battle. This will be announced at the end of the designing phase.

Each team has a good amount of time to design and create a world of any theme or style.

The teams can create worlds with societies, life, resources, systems, transportations, and any other special life featured needs.

Restrictions to designing a world:
-Cannot make world invisible
-No black hole or massive destructive force feature. (Self exploding or big bang energy creators
-World must be stationary in it’s universal space.

After the Designing Phase is over, the teams will stand in their spots of designing and the battle is announced. And teams will have a shorter amount of time to devise a plan that will help them attack other planets, and defend their own.

(Example: Team A has a planet of kittens and kitten societies. Team B has an all water utopia. Team A can attack Team B with deadly kitten bombs and take their kitten space ships with claw missiles to bombard Team B. But Team B could have a hydro cannon and drown the kittens in water. And Fish spears.)

The battle phase is technically a very hypothetical battle where the teams will have to come up with a set of moves or defenses to use on their turn. (The battle phase is a turn by turn kind of deal. And the battles can be done tournament style or an all out brawl [If all out brawl, each planet can only attack one other planet at a time.])

The Team who cannot come up with a believable situation on their turn is out!

Each turn is about 5 minutes.

LET THE WORLDS DUKE IT OUT IN AN ALL GLORIOUS BATTLE

-Ari

Ari Thinks: Game Design is Hard.

4 Things I Wish Someone Told Me About Game Design 3 Years Ago

As someone currently trying to develop her own game. I’m sat in front of my project and still trying to design a good experience for the player. Trying to tell a story that will get them involved and confused. But I’m always going into the mechanics and the story to make sure it’s saying the right things, making them feel what I want them to feel. Although, I’m stuck still on pre planning, as a Graphic Design Major, my classmates just think I’m being entirely unproductive. Wanting full visuals when I can’t even set the idea in a good enough position to design things. It’s just hard. I’m a noob, what can I do?

This article really helped settle me in mind about designing a game and reminded me that it’s not going to make sense to non gaming Graphic Design students who think games are easy.

I appreciate the reminder that I have to step back and start with pen and paper, and that games are about the experience and people playing them. Not just game.

The foundation example he linked in the article is also a pretty good first step.

Making games is hard. Especially story based games. And I’ve always been too shy to talk about my ideas. But I’m going to keep going and not give in to the stress… and senioritis. HA