Setcha’s Blog











{January 28, 2009}   Challenge #1 -play testing-

During play testing I got a ton of feed back! The girls playing my game, and the ones watching all gave me ideas that I had never thought of. One in particular that I had thought of was the layout of the game board. I went through a few different versions of the game board to make it more readable but I found that even the one I decided to go with still wasn’t good enough. Some idea’s I got about fixing it is by maybe changing the colors of nuetral space so the player new when they had to go up instead of continuing all the way around the board. I thought that maybe I should also make the arrows bigger or add glitter or something to catch the attention of the players that their colors need to follow their respective arrows, also explicitly  including this in the rules would help. There were also several idea’s that I need to make clearer in the rules, like only one army man can be moved per dice roll, as many of your own army can can occupy the same spot as you’d like (but if you lost a duel, they’d all be sent back to start),  you cannot place a bomb on a space that is already occupied or the finish space, and if you land on a space with one of your own bombs you can choose to relocate it. Other idea’s were also generated. One idea that we implimented right away was that all three army men had to make it to the finish instead of just one, this made the game alot more interesting and challenge, it added more of an element of stratgy instead of just race to the finish. Also the first time the game was played there was no duel because the army guys never crossed paths, Prof. Monnens suggested that an army guy of the opposite color start a few spaces away from the others start possition, forming a blockade (ex. if you are blue, there would be a red army guy standing in your way two or three spaces from your start position, forcing you to duel, or move your guy that is positioned in front of the red’s start position) this also added a new element to the game that, I thought, really improved it. While game play there was an issue with playing rock-paper-scissors, so the option of play duels and deciding who goes first should be a choice for the player, either rock-paper-scissors, or a dice roll. I like rock-paper-scissor better because it adds a more combative, strategic element to the game, but the option should be availible for those that don’t like this and prefer the luck of the roll. Another new idea that was thrown out when the players continued getting sent back to start by their enemies bombs was that if you land on an enemy bomb square you can de-activate your enemies bomb. This also adds more strategy to the game. A technical idea that was throw out there was finding a way to hold the pom-poms down to the board because they kept sliding around, and the players weren’t sure what spot the bomb was on. Also making each square bigger and the same size was a suggestion for clarifying the game board. All in all I got a lot of feed back and really enjoyed the play testing. 😀

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deserthat says:

Stephanie,

Glad you got some good feedback with which to work on your modifications! You are incredibly amazing and add all kinds of detail to your posts. Let me see if I can give you some feedback:

For the game board, it might be easier to tell where to go by placing the arrows directly on the spaces (either on the top and bottom or through the center). You could also add visual elements of a blue or red character pointing in the direction you have to go.

For the pom-poms, you could glue a piece of cardboard, construction paper, or the like to the bottom to help keep it from rolling. Having a sturdier playing board could also help (you could just tape the board you made over the corners an existing game board as a quick fix).

I agree that the Rock-Paper-Scissors model is more fun than a dice roll. Dice are used in strategy war games – they produce a colder, mathematical side to war. RPS, on the other hand, has that playground aesthetic that is suggested by the pom-poms, plus it has the psychological battle played out between contestants trying to outguess each other.

Also – the blockade idea actually wasn’t a rule that I suggested to implement, but rather a scenario to set up and test your dueling rules! But if it made the game more exciting to play, then maybe it was a good rule after all!

Remember too that you can bring the game in for testing on Wednesdays if you really want to try the idea out again. I think you could continue working on this to add it to your portfolio. Did you put any thought into the visuals, narrative color, and symbolism?



setcha says:

well the colors I chose were blue and red because they are opposite colors, I really didn’t think too much on symbolizim, except that the pom-poms look more girly, butthe army guys are more masculine. I was trying to bring the two groups together by using the girl part to destroy the more boyish part. I also wated to bridge the gap between war games, because even though in my game you can destroy your emeny, you don’t have to, and they will always come back because you can’t acctually kill them. Thanks for all the feedback! and yeah, the blockade thing did make it more interesting and I like the twist it adds to the game ;p Thanks again! and I will bring it in after I implament some changes! (probably next week) I’ll tell you before hand 🙂



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