After developing a board game in groups of two to practice, develop and polish our understanding of traditional games, we have been given the conclusive assignment of developing a board game that encompasses the theme "What's Mine Is Yours" independently. Instantly, the idea of engagement came to mind, not through excessive research, but from personal experience - what else encompasses the idea of sharing or team work than a relationship?
From this initial idea, a few crucial details are clear;
- The game must have 2 or more players.
- Team work is a crucial mechanic.
- Players must either take or give something to each other.
- Win/ Lose scenario depends on success of using this primary mechanic.
From these foundations, I can gradually build the prototype before initial play testing, then encompass criticism and finally, polish imperfections - the hardest task I'll face will be balancing the mechanic that allows players to give (or take?) without making it too rewarding or punishing. When the players are punished, how will they stay in the game? When they are rewarded, how do they face a threat? Are there disincentives to team play? These are the questions I'll need to answer when building the game - once there are answers (solutions) to those questions, is the game balanced? If not, it will be a matter or tweaking the game's individual working mechanics so that the game works as a whole (whether good or bad) rather than as a collection of failed ideas.
NEXT POST: WHAT'S MINE IS YOURS: BRAINSTORM
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