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Saturday, 10 November 2012

WHAT'S MINE IS YOURS: FINAL BUILD

       The play testing notes turned out to be invaluable when rebuilding the game. I got so much feedback both directly and indirectly that I managed to highlight flaws in the game that dramatically refined the game. However, this is not to say it's still perfect. Even so, the final build of "I Do" is below - excuse the rotation of the image, I went to the moon and back to try and get this picture facing the right way.


EVIDENT CHANGES

    To begin, I shall discuss the most evident changes in the board's design. The first change I must explain is the card area and the money sections. Due to the new rules revolving around the cards, the middle of the board  now has multiple sections where the multiple cards are kept. These cards are ordered from top to bottom and in size of importance to the player(s).

    Also, the money sections have now been placed around the board where the players would sit to make cash handling more convenient and to prevent any issues with the game's pace - it's a long game as it is. 

    The second additions I must explain are the directional arrow and the labels on the different sections. Firstly we have the arrow. Due to confusions when playing the first build, players suggested having an arrow that points in the direction the players should move their components in - hopefully this will be a successful addition. In addition, I have added labels such as the "Team One" and "Player One" to make the board a little easier to understand, as players did not understand what area was dedicated to what on the first build.

    Finally the last main alterations to be mentioned here are that the size of the board has been doubled so that the board is easier to play on and the presentation of the board has been refined.

MINOR CHANGES

    There are two changes on the board that are only noticeable when compared to the previous build - one, there are less blank spaces and more plus, minus and luck spaces available and two, Life cards have been added into the mix to add variety and answer the demand for more cards in the game.


    All in all, I believe the board game itself has come leaps and bounds from it's initial sketches - this is a resultant of the goal change. The game is now more fun, allowing the players to focus more on the entertainment rather than the calculations. However, regardless of this vast improvement, the game itself is a concept I have begun to regret, as the serious ideologies of engagement are not easily translatable to a game. This misfire however is not the concepts fault, but my fault. A game like monopoly sounds boring on paper but it has gone on to be the most successful board game of all time, thus, it's the mechanics that are the problem. This is not to say the game is not a success. From the final play test I had no notes or criticisms from any players, which in itself must mean 'What's Mine Is Yours: I Do' is a success.

NEXT POST: ASSIGNMENT 3: PUZZLE IDEAS

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