Sunday 15 March 2015

14. Duodecim Scripta


Duodecim Scripta

This game is not complicated but i found a number of things i do not like about the game. One thing is the game is luck with like a little bit of skill overall i fell this is not a challenge as the game is then out of your control. My next point is that the game was predictable but you could do nothing in certain situations to stop this from happening (what you have predicted was going to happen) oh look it happen oh well lets keep playing sort of attitude when playing the game.


The aim of the game is to try and get all your pieces off the board but once you have played the game about 4 times you are  probably a expert at the game and would like to stop playing it. 

 The game board has 12 rows you work your way around the board from top to bottom which would be top right to bottom left. stacking your pieces as you go around the board. Once again i am left looking at a game which i don't like and senet just screams at me a game which is great but overall i can see why we have to look at these games to find out whats good and bad about then so when it comes to iterating these games in the future we know what to do and what to change because all 3 games i have played have there problems. Its up to use as game designers to fix these games and make better ones.

15. : Hnefetafl


Hneefetafl

(The King Game that's what i call it)

Hnefetafi is very similar to Tablut. The objective for the game is to capture the king this will be what the attackers our aiming for so they can win the game. The other player will try and protected the king and they must try and get the king to one of the four corner so they can win the game basically the king is in trouble and needs help.  
The people attacking i find have a harder time playing and i feel as thought the game is unbalanced and the attacks our going to have a hard time getting that king stuck.

There is a total of 24 pieces on the board the king starts in the middle of the board.


Pieces all move in the same direction horizontal and vertical, but can not move diagonally. The pieces can only move one square at a time on the board or they our blocked by another players piece. Once the king starts to plan his escape and has moved a square players can then kill the king but only if the king has moved.

Overall i did not like this game and i am finding it hard to even write about this game and the way it works 
is unbalanced and the best way i can put it up with a different game but the same problem is a game called...

Counter Strike Globe Offence this game if unbalanced NO NOT THE WEAPONS in the game, i am talking about the two sides in this game counter-terrorist and terrorist the maps in the game can help out one side more then the other this can be called "heavily Counter-Terrorist sided" or "heavily Terrorist sided" depending on what side you our playing overall i think this game could relate to this but there are ways in the game of CSGO you can stop this as you have freedom of control but n Hneefetafl you our stick with the same movement every game a problem.

13. Overall Senet


The Game of Senet

This is the game i will be editing thought my course work and so this is a very important game.
Overall the game of Senet is my favorite game out of the Three games we have been mainly studying. Therefor there will need to be a lot of studying for the games history.

 One of the oldest known board games. Which was discovered in the Ancient Egyptian times around (3100 AD) and was very advanced for its time. Only the rich and higher class people of the time would be able to play this game or even own a copy of the game. The Egyptians would like the games so much that they would even try to take them into the afterlife with them requesting that when they die that they go in the tombs along beside all there other favorite possessions. Once the tombs where found more than 5000 years later board pieces ether fragments or full pieces have been excavated from the site and put onto display in a museum or stolen by people along the way though out time by grave robbers never to be discovered or never properly understood if found again later in time as they would be away from the original game set. There was never any records of the rules being discovered for the game when excavated most likely because the game was written on a fine silk cloth material which would have deteriorate over the years leaving nothing more than dust and fine granules also if the rules where still intact they would be written in Egyptian hieroglyphics so still today no one know how the game could have been truly player unless very well interpreted. Other than the fact that there was hieroglyphics on the walls of the tombs potentially saying how you could have play the game this is basically it for the Egyptians trying to tell us the rules. This is the same for the wooden game board unfortunately just completely rotted away only the outlines of the board edges remained for the archaeologists to see later on. Therefore there was not much we have to go on for the history of the rules and how the spaces on the board my have truly been. On the other hand there obviously has been a lot of reaches done into this and we are a lot more advanced technology today then 5000 years ago so understanding the rules was entirely possible but this can just never be proven that these are the correct method of play just reconstructed methods.

Overall i feel the game is very competitive when playing and its the best out of the three games. There is nothing quite like this game...



16. My Design Document (Now Updated To Full Doc)

Ben Greenhalgh

Design Document

Game Design Overview

After editing and evaluating a chosen board game of my choice (Senet). I will now be showing how my past thoughts and observations can come together to properly form this new board game giving it a new twenty first century feel and name “Prosperity” this new recreation based off the original game of Senet has a number of different mechanics and dynamics which I have spoken about before. I will not go into long detail about the specifics on how the game works when played, as this has already been covered thanks to the last assignment. The main concentration therefore will be put into the design mainly only concerning the board, board-pieces and the movement mechanic e.g. Dice. The design theme throughout the game will be a “Egyptian” theme sticking to a set colour pallet and then speaking about why I have chosen to pick this design or these colours and backing this up with some research and possible references throughout the design document.

Gameplay

The game will be played until all 7 counters have made it to the end of the game board. Overall there are a number of different squares at the end of the game which can dramatically change the game play significantly which means the game can therefore be played strategically and players will adopt a number of different strategy ideas when playing the game which also means that the game can be very hard to predict and forward motion can be therefore judged by the other players but never properly understood like another game like Cludo which is a very popular game using mainly hidden information but you can also strategically predict player movement in my game as there are limited movement pattens within this game. Overall its the end squares on the game board which can change the game giving the player who is not doings so well the advantage to came back giving then the player in the lead a real struggle to hold this lead and giving the player in last place the hope of a come back into the game because the last thing a developer would like is a player giving up on the game because they think they are to are far behind. Human contraception can destroy a game if the player feels they are left out and there is no way they can continue and they are not enjoying there stay in the game then your game becomes obserlete. On the other hand the player in the lead my not like the last squares on the board everyone is then engaged in the game play ever hoping they can come back into the game if they can get past these end game obstacles and win the game.

Unique and Iconic Features

Most iconic Feature of the game is the number 7 Used to represent the Dice (7 sided Dice), the number 7 then being lucky and changing the game play as the number seven has its own rule different from the other numbers and there are 7 pieces which you move around the board and once all 7 pieces have been made it to the end of the game “The last square on the board” you have won the game or lost depending on if it was you that got all 7 to the end of the game and it was not your opponent. The overall board lay out is another iconic feature of this game using a futuristic feel of a once past game changing the old rules and making them more interesting in the present day. The last 7 squares on the game board the “special squares” have unique effects on the game which is another use of the number 7 within the game. Basically when I was planning the game I started with the simple idea of how can I change the game using the number 7 to represent everything making this the unique point about this game and overall this could be seen as the unique selling point of the game from a business point of view.


The Dice Design

The dice in my game is a pentagonal prism (a 7 sided dice). This will be a all black dice with white number text showing on every side apart from the side with the number 7 this will be shown in gold text as this has major significance to the gameplay when rolled . This is a game changing number on the dice and the best way to show this is may option was to change the number 7s text colour. Overall the dice design I very much like and is defiantly a iconic feature for the game changing the traditional D6.

Image of D7 (Pentagonal Prism)

Board Design

The game board will have 2 holes where you can place your marbles so there will be 2 holes per square where you can fit your marbles nicely into place per square there will be 30 squares in total 10 in each row with the last 7 squares the board being the effect squares where you will have to read up in the rules on to what effect have changed the game for that player who has landed on the square. Even though this is not the best way to help the game progress within the game mechanics. After much research into the board design I have come up with a nice simplistic design which still sticks with the overall theme of a Egyptian style feel when playing the game. Each square will have its own unique patten representing as much as possible the meaning of the effect on the game play e.g. I have landed on the 2 squiggly lines which the player can then work out means river and therefore have this in the memory so if they land on this again or another player lands on this they can go right I know that effect without having to look at the rules because the symbols are set in such a way that the player remembers the effect because they are so iconic and no two symbols are the same so this then playing on human philosophy even though in my game there will be no squiggly lines there will be bold Egyptian symbols.

The 7 Symbols which will be on the last 7 squares (E.G. 27 = Square 27 on the Game Board.

26 27 29
28 23 20 15

(Image of where the symbols will be on the board)


(Image of what the Board design should look mainly using the Light Orange Squares)

Game-Piece Design

My overall vision of the game piece is that they are strategically appealing for the playing and fit into the overall mechanics of the game. The game pieces will be marbles which will be able to slot into the game board. This has a subliminal message and the colours are set to represent the fact of this subliminal message, players should be able to expect independently the fact that these colours go with the game and should not have to question why they are blue and gold coloured marbles as they go with the theme. The subliminal message is the fact that the gold marbles represent the sands of the Sahara Desert and the blue marbles represents the water of River Nile. This is then player 1 and player 2 game pieces and these pieces will slot into the game board so the marbles don't role around. This one hundred presents in my opinion makes the game then stand out as I think is hard to think of another game which uses marbles as game pieces to move around the game board which can then be slotted into place around the game board.



Asset List

What is in the Game Box

  • 1 Dice
  • 1 Game Board
  • 14 Game-Pieces (7 gold and 7 black)
  • 1 Rules sheet

Appendix

Starting the game (First Turn) Roll the dice to see who goes first (higher number wins first move in the game)
How to win (When the game ends) The player who makes it to the end of the board with all 7 board pieces is the winner.
Setting up the game All 7 counters need to be placed on the game board and should go in cosponsoring order of gold marble square 1, blue marble square number 2 and so on going one after the other On the first 14 squares on the board.
Sequence of play Players take it in turns on movement using the dice in the game until they land on the last 7 squares of the game board which could change the movement sequence of the game depending on what you land on as they all have there own different effect of play.
Player Movement Players move around the board from right to left is a “S” shape. Movement is up to the player as they can chose what piece to move out all 7 of there pieces but is depending on there dice roll for specific movement amount e.g. 4 rolled = one marble moving 4 spaces you can hop other marbles which does not count as 1 movement space but can not hop 2 marbles next to one another e.g. B,G,B,B (G = Gold cant move because B = Blue has two in a row)
The Last 7 Symbolic Squares These squares all have there own Unique effects
Square Numbers 15,20,23,26,27,28 and 29


Square Number 15 sets the players piece back to one of the starting squares but gets to have a extra turn rolling the dice. (Sacrifice another game piece to get another piece further forward)


Square Number 20 is a safe spot and players cant hop over this space if a player is already in this spot but they can only stay in this spot for 1 turn if forgotten and the opponent calls out that they have been in the spot for more than one turn the this piece is sent back to the starting squares.


Square Number 23 When you land on this square you can steel the lucky number 7 dice role from your opponent but only if they rolls the lucky number 7 you can stay on this square for as long as possible unless a effect from another square moves you.


Square Number 26 this square gives you protection of this game piece and can not be effected by other square effects.


Square Number 27 this square allows you to swap 2 pieces around but there must be next to each other and must be the same colour for the swap to happen (no swapping to a open space there must me a strait swap of two different game pieces)


Square Number 28 this square lets you swap any piece on the board with any other board piece. e.g. (Swapping square number 8s board piece with square number 20s board piece)


Square Number 29 This Space is the last test before making it to the ending last square you must role the dice 3 times and call a number e.g. 3 you keep rolling until you get the number, if you fail to get the number then you must stay where you are and your turn ends if you get the number you may proceed to the last square.


The Number 7 Dice Roll If 7 is rolled on the dice you get to roll again and your opponent loses his next turn (So 3 rolls in total)
How the Game Ends When All 7 of your coloured Pieces reach the end of the board (The last square and then this means you have won Prosperity)









Mood Board






10. Notes, Photos, Sketches


Overall Notes and Plans

Being in the workshop was fantastic and a great opportunity to develop my skills when creating games. The day was great ideas where flying about the room. The games which we where coming up with was taking shape and we had some great movement mechanics ideas for future game development as well as our game on the day. Which then leads me onto....

David Parlett (Legend of Games)

That is right hold the phone the man himself David Parlett was there giving us his inside gaming knowledge. This was almost to must to be hold and i was very existed to say hello. He loved talking about racing games and loved showing us racing games overall and the way they work. He also had other things to say about board games and different ways you could create great games if you put in the time and effort and i was 100% writing notes on his magical wisdom looking around no one else was writing notes missed opportunity if you ask me but i was loving it getting down all these notes for future development and i know deep down i my heart that these prize notes will help me in the long run and gave me a number of ideas for future games and settings within games.

You can learn a lot from visit days when someone comes in, so it is always worth going in.


Found an image which looks like last years or even 2 years ago of the David Parlett visit interesting.



4. Journal Articles/Bibliography Parts


Extended Bibliography Articles

3 Books 

Brathwaite, Brenda, and Ian Schreiber. Challenges For Game Designers. Boston, Mass.: Charles River Media, a part of Course Technology, (2009). Print.

Koster, Raph. A Theory Of Fun For Game Design. Scottsdale, AZ: Paraglyph Press, (2005). Print.

Schell, Jesse. The Art Of Game Design. Amsterdam: Elsevier/Morgan Kaufmann, (2008). Print.

3 Contributions (Great Contributions)

Bourgonjon, Jeroen, Kris Rutten, Ronald Soetaert, and Martin Valcke. "From Counter-Strike toCounter-Statement: Using Burke's Pentad as a Tool for Analyzing Video Games."
DigitalCreativity 22.2 (2011): 91-102

Colby, Rebekah Shultz, and Richard Colby. "A Pedagogy of Play: Integrating Computer Gamesinto the Writing Classroom."Computers and Composition: An International Journal forTeachers of Writing (CoC) 25.3 (2008): 300-312

Gunter, Glenda, Robert Kenny, and Erik Vick. "Taking Educational Games Seriously: Using theRETAIN Model to Design Endogenous Fantasy into Standalone Educational Games."
Educational Technology Research & Development 56.5/6 (2008): 511-537

2 Journal articles

Ip, Barry, and Gabriel Jacobs. 'Quantifying Game Design'. Design Studies 25.6 (2004): 607-624. Web.

Browne, Cameron. 'Evolutionary Game Design'. SIGEVOlution 6.2 (2014): 3-16. Web.


A book Tree showing what books are recommended by other books using them as references. 
So a lot of Contribution Lines all Game Design Books and where the contributions are and what books there in.


Game Design Books



12. (NGJ/OGJ) Illustrate and Support


New games journalism/Old game journalism

This blog is to show that i understand what New game journalism and Old game journalism is but also mainly finding out which one is better and explain my decision overall. As someone who has done Media and going back in time to the media subject when i was asked by Eddie "Has anyone done Media" or this my have been Rob cant remember and did not say anything because i did not hear the question properly had to ask someone what did Rob or Eddie say i was to late and people had moved on but anyway i have so should be ok with this one.

New Game Journalism

This is the newest Journalism applied to games. Which is a form of writing and organisation. This form is normally a artistic style of writing. This is then open about authors and contributors. Which is unlike old Journalism using strict set ways to contribute that journalism. Media is therefor effected by having new factors around Journalism meanwhile media will then have to adapt to keeping up with these new changes in whatever field. If its Journalism then mass changes will then effect the media if there is suddenly popularity thought out Journalism. The Digital Age has been the biggest thing ever to change the media which has also changed Journalism from old to new as a new age of technology and computer with certificated capabilities as made Journalism you could say easier in some areas.

With the new form of Journalism thanks to technology and changing events in the world so came the fancy new names/classifications for Journalism.

“participatory journalism”, “grassroots journalism”, “citizen journalism” or “crowd-sourced journalism”.


Old Game Journalism

The classic days of the print press and journalism in its basic form. Good old pen and paper and the type writer also the black and white inc printing rooms. Whenever i think about old Journalism i think of the classic Sherlock homes Coat and Gangster Shirt and Tie with the classic 1930 hat and there just has to be a cigar. No just me. ok. Anyway going to post a image of this so you know what i am thinking when it comes to stereotyping the old Journalists. Anyway basically cant think why some people like old Journalism sound like a lot of work as new Journalism is a bit easier. Overall you could say writing about games in the past would have been a lot easier but as for technology and computer writing that's just not possible yet. Games in the past would have been more board games and digital games where no as populate only the rich corporate bastards would have these expensive digital early consoles to play game on and we are talking very rich. Until digital technology has developed more prices will then start to drop. So the most documented games for journalism would have been board games the next big game like monopoly. As we are talking about the same time TVs are just being developed.

There he is old Jack working his ass off for the next big story for the daily bugle.
Around this new game called clue.


Overall i would have to say i like the factors about new Journalism to much even though it was fun searching up about the old ways of writing about games.