Note: Play, itself, can’t be designed. What we can do as professionals in the field of game and toy design
Note:
Play, itself, can’t be designed. What we can do as professionals in the field of game and toy design and/or scholarship (that means writing and publishing stuff) is design for the possibility of play to happen. We are creating what is needed to facilitate a play experience.
Social Play
Part 1.
Write down your theme from the Design Project: Object Play Experience, Parts 1-3 assignment in Part 1. Using what you learned about Social Play re-evaluate your theme and deduce what part of your theme and symbology might be particularly relevant to a game designed for Social Play. Write down a social play benefit that is aligned with your own theme and symbology.
Part 2.
Discover more about Serious Games by reading these articles: https://www.growthengineering.co.uk/serious-games-that-changed-the-world/Links to an external site.
and https://grendelgames.com/five-game-changing-examples-of-serious-games/Links to an external site.
Pick two of these games that align with your own theme and symbology and write about the connection you see between yourself and these games.
Then write a backstory for a serious game (300 words or so) using your theme and symbology.
Part 3.
Play the cooperative game SAIL. It is a two person game so you need one other person to play with. This is where you can purchase it for about 24.00 USD.
https://www.amazon.com/AllPlay-Sail-Board-Game-Players/dp/B0CF361DKF?th=1Links to an external site.
It is important to play this game so that you have first hand knowledge of game mechanics for a cooperative game. Journal your play experience and reverse engineer the core loop. Write down the experience of the cooperative trick taking game mechanics that really made the game fun for you.
Pro-TIP
What is a core loop? The core loop is the element of the game that players remember most frequently or engage with most often. The core loop comprises the most basic kinds of actions that players can take. The core loop is both a simple design as well as the most difficult design problem. The basic core loop should show, in a simple manner, the main actions that users have to do in order to progress in the game.
The core loop should be able to be represented with a chart or a bulleted list of what the player will do over and over again. It will be very, very, very simple. For example the core loop for “Mega Man” would be Run, Jump, Shoot.
For my classes, I do expect something a bit more though. Depending on the class, I will have asked you to create game mechanics that push the core loop into something more unique. I will often ask my students to create NEW game mechanics. I am looking for you to encode MEANING in the MECHANICS and in the core loop ITSELF. Here is a really good video from someone who understands what I am getting at: https://youtu.be/KkdPxZbUNSwLinks to an external site.Watch it if you are confused about my expectations.
Since students are prone to use Chat GBT in an effort to discover what the core loop for their game is I have already done it for you. It is in the following table. DO NOT USE AI to figure out what the core loop is for the game you are playing. Really play the game and write down the main actions you are taking for each turn and/or puzzle. Playing games and reverse engineering their core loops is how you will learn to design a really good core loop.
DO NOT USE this AI generated core loop. When you play and use your own brain you will discover that a core loop is much more simple and interesting than what AI thinks it is.
The core loop of a cooperative trick-taking game involves several key stages:
Hand Distribution: Players are dealt a set number of cards or a hand from the deck. In some games, players might have specific roles or abilities that influence card distribution.
Planning and Strategy: Players discuss and strategize based on the cards they’ve been dealt. This phase often involves communication and collaboration to determine the best course of action or the optimal cards to play.
Trick Taking: Players take turns playing cards according to the game’s rules. Each round or trick might have specific conditions (e.g., following suit, playing high or low cards) that players need to adhere to.
Achievement or Completion: Players aim to achieve a certain objective, which could involve winning a certain number of tricks, reaching a specific total score, or fulfilling a cooperative goal as a team.
Evaluation and Adjustments: After completing a round or trick, players assess their progress and adjust their strategies based on the outcome. This may involve discussing what worked well, what didn’t, and how to improve for the next round.
Repetition and Progression: The game continues through multiple rounds or hands, with players refining their strategies, communication, and understanding of the game mechanics to achieve the ultimate goal.
Game Completion or Resolution: The game concludes when players either succeed in meeting the game’s objective or fail to do so within the specified conditions. There might be a scoring phase or a final assessment of the team’s performance.
Throughout this loop, effective communication, coordination, and strategic planning among players are crucial for success in a cooperative trick-taking game.
To Turn this assignment in:
Upload a word document or pdf of your answers to Part 1, 2, and 3. Google docs will not be accepted. You can save a google doc as a word doc to turn it in here.
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