Group 7
Maegen Ketchel
Maritza Barragan
Group 8
Maegen Ketchel
Maritza Barragan
Cold War Spies
Cold War Spies is a hidden
roles game where the players take on the roles of guests at a diplomatic party who
must come together and uncover the secret KGB agents that have slipped into their
gathering with a plan to assassinate a diplomat. Players must persuade, lie,
and vote on who they believe is the KGB agent while maintaining their own
innocence as the diplomats. If the KGB agents are able to kill one diplomat
they’ve succeeded in their mission and have won the game, but if the CIA agent can
protect the diplomats and manage to kill a KGB agent they will have won the
game and live to see attend another party.
The
biggest problem encountered was the lack of a clear starting objective for the
players who all expressed that they did not understand where or how to begin
the game once they had initially set up. They had their role cards and knew the
main objective, but they couldn’t understand how they were supposed to figure
out which player was what with no contextual advantage given as a jumping off point.
Much of them expressed a desire for more roleplay elements to be introduced so
that it allowed players to build up a persona while playing which in-turn could
allow for them to catch each other in and out of lies regarding their role.
Another
suggestion which we have decided to implement in the next playtest is the
introduction of character gestures which each role card would have to allow
players the ability to try and discern who is on their team and who might just
be a KGB agent. Such gestures could be touching their nose, brushing back hair
or grabbing their ear, or even leaning forward. While concerned with how adding
such things might hinder replay ability, as veteran players could easily spot
out which role is which simply by remembering which role can do what, one
playtester suggested there to be varying amounts of gestures listed on each card
so that there was both variety and a level of challenge to the game. We
brainstormed the idea of giving diplomats roughly 4-5 different gestures, some
of which might be shared with the KGB agent who both have the same gestures as
there are only two agents in the whole game, and the CIA agent only has a list
of one gesture that each diplomat has so that it provides a level of challenge
for the CIA who has to pick out who to protect and who to kill.
Another
idea we thought about was that the players were only able to choose one of the
provided gestured during each round, so that the players would have to choose
wisely so that the CIA agent could pick them out without confusing them for the
KGB agents who are among them. This would give the game more replay ability since people would make difference choices each round and thus change the game each time it was played.
As a whole, we evenly split the amount of work we did. Since the game originally was my idea, I wrote up the rules and made the first iteration of cards for the game while my partner wrote up the procedures and was able to print the rules and procedures for the playtest. During the playtest, I took many of the photos while Maritza wrote down the notes and comments of the players while they played, later then digitized the notes before submission.
Group 8
Maegen Ketchel
Malek Almarshoud
Peaches
playtest 2
Peaches
is a roleplaying game based around the difficulties of owning and tending to a
peach farm. Players must work together to overcome the challenges faced by peach
farmers by managing their resources and working to reach a full harvest to win
the game! This game’s intended audience was 15-20-yearolds who fill the
Achiever Player archetype, as the core mechanics of the game are to overcome various
levels to win the game, and enjoy chance-based gameplay, as the challenges are
randomized, such as other titles like Oregon Trail and Mountain of Madness. This
game is meant to pull players into the real world struggle farmers face to
reach a full harvest while also being challenging and fun!
Taking
the input from the first playtest and implementing a few of our own, we added a
board to help give players a better visual of how the game was to be laid out and
to guide them through the intended flow of the game. The board itself was not
difficult for me to put together as it was mainly just meant to be a rough
guide to how the game was set up and help guide players through the game play,
which from our observations it achieved as many players immediately were able
to set up and get into the flow of the game without needing clarification or
aid from either developers. This was a much needed improvement to help with the
game flow as it seemed both groups had this trouble with the first prototype,
so it was satisfying to know that it did help make the game easier to
understand. Moving forward, the board could have more visual elements to just
make it more attractive and perhaps add more to the immersive quality which, as
a roleplaying game, it was meant to have.
The
main feedback we received from the last playtest was the need for resource separation
which we did implement in the second prototype. Making the cards, for all three
categories, was more labour intensive than the board itself as I didn’t have
access to a printer and had to write down the details on the cards as legibly
as possible so that players could read and understand what they needed to do. The
separation of resources made the game much easier for players to understand and
work with within the game itself as each were clearly listed and did not force
the player to keep count of what resources they had on each card as the first
iteration had. The main problem with the cards that out second playtesters
noted was that they weren’t reading the dialogue on the card itself and only
focusing on the resource they needed to discard to overcome the challenge which
took away from the games roleplaying aspect and left them not feeling as
immersed in the game as it was meant to be. Moving forward, I think it would be
more effective if the cards forced the players to read the dialogue by putting
the resources necessary to discard within the dialogue, such as saying “you
need to build sand fences using 2 soil and apply 4 fertilizer to the areas that
have suffered from erosion”. This might help to give the players a more
immersive quality which they felt was lacking in the game.
All
tasks for this iteration of the game were completed with relative success as
all the elements we learned needed to be done from the first iteration were
implemented for this prototype and did affect the game. As this prototype was
meant to mostly test the game’s core mechanics and immersive qualities, the
pieces did lack a visual element which would have made them more attractive,
but I believe that it helped the game as it didn’t distract players from the
mistakes or problems which the game had. This meant the game had to work as a
game without being pretty and ultimately it helped us to understand what would
need to be refined to make it a more solid game.
Group 8
Maegen Ketchel
Malek Almarshoud
Peaches
playtest 1
playtest 1
Our randomly generated game genre was a roleplaying board
game based on farming with a targeted audience of 15-20 year olds. We took this
idea and after a bit of research came up with an idea based around team based resource
management as a way to overcome common obstacles farmers, specifically peach
farmers, face daily; our inspiration for such an idea came from other
roleplaying games like Mountain of Madness and Oregon Trail. The premise of the
game was for the players to survive and overcome these challenges together
using their accumulated resources until they managed to reach the end of the
game or, known in game, as reaching harvest.
Problems we encountered during the playtesting phase
mainly stemmed from our last minute struggle to get a physical game in which to
test as we spent so much time trying to focus on core mechanics that we
ultimately didn’t manage our time well enough to include actually building a
game. Even so, we did manage to get a roughly put together variation of our game
together which allowed playtesters to hone in on the problems which my partner
and I had with the core elements of the game itself.
Much of the feedback we received centered around the
combined resource cards which proved to make the game harder to navigate as the
injury and event cards specifically would call for a single resource which then
left the players to remember what resources they had or had used rather than
simply allowing for them to discard used cards when necessary. The idea to separate
the resources into their own cards, i.e. much as a deck of cards are, was
mentioned from both playtesting groups and was a mechanic we began to toy with in
preparation for the second prototype.
Another problem facing our game was that there was
little reward involved and that once players had become caught in a losing turn,
they continued to lose resources rather than finding a way to get them back so
that they could win the game. This became more concerning as it meant that the
game didn’t have much appeal as it seemed too challenging and didn’t reward the
players for playing and overcoming the obstacles in place. This led to a
continued debate on whether to keep the game completely players vs. game or to
implement a player vs. player element to the game which would allow for players
to sabotage each other via holding out on resources or forcibly losing an event
card just to give the other player an injury card.
As a whole, the process and task completion was fairly
split betwixt both my partner and I as we collaborated via google docs in order
to complete the assignments we were given and discuss our ideas for the game as
a whole. For moving forward, I think narrowing the scope of our game ideas
would have helped in the development process as that was our main failing in
this assignment and focusing more on the formal elements instead of moving into
the dramatic elements with only an idea and a few rules.
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