Vu 4 [HB comments] (1)

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Dec 6, 2023

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"Game of life" is a notion that games are designed within the moral and strategic simulation tradition. This essay will describe our game design in Game Lab 1 and apply the concepts of "life is a game" to the practical experience of our board game design process. In Game Lab 1, our group design's name is "Marble Clash." It is a 1v1 board game with the primary goal of letting the marble roll to the finish line. The winner is the one who has the highest score. To begin with, our first idea of this game came from a classic type of game: the Plinko. However, we want our design to be different and renovated. Therefore, we came up with the idea of a board game box containing customized obstacles and a unique board with holes in every grid to pin the obstacle pieces. Each box will have two boards and two sets of obstacle pieces. Each player will be able to set up the board for the others to challenge, with a limited time of one minute. They can either make it easy or difficult for the other, but the main goal is to have the best strategy for themselves. The board also has two walls on two sides to stop the marbles from falling out of the play zone, and there is a gutter catcher on the bottom side, also known as the finish line. The novelty of our design is the fact that the opponent players must be the ones to set up all of the obstacles, and they are the factors that mainly of your winning, since if they try to make the obstacle difficult and set it up more complicated, you will have lower chances of winning the game. The disadvantage of our design is that it may limit the target customers. Since it is dangerous for young children below the age of six 6 to play this game with a tiny marble, it is tedious for teenagers above twelve years old to play this game due to its simplicity and small range of obstacle types.
One of the other designs that impressed me is the "Horror Street." This game is also a simple board game with the general vision of rolling the dice to pass the "horror" path with many challenges. The rule is straightforward to understand and absorb and suitable for a group of players. They have their theme for Halloween. However, the most exciting part is their card design. They have the "challenging" card with many exciting dares and questions. For example, "Text your ex or dumb your head in the water for five minutes". They have succeeded in selling this design since they set their target demographic to teenagers - who will enjoy these "challenging" cards. In the next iteration of your game, I will make my design to have a particular theme or add a story to it. Therefore, it may attract kids from 6 -15 years old. For instance, any popular game themes or famous movies that may attract kids. The marble will have a specific appearance, and the board will be decorated to align with the themes. I will assign more interesting and funny factors to my design. The point system must be changed, and the players are more encouraged to play. The law should be more restricted in order to not have the opponent players make it impossible for the other player to get the marble to the finish line. There will be more complex types of obstacle pieces and a bigger board so that this board game can attract children above twelve since they will have more room for creativity and imagination. Considering my design within the tradition of moral and strategic simulation and the concept of the "game of life," I think that our game consists of four factors that may emphasize the concept of the "game of life". First of all, our game modelizes models the fact that people have to suffer many problems, which is unpredictable. One of our game's most important rules and significant development is that players can not cannot customize the obstacles by themselves. If they can, the game could be so easy and will have no fun. Instead, players have to face challenges set up by their opponents. Therefore, they will have more curiosity and cannot earn
full of the players' experience that we want customers to be involved in. The act of letting others set up all the challenges for ourselves can be related relatively to the concept of the "game of life". This is the preparation for our lives. In our real world, we have to face many difficulties and challenges. Everyone has to suffer problems that they can not expect. They are unable to control what will happen in their lives. This is similar to the idea of the obstacles being customized by other players in our design. Secondly, our design is a combination of a construction game and a battle game since we can build the obstacles freely, and we have to compete with the other players to earn the highest points. Our design helps players to enhance their imagination and creativity, as David Gauntlett mentioned in his writings of LEGO, "invited people to build in metaphors everything in metaphors" (Gauntlett, 193). Our design is one of the best ways to improve problem-solving skills and enhance critical thinking as players have to find the most efficient strategy for themselves. It is a place for the spatialization and visualization of imagination and creativity. Moreover, our game allows players to have many options and choices. Players can have their own strategies and any paths that allow them to get the highest points, which is similar to the concept "life is a game" that Jill Lepore wrote: "The journey of life is governed by a combination of chance and judgment," (Lepore, 39). Specifically, having a suitable strategy plays an important part in winning the game since you must have the best choice in which paths you may take to have the marble rolling to the furthest destination. Milton Bradly also mentioned this idea in the process of creating the "The Checkered Game of Life" board game to be the "game of destiny checked by strategy" (Bradley, 39).
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Finally, take "The Checkered Game of Life" as a comparison. Instead of the design of each square containing moral or spiritual teaching, our design refers more to the players' emotions, which may lead to many consequences in winning or losing the game. More specifically, if a player gets angry and not patient, they will lose the game. High frustration levels can lead to impaired performance, as players may make inefficient decisions and lose focus. It is the same situation when players get too excited and will be less cautious and uncontrollable when rolling the marble. This state of emotion that may occur in our game is a reflection of the reality of our lives. People have to be in a balance between both positive and negative emotions. Otherwise, they will get into trouble and face difficulties. In conclusion, our design - "Marble Clash," embodies the "Game of Life" concept, illustrating life's unpredictability and the necessity of strategy, adaptability, and emotional balance. This board game, while providing entertainment, also serves as a metaphorical tool, mirroring the complexities and challenges happens in life and highlighting the importance of problem - solving skills and the balanced state of emotions as preparation for life. Works Cited 1. Guantlett, David. The LEGO system as a tool for thinking. New York: Routledge. 2014. 2. Lepore, David Jill . The meaning of Life. New York: The New Y y orker . Print. Annie, Thanks for your good work on this fourth paper, which is the first one that corresponds to our game labs. As I explained in class, the fundamental purpose of the assignment is to reflect on the relation between theory and practice in ludology. More specifically, the paper posed two questions. First, what did you learn from the process of
conceiving and pitching your game design, and from your peers’ designs? Second, how can you place your own design within the context of games that simulate war or morality? In order to answer this second question, you had to show some understanding of our readings and class discussions, where we traced the evolution of games and simulations from ancient forms like Chess and Snakes and Ladders, to tabletop war games like Das Kriegsspeil , to contemporary video games like America’s Army and Spore , to construction games like Minecraft. As we navigated this varied history, we also considered, in a larger sense, the ways that games convey values and emulate life. For example, Lepore’s essay suggests that “life is a game,” or rather that there’s a whole tradition of games, including The Checkered Game of Life , the more recent The Game of Life , and The Sims , that simulate life choices and, to some degree, aspire to offer players guidance on the larger game board of real life. Because I already sent your team a detailed assessment of Marble Clash last week, I’ll focus my comments here not on your design but rather on what you learned from it. In general, I encourage you to treat this paper and subsequent ones as continuations of the design process we started in the game lab. If we had more time to follow the design process through all the necessary steps that Schell describes in The Art of Game Design , your brief pitch would be the starting point for improved versions of the game. In this sense, your critique here is constructive, as it looks ahead to further iterations and a playable prototype. To this end, you propose several possible improvements to Marble Clash , including enlarging the game board, adding more types of obstacle pieces and marbles, and maybe making the graphics less abstract. As my earlier assessment suggests, I agree that these changes could improve on your game’s core mechanics and make it more fun for more players. You also take some good inspiration from your peers’ design, as you note in your discussion in Horror Street. In the second part of your paper, you apply our readings and discussions to Marble Clash by drawing some productive connections to Lepore’s essay on moral simulations and Gauntlett’s essay on LEGO construction play. As my comments suggest, I think you show particular insight in imagining a marble rolling through an obstacle course as an allegory for moving through a life full of challenges. Here you show me new meaning in your proposed design that I didn’t see in your initial pitch. Although I’ve noted a few questions and corrections in my marginal notes, I’m impressed not only by the design you managed to conceive and pitch in only two days, but also by your ability, demonstrated in this paper, to realize some of key ideas from our seminar in an original creative work. I look forward to our second lab this week, when you’ll have three new team members, including two of your peers and an AI. I remind you, finally, to communicate efficiently with your peers during the process. Generous collaboration is essential to successful game design, as you witnessed in your own process in the first round. Keep up the great work!