Group 3
Blog Post 2
For this post I will be sharing information about how our whole Iteration process for our group went. Along with some key details we came across in our game design process and some damage control. I will begin with a little summary of our game and what we were tasked to do for this Unit's assignment.
Summary
For our game we were tasked with modifying the classic game solitaire. So, in our case we decided to do something that would not make the game derivative of its natural form and made sure that its core fundamentals were still there. We landed on making a change revolving around the sequences in which the cards are stacked at the very end, with a twist that you could also potentially use Queens, and Jacks for starting a pile wherever you had a blank or empty spot on the table. These were our core modifications.
Target Audience
Moving on from the point of creating our game modifications we had create an experience for our players by knowing who our game was going to be played by. Once we knew what kind of players we were more or less focusing on. We could potentially alter our game so that it could have the aspect of flow in it. For example, if we created our modifications that would completely take away from the core of classic Solitaire, we could have made the game quite confusing or frustrating for a person who either has never played solitaire before or who knows the game by heart. On the contrary if we took the game solitaire and only did some minor changes or modifications to it, it would cause for a player to easily get bored and loose interest. Having said that we knew that mainly our target audience for our game would be people who were already familiar with the classic game solitaire. So, we decided to create some changes that would cause players to have a similar but different objective in the game so that we could have a different take on solitaire. Subsequently while we thought everything was running smoothly, we did manage to reach some areas in our game design process where we might have gone wrong and perhaps needed some more looking at. These however were crucial moments in our game design process that would amount to making a huge difference at the end of the whole process.
Problems Encountered
One the main issues we encountered was perhaps during our playtest in class itself. We found ourselves sitting there explaining to the other group that was playtesting our game how to playtest our game. Initially we let them try and figure it out but then we started noticing that the more and more they read our rule sheet the harder it was for them to understand. That isn't to say their playtest of our game went horribly wrong it just slowed things down at first and resulted in us having to verbally tell them our objective of the game. Seeing this happen in our playtest also allowed us to see where we went wrong in our Rule Sheet. We could have easily spotted that our rule sheet was missing crucial information that would have resulted in a much more influential way to our players. Something so small but it did manage to recall our attention to it. With this we had some damage control to take care of
Overall
The whole process of game design for Unit 1 went fairly well. All my group partners including myself had fun exploring the game development process. We found ways to form ideas into a creative way to express them through our game. Established responsibilities on who would work on what and where. Gave creative feedback on differences we had and overall achieved success by working as a team.