Players: Two-four players can play my game.
Game title: Look Out
DOSSIER FINAL PROJECT
As my game is semi-digital, there will still be physical materials that will be used for it. This aspect of gaming is critical as they are addictive to play around with and touch. Even though digital games can manage time, having ‘funky’ objects add flavour to the game experience.
Regarding the materiality of tabletop games, Melissa J. Rogerson, Martin Gibbs and Wally Smith argue that although modern boardgames are increasingly being played on digital devices, physical games remain popular, with many users choosing to engage with a game in both its digital and non-digital form. Miniatures players value the material aspects of the gameplay experience: tactility, noise and spectacle (2016, pp. 3956-3957). Therefore, by my game being semi-digital, it can be appealing to contemporary audiences.
Game materials and actions are correlated. According to Christopher Moore, actions are the things that players can do in a turn (2020). Picking up/drawing cards, moving counters, flipping the timer, using the tablet/ipad/smartphone to answer the puzzles are the actions involved in my game.
Playing a game can be made more challenging and exciting when you are being timed. I thought of adding a three-minute timer to make the game a little more competitive and interesting. I’ve also added this material so that it saves time; sometimes players can take a long time when solving a question/puzzle and in order to not waste time, a timer should be added. Any player that is unable to solve the puzzle within three minutes will not move up spaces on the board. This idea can create thrills, relating to the second narrative act.
Any of the game players can flip the timer when they are about to solve a puzzle. I decided to add a three-minute timer as I believe getting one minute to solve a puzzle isn’t enough time. Players should receive enough time to solve these puzzles, some of which can be tricky.
Christopher Moore states that one of the primary characteristics of board games is the concept of the turn. A segment of the game in which predefined actions can occur (2020). As stated, my game uses a timer so that all players can take their turn simultaneously.
These are the ‘funkiest’ objects from the game and can be fiddled around with, adding enjoyment to the game experience. The counters in my game will be bold, bright and colourful, adding a kind of ‘playfulness’. Since my game tests visual-spatial intelligence, the counters in my game will be based on that. These include: a paintbrush, pencil, camera, map and a house.
The specific reason as to why I am including those counters is because, according to Annie R. Hoekstra, individuals with a strong visual-spatial intelligence tend to be artistic, fluid with ideas, creative with their hands, develop an eye for photography and much more (n.d.,p. 4). For example, since individuals with strong visual-spatial intelligence can be artistic, I included a counter of a paintbrush as that is associated with visual arts (painting).
Movement is also one of the most common board mechanics (Moore 2020). My board game will involve a board divided into spaces (squares) and moving the counters between them. There will also be question mark symbols on some of the squares and when players land on them, they will randomly pick up a chance card.
In my game, movement will be determined by the chance cards and puzzles from the app. Placing the counters on the board physically will make the game experience more exciting, rather it being in digital format.
The start and end of the board will be labelled with a ‘start’ and ‘finish’ respectively. Prior commenting the game, it is vital to understand the game rules, propose strategies (all of which are part of the first-act) to win so players can “approach the second act with confidence…” The end result comes when the first person to reach the end of the board does; that player is the winner. This is the third act where “all the system and structures come together for the final resolution”. (Moore 2020).
According to Christopher Moore: “Decks of cards provide game designers with multiple ways to construct ways for events and actions to occur in a game” (2020). The chance cards in my game consist of ‘bonus’ and ‘danger’ cards. Four of the cards are bonus ones whereas the other four are the danger ones. Players won’t know what type of card they picked up until they flip it the other side and read what it says.
In my game, the bonus and ‘danger’ cards will be “…sufficiently randomised to add elements of chance” (Moore 2020). These chance cards are convinient as they add suspense and thrills to the game, making it a positive gameplay experience. They also interrupt players and change the flow of events. The chance cards will be shuffled up by anyone to add fairness to the game and mystery.
Bonus cards include:
- Receive an extra minute to solve the puzzle
- Receive clues for the next three questions from the app to solve the puzzle
- The next time you pick up a ‘danger’ card once, transfer it to any other player instead
- If you solved the puzzle on time before the others, move up five spaces on the board
Danger cards include:
- Deducts a minute to solve the puzzle
- If you are the last player to solve the puzzle, go all the way back to the start
- Go back three spaces if you are the last player to solve the puzzle
- The next time you pick up a ‘bonus’ card once, you are not permitted to use it
If a player doesn’t land on the chance symbol and they solve the puzzle correctly (the first person to do so), they will move up four spaces on the board. The player who is the second person to correctly solve it will move up three spaces, third will move up two spaces and the fourth will move up one space. This applies if there are FOUR players.
If there are TWO players, the first person to solve the puzzle correctly will move up four spaces and the second person to solve it correctly will move up two spaces.
If there are THREE players, the first person to solve the puzzle correctly will move up four spaces, the second will move up two spaces whereas the last will move up one space.
These cards can be associated with the second act and this is where “twists, turns and happenings” occur. The ‘danger zones’ and ‘rewards’ situated on the boards can add turns and happenings.
As previously stated, my game is a digital hybrid board game similar to Alleswisser. Games in this family require by designed, the use of an electronic platform, such as a smartphone, alongside the physical components and pieces on a tabletop (author unknown n.d.). Simone Mora, Ines di Loreto and Monica Divitini state with the development of desktop PCs, arcade games, and game consoles, digital computer games were created. Board games then received the opportunity to be translated through this new medium ( n.d., p.2).
Prior playing the game, players must register so that they can connect with opponents. Through the app, users will find out whether they solved the puzzle correctly or not. It is also though the app users can receive hints.
Although the idea of having a technological device such as a smartphone may be distracting, it can save time by not having to shuffle and go through picking up a series of question cards. It saves paper, accounting for environmental awareness. It is through the technological device that puzzles consisting of scenarios can best be solved as it won’t be convinient via paper.
My game revolves around two themes. It is a party game consisting of knowledge-testing. A game theme, as stated by Moore, “…isn’t necessarily about what’s in the game, it’s about having a group of people who necessarily don’t how to interact with each other. Party games allow the social experience to be interesting” (2020). My game can bring individuals together and allow them to interact by competing and seeing who’s the quickest at solving the puzzle and how well players can tackle obstacles they face.
My game is also a parlour game, which is played indoors and is family-friendly.
Philosophies attached to visual-spatial intelligence testing
The type of intelligence my game tests is visual-spatial intelligence. An IQ score won’t appear in my app once the game has been completed since it only tests one area of intelligence. My game tests to see how good a person’s visual-spatial intelligence is.
In individuals with expressed visual intelligence, a verbal deficit is also noticed. Since in traditional IQ tests logical-mathematical and verbal intelligence are predominately tested, persons with high visual intelligence often have unsatisfactory results. Jola Sigmond first forumlated tests for measuring visual intelligence. According to him, each individual possesses a great level of intelligence, which is never utilised to its maximum. Yet in childhood we learn that we “learn” by imitating and that we don’t use all our hidden potentials in that way.
By training of visual thinking, “certain muscles of the body of the mind” can be built up, creating a condition for logical thinking, three-dimensional seeing and four-dimensional solving of problems (Mira Zokić & Mila Nadrljanski n.d., pp. 9-10)
My game involves solving puzzles, testing visual-spatial intelligence. Therefore, this game can appeal to those who find puzzles/games addictive or those who succeed at them. Age-wise, it can vary but individuals aged 18-25 may find my game the most appealing since the puzzles at times can cause confusion for younger audiences and mature audience may find the game materials and design a little immature. However, children aged 5-10 may find the design of the counters appealing.
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