Game Studies-Project 2

29.08.2023-10.10.2023 / Week 1-Week 7
Kor Qian Qian / 0359496
Game Studies / Bachelor of Design (Hons) in Creative Media
Project 2


INSTRUCTIONS


Project 2

Pre-Alpha Playtest: 

#1 Playtest process: https://youtu.be/PAcKwzLWjAY?si=VmCJoE-VjhYyLDDS

Fig 1.1 Pre-alpha playtest #1

In pre-alpha playtest, we were asked to prepare a very rough prototype to play the game. Our initial idea of the board deck is in round shape and we first play in 60 boxes (steps) to try. We do a rough sketch and caption on the wild card too, make sure we know the rules of every card.

Experience:

I had the opportunity to play the pre-alpha playtest of the board game with my five teammates, using very rudimentary props. It felt quite magical, witnessing our virtual ideas transform into tangible objects. The gameplay itself was smooth and seamless, but after the game concluded, I sensed a lack of the usual emotions and reactions one would expect from playing a game. Our team members didn't seem particularly excited or enthusiastic during the game. However, this was partly due to our simultaneous discussions on how to improve our game rules as we played. Some obstacles encountered during the game included:

  • That trojan tower doesn’t have a dedicated indicator.
  • The whole game takes too long.
  • Players token not enough place to put if we continue with this board design.
  • The regular gameplay was too calm, lacking significant emotional fluctuations among players, which impacted the overall playful experience.
  • We observed that the inclusion of number cards ranging from 1-13 increased the likelihood of players surpassing the mana limit, introducing an imbalance and unfairness to the game. So we decided to change the range to 1-6.

#2 Playtest process: https://youtu.be/lTFlWeAhyvA

Fig 1.2 pre-alpha playtest #2

In the second playtest, we improved some rules:

  • Changed the game boar indicator into box, more easier for the players token to put.
  • Add a trojan tower indicator beside.
  • Extra one number card in hand.
  • Only use wild card between 10-30hp (indicator number).

In the pre-alpha playtest, we had four participants, all original group members, engaging in the team-based mode. In the first playtest, we played in single player mode, in this second playtest, we played in multiplayer mode. As the game is still a work in progress, we played while providing feedback on areas that need improvement and suggesting ways to enhance it. Despite the somewhat quiet gameplay (due to others in the classroom), it turned out to be more enjoyable than expected. As players, we immersed ourselves in attacking opponents, strategising to protect teammates, and rescuing ourselves. While the game has room for improvement, the initial design rules seem to align with the game's purpose — deriving joy through competition. Regardless of winning or losing, I find this aspect to be quite fulfilling.

Part that wish to improve:

  • The whole game still take very long time, we considering to reduce the indicator to 40hp.
  • Reduce the healing card hp, big heal from 15hp to 10hp, small heal from 8hp to 5hp. Avoid the game take too long duration to finish.
  • For a rules about choosing attacking others or heal yourself, we decided to reduce the healing hp, same reason.


Alpha Playtest:

Youtube Link: https://youtu.be/EUFtXEHTKqE

Fig 2.1 Alpha Playtest

In alpha playtest, 3 of our group members participate in others group playtest and 2 of the group member stay to play our's game with other group members. One of the team members, dean, is responsible for explaining the rules of the game and recording problems encountered during the game or areas that need improvement. Another team member, Yan Ling, is responsible for cooperating with other players in playing the game and explaining to other players when they encounter difficulties.

    Part that wish to improve:

    • Players spent a lot of time understanding the rules of the game at the beginning, and there were also some partial misunderstandings during the game.
    • Players are not as excited as I expected, and from the feedback they feel that our game still has a lot of room for improvement. The most important part is to stimulate the player's emotions.
    • Increase competitive feeling.


    Beta Playtest:

    Fig. 4.1 - Beta Playtest

    The reactions from players in the beta playtest were completely different from all the players who had played the game before. Of course, this is very positive for us. The players had a lot of fun, making us feel that our game is making progress. Through the reactions of these players, I felt the competitive relationship among friends, where the focus is not only on competing for the winner's position but also on enjoying the process of playing the game.


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