The brief.

Reading Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games (2014), we get to choose at least 5 of her exercises to try while considering her ideas and how they can inform our own game designs - our eventual final assignments. Find all 5 below!

E1.3 - Your life as a game.

List 5 areas of your life that could be games. Then briefly describe a possible underlying game structure for each.

  • Before we start, I want to point out that if players in game systems play as voluntary participants (Fullerton, 2014), then the following life systems fall into two categories: those I participate in voluntarily, and those I have no choice but to participate in. The lusory attitude defined by Fullerton (2104) as the voluntary acceptance of the rules of the game that in turn necessitates the use of worse rather than better “means for reaching an end” is not present in many of of the systems we as members of a society are made to ‘play’ within. The first two of my systems are not optional. The following three are. I opt(ed)-into/out of them of my own accord. I also tried to strike a balance between heavier topics and lighter ones.

    For the five systems below, I will briefly outline the formal elements of games as stated by Fullerton (2014). I will not attempt to generalize the systems beyond my own experiences and goals to avoid assumptions about how other people experience them. I will not exhaustively detail the other systems mine might interact with, but will briefly mention them if relevant.

    Fullerton, T. (2014). Game design workshop: A playcentric approach to creating innovative games. CRS Press.

  • So, onto my first system. Yes, finance is already mentioned by Fullerton (2014) as an example of a system. But I want to focus on this type of system from a specific perspective - that of a single person’s food budget.

    Objective: To purchase as much food as I need for a week within the budgetary constraints of my salary and other outgoing expenses while simultaneously reducing food waste and maintaining a pre-conceived level of nutritional value and variety/enjoyment.

    Procedures: One player game, played weekly between the computer and the grocery store. Limited by availability of goods, their form (amount in the packaging/ size in the bunch), and their price per unit. Starting action: Receive biweekly paycheck, trigger is an empty refrigerator. Progression of action (core loop): Search for recipes. plan the weekly meals, break it down by food items, make a list, go to store, shop in linear order determined by store, try not to panic, continue shopping. Special actions: If you have more resources one week, linger in the snack aisle to choose a treat. Resolving action: Checkout and consume meals as planned.

    Rules: Objects: Meals (food items needed, number of servings produced, nutritional value), food items (unit size, cost, availability), resources (money, space, physical strength to carry food items). Actions: Players cannot purchase food items that will not be used entirely by the proposed meals. Players must plan meals to last an entire week and satisfy nutritional requirements. Players must not exceed the budget. Effects: If players exceed the budget, their subsequent budget shrinks. If players waste food items, a meal item combination cannot be planned again.

    Resources: Health (nutritional value), currency (budget), inventory (previously purchased food items).

    Conflict: Obstacles: unit sizes intended for households with more than one person, item cost, meal planning puzzle. Opponents: other shoppers taking available food items. Dilemmas: How to plan meals using different combinations of similar or same food items to reduce cost and reduce waste while maintaining nutrition and variety/enjoyment.

    Boundaries: The grocery stores in my neighborhood.

    Outcome: Zero sum. The player either feeds themselves with enough nutrition or not, within their budget or not, with or without food waste.

    *Idea: what if instead of a single player game, this became cooperative with other single players?

    Fullerton, T. (2014). Game design workshop: A playcentric approach to creating innovative games. CRS Press.

  • I’m particularly interested in housing issues and the kinds of mechanisms that exist preventing people from accessing adequate housing. This is by no means an in-depth examination, just a personal example of a system I’ve had to work within quite a lot as I move a lot. I think this system is a ‘game’ in its own right but one that is not a closed loop as described by Fullerton (2014). Rather, this system is affected by many outside factors, and affects many outside factors.

    Objective: To rent an apartment in a desirable area, with sufficient square footage and amenities, while maintaining affordability (solution).

    Procedures: Two-player game (player vs the property manager) with NPCs not controlled by the player (other prospective tenants, referees, and credit agencies/banks). Starting Action: Player needs a place to live (moving out for the first time, moving away to a new place, a breakup, etc.); Progression Action: Player sets search parameters based on own constraints (budget, location, space, amenities, extra features, accessibility), player searches on available housing sites, player reaches out to contact, player receives confirmation of availability, player views unit, player applies for unit and completes a reference and credit check; Special Action: If player has no references or poor credit, player must explore other avenues to pass standard approval screening; Resolving Action: Player is approves or denied. Play ends or continues.

    Rules: Objects: The search platform used, the application form, the unit itself, the deposit; Actions: the play is restricted to the property management and the player, the steps followed are strictly in the presented order and can only proceed when property management approves that stage unless the player deems the unit unsuitable; Effects: Players can only apply for high-quality units if coming from a previous unit with references, players can only apply for high-quality units if employed full-time, players can only apply for high-quality units if they are already socially acceptable (whatever that means).

    Resources: Credit score (inventory/power-up), references from past apartments (inventory), monthly budget (currency), time until homeless.

    Conflict: Obstacles: Units available, property managers; Opponents: Other apartments seekers; Dilemmas: Space or location? You can’t afford both.

    Boundaries: The city limits (player is car-less).

    Outcome: Zero-sum. The player either achieves their aim and finds a reasonable unit for a good price, or succumbs to the myriad barriers of gameplay.

    Fullerton, T. (2014). Game design workshop: A playcentric approach to creating innovative games. CRS Press.

  • Objective: Book a custom tattoo timeslot with a sought-after artist in a safe environment (chase).

    Procedures: Two-player game (player and tattoo artist) with NPCs (competing clients). Starting Action: Player discovers a sought after artist and decides to book a custom piece; Progression Action: Player sources artists’ prior work for reference, player verbally describes requested custom work, its size, and desired location, players reaches out over Instagram direct messaging with the information; Special Actions: If players reach out faster after seeing available openings in the artist’s Instagram Stories, they are more likely to get a response. If players engage with the artist on social media, they are more likely to get a response; Resolving Action: If successful, player books an appointment and pays a deposit, if not, player tries again when a booking window opens.

    Rules: Objects: Instagram Stories and Direct Messaging; Actions: the play is restricted to the tattoo artist and the player, the steps followed are strictly in the presented order and can only proceed when the tattoo checks their messages and likes what you say; Effects: Players can only contact the artist when their books open, players can only interact with the artist through social media - especially Instagram.

    Resources: Luck (books open at all), time (gap between when you notice the books open and the time it takes to reply), charm or charisma (the artist likes what you say and your ideas).

    Conflict: Obstacles: Appointments available, player’s day job and life outside of sitting on someone’s social media; Opponents: Other potential clients; Dilemmas: Time spent on social media vs screen/media downtime.

    Boundaries: Social media platform (Instagram).

    Outcome: Zero-sum. The player either achieves their aim and books an appointment or loses to another client.

  • Objective: To complete everything needed to be done by the deadlines given the extent of the procrastination problem (rescue). Get your work to safety while you still can! Partial objective: Rescue operations are also races against the deadline clock (race until the end).

    Procedures: One player game, played daily, limited by number of hours in a day. Starting action: Alarm goes off; Progression of action (core loop): Delay getting out of bed until the last possible minute, race to get ready for work, delay preparing for meetings until that last possible minute, race to prep in the 30 minutes before the meeting, stare at Gantt chart until next deadline approaches, race to complete task before deadline; Special actions: If you have more time free that day, anxiously sit on your hands for even longer to intensify the rescue operation, if something unexpected comes up and reduces the amount of time you think you’ll have, panic and further intensify the rescue operation. Resolving action: Submit what work got rescued, do yoga to reduce stress.

    Rules: Objects: Projects to be rescued, tracking documents. Actions: Players cannot move from the computer until the rescue operation is complete, doing so would break the cycle of procrastination stress. Players cannot begin work on a project unless the deadline is immanent. Players cannot phone a friend lest they reveal their procrastination secret. Effects: If players begin their work early, there is no rescue mission or race until the end. The game is forfeit.

    Resources: Time.

    Conflict: Obstacles: Meetings, competing deadlines, distractions while working from home. Opponents: Inner voice. Dilemmas: Work now vs delay as long as humanly possible..

    Boundaries: The kitchen table I use as a desk, my brain.

    Outcome: Zero-sum. Player either wins and submits work, or avoids the rescue mission entirely. Unless of course they miscalculate their time or get thrown a curveball. In which event they lose and fail to rescue their work.

  • Objective: To familiarize myself with a new city that I haven’t visited in 7 years, or lived in since 2011.

    Procedures: One player game, played weekly between work, school, and side contracts. Starting Action: A need for a specific good or service or a more general interest in a neighborhood. Progression of action (core loop): Search Google Maps for the location you want to get to, whether a specific shop or a new neighborhood, find the nearest metro station to exit, bundle up and remember your mask, get on the train, exit the station and check Google Maps again for correct exit, explore the area for places that strike your fancy, mark them on your Google Map, cling to sidewalks and stairway railings with grippy boots and gloves to avoid terrain-related injuries, take the occasional side quest into a cafe/shop/or restaurant to escape the weather. Special actions: If you have a specific errand, find the location of a shop or service where you can complete the errand. As you have more, similar errands, rank shops and services according to whichever fulfilled your need best for later reference. Resolving action: Satisfy errands or curiosity and return to the nearest metro station.

    Rules: Objects: Google Maps (used for finding and tracking locations). Actions: Explore anything permitted as long as it is within Covid-19 safety protocols. Effects: If players get cold or run low on energy, they’ll need to stop to warm up or re-fuel.

    Resources: Energy, time, inventory (phone with Google Maps installed - unless you own a paper map).

    Conflict: Obstacles: Weather, condition of the sidewalks/stairways. Opponents: n/a. Dilemmas: How long can the player be out vs home responsibilities.

    Boundaries: Metro system beginning and end stops.

    Outcome: Non-zero-sum. Player gains experience and enjoyment. No win/lose situation.

E1.4 - Game journal.

Start a game journal. Don’t just try to describe the features of the game, but dig deeply into the choices you made, what you thought and felt about those choices, and the underlying game mechanics that supports those choices. Go into detail; look for the reasons why various mechanics of the game exist. Analyze why one moment of gameplay stands out and not another. Commit to writing in your game journal every day.

Spikes from the Hornet Sentinel fight in Hollow Knight (2017). Screenshot.

  • I thought that rather than playing a new game (when I’m trying to explore and not really think to hard about what’s making the experience good or bad), that I’d re-play a game I know well for this task. Hollow Knight was the first real digital game I ever played. I was immediately drawn in by the visuals and the musical score. As a non-gamer, those more traditional elements of entertainment made it feel more accessible even though once the gameplay began it soon became apparent that the nature of the metroidvania Souls-like game genre Hollow Knight belongs to was very challenging. I was frustrated by the difficult platforming sections and the repetitive nature of dying often in boss challenges and having to find my way back to them again from the last save point. What kept me going was the feeling I had when I discovered a new environment on the map, or a new secret. In this re-play, what I want to know more about is: how do my choices affect how I experience the map, why some of the challenges are so ‘challenging’, and which moments still feel revelatory in the 2nd playthrough and why.

    The opening sequence:

    I forgot how long the intro cinematic is for Hollow Knight. The game doesn’t have a lot of cut-scenes or cinematics where the game takes back control from you which I like because it doesn’t break the connection you have to the player character. After the longer cinematic intro, you are introduced to the first environment on the map which is a short intro to the exploration, enemy bug encounters and treasure hunting that make up most of the gameplay interactions. I already like it - I like wandering around through the tunnels. There’s something about the network of linear tunnels and platforms that is somehow striking a balance between controlling player choices and also allowing enough meaningful choices that you feel sufficiently autonomous. I’m choosing in this part to explore, when I could also by-pass this section to the first main part of the map. I remember last time I was worried about doing something wrong so I didn’t explore, I just went straight into the main gameplay. There’s not much here, but I do find a charm and get my first game money (called geo), and realize something about the health resource. Charms, health and geo are important resources. They are not particularly scarce at first but they are increasingly difficult to manage as gameplay proceeds. Health (here conceptualized as soul) and geo can both be gained by killing enemy bugs which I first encounter here.

    I continue along the linear path to an opening in the wall. The character takes a stomach-flipping plummet to the bottom of a cliff. You have no choice but to fall and it’s still a bit shocking even though I knew it was coming. I think it has something to do with the gravity with which you hit the ground. You are a very small creature character but you have a lot of density and land heavily whenever you fall. I forgot about that.

    I keep walking to the right and end up in the first important part of the map, ‘Dirtmouth’. Here, you see your first bench. Benches are sprinkled throughout the map and provide a place to rest and regenerate lives. Lives are another resource that are scarce and useful (Fullerton, 2014). They get less scarce as you keep playing but for now, I only have 5. Benches are also save points and places for the map to get filled in. I sit here and get my first life regeneration and indication of the map feature (it doesn’t get filled in - I need to add the pen to my inventory first). I can also view my inventory of charms and other items, and load up my charms onto charm notches (another scarce resource that limit how many charms I can use at once). I hop off the bench and keep heading right. I can see that there will be buildings to enter eventually, but for now they are shut.

    I find a hole in the ground that looks like an old well. I hop down and land with another resounding thunk. I cant get over the sensation of landing. The sound effect and way the screen shudders when you land are really realistic. Now, I’m in the next map area, ‘Forgotten Crossroads’. This is really where I learn that this game is a platformer as well as focusing on exploration and combat. I move left now and jump from stone block to stone block until the playfield opens up into a chamber with tiers of metal ledges. The enemy bugs crawl around and some fly. I should either avoid them or kill them as a leap from ledge to ledge. I know I keep saying this. But the sound effects are so good. I don’t think I realized that before. This platforming section isn’t so hard. I easily navigate around and realize there are a few routes to the left of the chamber that I can’t pass through yet. I can only go to the bottom. I do and hear a humming from below.

    I follow the sound and meet Cornifer the Mapmaker for the first time. I have to exchange my geo for a map of the area. If I don’t have enough geo, I need to go pass through the chamber again since each time I kill an enemy bug I gain both more geo and more soul. I have enough geo and exchange it for my first map. Cornifer tells me that his wife has set up a shop in Dirtmouth for useful things and that I should visit. I go back up and get the pen for the map. Then, I decide to keep going so I can open up more of the playfield and get more geo.

    Reflection:

    I’ll end here for now, having learned so many gameplay basics in the first 10-15 minutes of gameplay. So far it’s clear that resources are more important than I initially realized. I remember hoarding geo and trying to keep 100% of my soul in my previous game but I definitely didn’t see how the game set up these systems or ‘rules’ of the world from the very beginning. Like scaffolding a lesson! I also think that the re-think of health as soul stands out to me both as a resource and as a narrative device since this is a dead world and I’m a kind of solid-bone-masked-ghost-shadow thing. It’s perfect! I also realized that charms are also resources (inventory) and I’m already blown away at the amount of design it must have taken to think through how each charm changes the gameplay, how each charm interacts with the other charms loaded simultaneously, and how different charm combinations can help in certain challenges. I know this in the very beginning of the game having received one charm so far, and seeing once I sat on the first bench, how many empty charm slots I have to fill.

    Finally, the graphics, animation and visual effects, and sound effects/ score are as amazing as I remember. Maybe better because I’m paying more attention. Also, and as an aside, I realized something important in this second playthrough. I played this very safe the first time, following in a line where I thought I was supposed to go. I was new to gaming and I think I thought that games were more like life. There are moments where I was really anxious that I’d made an incorrect choice that it would prevent me from playing the game until the end. I didn’t understand that games like this are usually built not to be so zero-sum. There’s a way around, back, or through the game that makes it impossible to get permanently stuck or dead-ended. That is a profound shift in my mindset in this second game.

  • Picking up where I left off yesterday, I am now remembering some of the more annoying features of the game. The map is so big, and as I wander through the environment I can see areas I can’t get to yet because I’m lacking the power-up abilities to wall climb and double jump. It means I’ll need to traverse through these areas of the map again, maybe even more than one additional time, in order to access all of the areas on the map. Because enemies (standard ones, not bosses) regenerate after you leave an area, the repeated traversing means killing and re-killing the same enemies over again. Yes, that increases my soul, but I really hate going back and forth over the same area so often.

    Moving on, I’m not going to write everything about each boss I encounter since the first few are kind of practice bosses. The False Knight and the Gruz Mother are the first two bosses and if played patiently, are easily defeated. The real highlights of this session are the new area I opened up, ‘Greenpath’ and the first meaningful boss both in terms of combat mechanics and narrative called, ‘Hornet’. Now, I remember Hornet very well from my first time through the game and I have been eagerly awaiting this boss fight. Why? Because last time I played, I nearly gave up at this stage because I couldn’t get past her. I am so excited to see if it’s easier now that I know more about gameplay generally, how to use my controller, and whether a second defeat of this boss will still feel satisfying.

    Hornet (Lite)

    I die on the first playthrough with Hornet. Typical. In Hollow Knight, when you die you wake up on the last bench that you sat on, then you need to locate your soul shadow and kill that in order to re-gain your geo and full soul capacity. I like this feature because it means you don’t automatically lose your geo resource if you die. I haven’t paid much attention to the Hollow Knight mechanics before so now I want to note down what I think makes Hornet such a difficult boss to defeat.

    Hornet has four attacks: She can dash across the playfield (not the whole way - around 75% of the way), she can toss her needle weapon across the playfield (again around 75% of the way), she can dash diagonally, and she can lash out very quickly in the air creating a lethal halo of needle slashes around her. If you can dodge her dashes and throws, you have some time to heal up. You collect soul every time you hit her. You can also heal in between her phases. She gets faster after each phase and I think I ultimately counted four phases (but I was focusing so it could have been three). I died in the third phase at first because I got stuck in a loop of hits. I find that if I get hit once because I was too slow, I’ll continue to get hit because I’m a step behind Hornet. She is still so, so fun to play against. I love her sound effects and the level of challenge she poses. I defeat her the second time I fight against her, earning me a dash ability. Did it feel good? Yup.

    Just briefly, the area where I found Hornet, Greenpath, offers a really special experience, too. The area is a stark contrast from Forgotten Crossroads. It is verdant and green, full of leaves and flowers. However, the leaves and flowers offer places for enemies to hide, and often, at the bottom of the playfield there are acid waters where you die in a dramatic sizzle if you fall in. Since the area has a load of platforming, I do tend to fall in every now and then, which is irritating after the first few times because it takes a second to dissolve and die completely. The best part of this area of the map is the musical score. It sincerely reflects the environment design so well and is really calming. I’m going to keep playing and then in my next entry I’ll compare my first attempts at Hornet to when I encounter her again later in the game, where she is vastly more ferocious and has new abiltities.

  • First, I’ll talk a bit about my gameplay choices so far and why I made them over other options offered by the mechanics. Then, I’ll compare my first experience with Hornet to my second.

    The first time I played through the whole game, I followed a walkthrough document (one by ign.com). I didn’t know how to navigate the map, I didn’t want to get stuck, and I didn’t understand that if I got stuck, I’d still be able to play. So I did the safe thing and proceeded with a guide. I was disappointed with this strategy at the end though because nothing was a surprise. This time, I’m playing without a guide. Yes, I’ve played it before but I don’t remember where anything is really, or in what sequence items are found or bosses are defeated (it’s been 2 years). Therefore, I have been treating this experience like pure exploration. I’m slowly winding my way through the map rather than systematically getting what I need to win.

    This approach has led to some challenges. I am slower to get through boss fights and I still don’t have all of my health capacity or charms. It has also led to some amazing discoveries. The secrets are really secrets. I’m genuinely surprised when I find them. I’ve also found new ways to access some parts of the map. I’m paying way more attention to the environment and finding little subtleties connecting area themes and discrepancies that might mean a secret. It is so much more satisfying and rich. I’m also spending more time with the NPCs. You don’t really have to do that to move forward in the game, and I definitely didn’t the first time. My favorite NPC is Quirrel. He has very thoughtful things to say and you meet him a few times throughout the map.

    Onto the Hornet Sentinel. I’m going to confess that I played a lot of the game without writing in the journal, mainly because I have been preparing for the Field Notes assignment and so I wanted to focus my analysis here on one specific boss fight for my third entry. I have opened seven new areas of the map (this place is massive), and two new key abilities - the wall climb and the double jump. I also have three new charms that I’ll be using in my second Hornet fight. I want to emphasize that I haven’t looked any of this up, and I can’t remember Hornet’s new abilities in her second iteration so I’m not stacking my charms in my favor in advance. I’m using the same set up I used in my last few boss encounters. The charms I have equipped are the quick focus for faster healing, grubsong for increased soul when hitting enemies, and my mark of pride which extends the reach of my nail. There is a way to play with magic spells powered up in charms but I’m choosing not to play that way because I wanted to improve my combat with the nail, not use magic.

    Hornet (Sentinel):

    Hornet’s new abilities in this more advanced fight are only apparent in the second phase of the fight. The first phase is the same as when you encounter her in Greenpath. In the second phase, she parries my character’s nail strikes so my hits deal no damage when she parries. I die early in the second phase because I tried blitz attacking her after a parry and I was punished by a vicious nail attack from Hornet that I didn’t expect. The strategy throughout all of this game’s bosses has so far been to be patient. Learn the pattern then wait for opportunities to attack. I try again and I get further into the second phase. Hornet speeds up and adds this spike covered web in the playfield that makes it hard to maneuver around. I get pinned in a corner and die again. Third time’s a charm right? Okay, I try again and this time I down pogo with my nail off of the spike obstacles and Hornet herself which seems to get around her parry. This is so much fun. I’m flying all over the screen and bouncing from spike cluster to spike cluster. I die once more before defeating Hornet.

    But wait! The experience is not done. There is a dialogue with Hornet and then I go below the fight playfield and toward what I think is the end of this part of the map. I see a giant claw and pick up my reward: The King’s Brand. I pick it up (I totally forgot about this part), and the claw thing (which is maybe meant to be a shell?) shakes dramatically and crushes me as I try to leave. I am saved by Hornet and laid back in the safe area of Kingdom’s Edge. I think this whole thing is well-designed. The idea of defeating the same boss twice is a good one and makes the second win feel meaningful as you’ve established a certain rapport with the character. It’s a mechanic that is repeated in the game. You can battle with the same bosses in the dream world of the game and in Godhome at the end of the game but I remember just being annoyed by those combat experiences because there was no more environment to explore or platforming to overcome. They felt a bit cheap. I think the mechanic really only works with Hornet because you develop a relationship with her in your encounters.

    So, here ends my comparison of these Hornet fights. I liked focusing my diary like this. it was fun to analyze the mechanics more deeply.

E2.8 - Story.

Have any stories within a game ever gripped you, moved you emotionally, or sparked your imagination? If so, why? If not, why not?

Yes! The very first game I ever played all the way through was What Remains of Edith Finch (WREF). It was light on traditional gameplay mechanics but the narrative was truly striking. WREF is a walking simulation style game with puzzle elements and a bit of mystery. I knew before playing WREF that it was meant to be a great experience but I didn’t think I’d be so drawn in that I’d play it all in one sitting. I think the thing that was the most amazing was how it gave deep character vignettes in such a short time, based around the mechanics of the puzzle you solve while learning about each character. I was used to feeling close to characters after reading books, and how I nearly never felt that way after watching tv/films (I sometimes do, but it’s rare), so I was genuinely surprised when I got the end of WREF and feeling like I’d had a truly transformative experience.

A few particularly moving moments for me were:

  • Following Edith’s great-grandmother’s (Edie’s) story from a book out into the ocean and into their former house through thick fog, only to have the end of the story ripped away prematurely. Shortly after, we leave the Finch house and find out the remaining two tragedies of the Finch family. This line stayed with me: “If we lived forever, maybe we'd have time to understand things. But as it is, I think the best we can do is try to open our eyes, and appreciate how strange and brief all of this is.”

  • Getting to the top of the house and learning about how Lewis died. You play a mildly annoying simulation of a job at a cannery. It’s intentionally annoying as it’s representing the tedium of repetitive assembly line work in a cannery. As you chop the heads off of fish you learn about Lewis’ fantasy from the perspective of his psychiatrist. Lewis was constructing a whole other world in his imagination to escape the tedium of his cannery job. The fantasy becomes more and more elaborate as you continue chopping fish until you learn that the fantasy eventually consumes Lewis. It was so much better than his real life that he commits suicide in order to be in the fantasy world forever.

Lewis’ fantasy from What Remains of Edith Finch (2017). Screenshot.

E3.2 - Three-player tic-tac-toe.

Create a version of tic-tac-toe that works for three players. You might need to change the size of the board or other elements of the game to do this.

For this task, I asked a brilliant friend to help me iterate on some of the variations I thought of and to playtest the games over dinner one night. This was so much fun and I owe him for the help. Here’s our brainstorm first, though we didn’t choose to use all of these options in our experiments.

Gameplay Ideas:

  • What if we change the size/shape of the board while maintaining the rest of the game’s mechanics by simply adding a 3rd player with a 3rd symbol (x, o, △) without making any other changes?

  • What if we made the match 3 different by allowing a different connection to be made (horizontal, vertical, diagonal, ‘L’-shaped)?

  • What if we made it match 4?

  • What if we made it 3D, like a cube or pyramid? We didn’t ultimately try this variation since we thought it made the game one-player rather than 3 - like a Rubik’s cube.

  • What if we changed the role of the 3rd player? Rather than taking on a 3rd symbol they might erase, add, rearrange, or otherwise manipulate Player 1’s and Player 2’s symbols.

  • What if we changed the directionality of the gameplay by forcing the players to match 3 on a home base by moving from different directions of the board?

Iteration 1: Super-simple change. Add the 3rd player with a third symbol (x, o, △) and no other changes. The objectives remains match 3 with the same-sized playfield as the original game.

Result: No good! Impossible for anyone to match 3 - too many players.

Iteration 2: Add the 3rd player with a third symbol (x, o, △) but double the size of the playfield to a 6x6 grid.

Result: The 3rd turn-taker seemed to be unfairly disadvantaged in this game and was reduced to a blocking role.

Iteration 3: Add the 3rd player with a third symbol and only increased the grid by 1 row and 1 column to a 4x4.

Result: We actually found this to work reasonably well. It was over quickly but it was fun and the gameplay seemed fair. Warmer, but not yet hot.

Iteration 4: Change more variables. Make the role of the 3rd player to remove symbols (make symbols into pieces so the 3rd player is able to remove them).

Round 1: Round 2: Round 3:

P1 = x P1 = o P1 = remove pieces

P2 = o P2 = removes pieces P2 = x

P3 = removes pieces P3 = x P3 = o

Make 3 gameboards of 3x3 traditional grids. New objective: players are aiming for two things, to match 3 if they are P1/P2, to block match 3s if P3. Each time P3 blocks a meaningful match 3 by removing a piece, 1 point is earned (no points for arbitrarily removing pieces). Each time P1/P2 win a match, 1 point is earned. Players rotate roles across 3 game boards. Player with the most points at the end of the 3rd round wins.

Result: This was interesting. Once we got a handle on the rules, this iteration was actually really fun. The 3rd player removing pieces became a 2nd motivation for the players x and o in their decisions for where to lay pieces since they didn’t have to block each other from making match 3s as often.

Iteration 5 (last one): 6x6 playfield with 3 players again with 3 symbols (x, o, △) again as ‘pieces’ rather than marking the symbols in pen. New rule: players can only lay pieces of their own symbol in a space connected to the last piece played. For example, if x lays a piece in the corner of the grid, o can only place a piece in the spaces directly above, beside, or on the space by the vertex next to x (only 3 possible spaces). Once o is played, △ is likewise limited to the spaces around o. If players get trapped and no longer have spaces to lay their pieces, a second phase of the game begins where players can play over previously played pieces. Gulp.

Result: This was interesting. We didn’t exactly nail the gameplay of this iteration (it was a bit complicated to manage all the pieces on the grid), however a situation emerged in which the next player after a piece has been laid doesn’t need to immediately block a potential match 3 win. They can foist that responsibility onto the player after them and use their turn selfishly to add a piece in a space where they can get closer to a match 3 themselves, forcing the next player to block. This should have happened in iteration 2 but for some reason being able to place your piece anywhere didn’t reveal this dynamic in that iteration. We only saw it once we restricted where players could place pieces.

E3.13 - Revise rules and procedures.

The rules and procedures of backgammon are fairly simple. Change them so that they are not dependent on chance. How does this affect the gameplay?

 

Backgammon objective and board.

Backgammon is a two-player game. It’s a little like checkers in that you aim to move your pieces in one direction onto your own home board and then off of the board entirely. You win by being the first to move all your pieces off of the board.

Board: Twenty-four triangles alternating between two different colors. The triangle are arranged in four groups of six. Two groups of six are on either side of a dividing bar in the center of board vertically.

Image: https://www.shutterstock.com/image-vector/backgammon-board-vector-1171702858

 

Pieces and set up.

Each player has 15 pieces of a single color, black or white. They are arranged like you see on the right - on triangle 24, 19, 17, 13, 12, 8, 6, and 1. White will have 2 pieces on triangle 24, 5 on 13, 3 on 8, and 5 on 6. Black will be a mirror image: 2 pieces on 1, 5 on 12, 3 on 17, and 5 on 19. White moves all of their pieces toward 1 and off the board, black moves toward 1 and off the board.

Image: https://www.shutterstock.com/image-illustration/wooden-backgammon-board-isolated-on-white-561778633

Rules and procedures:

  1. Who goes first is determined by chance die roll. The same die roll is counted as the first move. Player 1, who has the highest number, moves the spaces on the die.

  2. Players now throw 2 dice in all subsequent turns. Checkers always are moved according to the numbers on the dice, and always forward. Checkers can’t land on triangles with two or more checkers from the opposing player (white can’t land on two or more black checkers).

  3. The two dice count as two numbers. If you roll a 1 and 6, you can move one checker 1 triangles and another checker 6 triangles, OR you can move one checker all 7 spaces as long as triangle 6 or 1 is also open.

  4. If a player rolls doubles, they play the same numbers shown twice (ie 4 and 4 = 4,4,4,4). These moves can be taken in any combination.

  5. Players must use all their die rolls to move checkers, unless it’s impossible. Here are the effects: if only one number can be played, you lust play it. If either number can be played but not both, then you must play the larger number. If neither number can be played, you lose a turn. If you have doubles but can’t play them all, play as many as possible.

  6. If you have only one checker on a triangle, you are at risk of being bumped by your opponent. If they have only one checker on a triangle, you can bump them. Bumped checkers live on the bar in the middle of the board. On the bumped player’s next turn, they can’t do anything but start with the bumped checker on their next dice roll, from the beginning. If there are no open triangles on the roll, and the bumped checker can’t be moved, the player loses their turn.

  7. Once all 15 checkers are in your home quadrant (furthest from where you started - if 1 then quadrant with triangles 19-24), then you can start moving them off of the board.

  8. You can only move checkers off if you roll an exact number. if you roll a six, a checker on triangle 6 can be removed. Once triangles become empty, if you roll a 6 for example, you can move a checker from triangle 5 off of the board.

  9. The first player to remove all 15 checkers wins.

New rules and procedures - 1.

Now, let’s remove the dice. As you can see above, backgammon really relies on chance from the dice to work.

  1. Players write a list of numbers from 1 to 6 on a piece of paper each.

  2. The first player is decided by rock, scissors, paper, or by another way to draw lots or straws.

  3. The player who wins the previous game goes first. They choose a number from the numbers on the list and write it down on another paper designated for their numbers. P1 moves their chosen number of triangles.

  4. P2 choose a number and writes it down on a piece of paper designated for their numbers. They move those spaces.

  5. Now it gets interesting. P1 takes the last number played by P2 (it’s been written down - no forgetting!) and uses that as their first number (replacing die 1), then they choose another number (replacing die 2). P1 writes both numbers down.

  6. P2 does the same. They take the last number played by P1, and add their second number, again writing them both down for reference.

  7. Play continues as normal but I think this might add in a new mechanic. I think players might choose their second numbers not only based on their own self-interest but to limit or block their opponent’s moves. It might increase the level of strategy in the game. If not, this idea might devolve into a game of players choosing doubles.

  8. Oh wait! maybe there needs to be a no doubles rule?

New rules and procedures - 2.

Another way to potentially remove the dice by using a fixed sequence of numbers.

  1. Players use a list of numbers in the Fibonacci Sequence: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1597, 2584, 4181, 6765, 10946, 17711, 28657, 46368, 75025, 121393, 196418, 317811, etc.

  2. The first player is decided by rock, scissors, paper, or by another way to draw lots or straws.

  3. The player who wins the previous game goes first. They begin with the first number on the list after zero. P1 moves that number of triangles (1).

  4. P2 goes to the next number and moves those spaces (yes, also one).

  5. Similar to the above system, the P1 uses the next number in the sequence and the last number played: 1, 2.

  6. P2 does the same. They take the last number played by P1, and add their second number 2, 3. Players can cross numbers off as they are used.

  7. Play continues as normal. Any number with more than one digit (13, 21) is considered two separate numbers or more (1, 3, 2, 1). I think this might increase the level of strategy in the game by making it more like chess. The numbers are predictable and follow an order. The game is now about the strategy of player moves.

  8. Doubles are still possible.

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