"Game Design Workshop" Reading Journal Week 9


Exercise 3.10: Conflict

Tetris: obstacles/dilemmas

Frogger: obstacles

Bomberman: obstacles & opponents

Minesweeper: obstacles

Solitaire: dilemmas

Exercise 3.11: Boundaries

I think the boundaries in trpgs are mostly set by the game maker, but basically most actions require rolling the dice.

Exercise 3.12: Outcome

Zero-sum games: super smash bros and JoJo Eyes of Heaven

Non-zero-sum games: Overwatch and League of Legend

The main difference would be the result of a death in the game. Usually in zero-sum game, if a player loses it’s a complete lose, but in non-zero-sum games there are often ways to get back and win the game. This also results in longer gameplay and less concerns about being defeated temporarily.

Exercise 3.13: Revised Rules and Procedures

Maybe no longer use dice in the game but every turn they have a set amount of number for the number of steps they can move. It will make the game less exciting because then there would possibly be a way to always win the game.

I learned a lot about how to lead a play-test in this week’s reading. Our previous was kind of like we let the play-tester say their experience and advice and we ask our questions and that was it. We didn’t really take note on play-testers’ behaviors or ask them about what kind of games they usually play. Now I realized that we missed some great opportunities in improving our games

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