Tag Archives: Entertainment Technology Center

Flower Power – A Transformational Game Project

In this article I will chronicle the design process and lessons learned in creating Trash Traders a multiplayer iPad game aiming to empower a sustainability mindset.

Introduction

At Carnegie Mellon’s Entertainment Technology Center (ETC) multi-disciplinary teams work on projects over a semester to create an artifact. While attending I was the primary designer on the project which created Trash Traders.

Trash Traders is an iOS app built by a team of students at Carnegie Mellon University’s Entertainment Technology Center in 15 weeks for West Virginia’s Steenrod Elementary. Trash Traders is an experience that has shown to be fun and promote discussions about living a more green life.

Continue reading Flower Power – A Transformational Game Project

Kings Favor

Story: You are one of several jesters performing at the King’s week long banquet. Jesters got bills to pay so earn the most before the banquet ends!

Platform: Physical | Time: 2 weeks | Role: Designer | Team Size: 1

Design Challenge: Design and develop a game featuring the use of one or more dice.

My Contributions: I designed, and developed this project. This involved brainstorming, conducting playtesting and iterating the game several times.

Development

Analysis & Brainstorming

Problem Statement

First I considered some of the problems with dice:

  1. Dice don’t hold their state, when rolled they change.
  2. Rolling one small dice alone sucks.
  3. Traditional dice are 6 sided symmetric.
  4. Rolling two equal dice together causes predictable regression to the mean.
  5. Dice are solid state probability elements, they are the same throughout the game.
  6. When dice are rolled they are visible to everyone.

Ideas

During Brainstorming I read through a number of Dice Games:

https://en.wikipedia.org/wiki/List_of_dice_games

Then came up with a few ideas:

  1. Dice that determine a persona in a social situation
  2. Team based game where there are fixed resource which each collects
  3. Game has a number of chips, and a dice is thrown that has on it a number of concepts e.g fruit, country. Whatever comes up the first person to name something in that category wins that chip.
  4. Game where two players roll together to score points, matching dice score a point mismatching lose points, single winner to 6 points win – problem is that probabilities are ⅙ of scoring so losing happens a lot more.
  5. Game where players throw dice and winner takes chips
  6. What about a game that you roll and everyone but you can see your dice

From these ideas I developed some candidates.

Candidates

Candidate 1

Taking idea two and the game LCR I developed a prototype. In this prototype players would hold three cards they kept hidden. Each would initially be one of each color card R,G, or B. The mechanic was two dice were rolled and based on the number you had to pass one card to the person opposite, left or right to you. The goal of the game was to collect all of a certain color.

Playtest

Date: February 1 – 14:00

Playtesters: Me

Time: 10 minutes

The game felt too random, and didn’t feel good having three cards and having to hand away two every turn. It destroyed a player’s strategy of trying to collect all of them.

I tried a team version of this game, and had trouble at end when judging if you had won or not. This was because players had no good way of guessing whether their team mate had the last card that they didn’t have. Finally I moved on to another candidate.

Candidate 2

Considering idea 5 I found a dice game called Mexican. I liked the idea of dice battling against each other for lives. I modified this idea to instead use numerically increasing value gains with chips.

Initial Rules

  • Each player has two dice and 10 chips
  • Players throw 1 chip on the first turn and one more every turn
  • Each turn a player trolls two of their dice and the winning player takes double what they bet
  • In the case of draws players reroll till a winner emerges

Playtesting

Playtest 1

In this playtest I did not have any prepared materials and so used a mish mash of dice and tokens.

Date: February 1 – 20:00

Playtesters:

  1. Male, 24, semi novice dice player
  2. Female, 22, novice dice player,
  3. Me

Time: 5-6 minutes

Playtester Comments:

  • Token added a lot, nice glass smooth
  • Didn’t like how dice were different in any other way than color, felt like some dice were better than others
  • Would make for a nice drinking game
  • Enjoyed it, and didn’t bet extra at all
  • Intense, short experience with very little strategy, but fun
  • Playtesters thought 6-6 should be a special case
  • Draw cases not well defined

Observations:

  • Playtesters had trouble counting tokens

Revisions

# Description Purpose
1  Changed rule set now when a round of players have been completed only then is the minimum amount increased  Slow down the game to try encourage strategic thinking.
2  Draws split the pot evenly  Handling of draw cases
3 Bought chips Made counting easier
4 Made 6-6 a special case as an automatic win Reward for special case

Playtest 2 - 1

Date: February 2 – 21:00

Playtesters:

  1. Male, 24, semi novice dice player
  2. Male, 30, advanced player
  3. Me

Time: 15 minutes

Playtester Comments:

  • Casual players enjoyed it less because of slow down of pace
  • More experienced players played the strategy of making slightly bigger bets at the beginning, but still lost and felt frustrated because the game requires little skill

Observations:

  • Special case of 6-6 never occurred
  • Increasing the bet by one per round added a lot of tension quickly, might make it after a whole round of players to encourage strategic thinking

Revisions

# Description Purpose
1 Added 1-1 special case Increase the probability of a special roll

Playtest 2 - 2

Date: February 3 – 21:00

Playtesters:

  1. Male, 24, semi novice dice player
  2. Female, 22, novice dice player
  3. Male, 25, experienced player
  4. Me

Time: 8 minutes

Playtester Comments:

  • Casual players still had fun
  • Hardcore player still didn’t have fun at all because they interpreted the game to have little or no strategy which did not appeal to him
  • I played with the casual players from Playtest 2-1 who preferred that version

Observations:

  • Game snowballed if player initially won, because they would continually bet minimum and people initially lost tended to keep losing chips.
  • Game became a more fun for remaining players who started betting all in or big bets to end quickly but was boring for people who got out early.

Revision

I wanted to add an element of skill so I overhauled the rule set and added a thematic element to the game.

Thematically I imagined a king setting a standard somewhere on a bell curve and a bunch of jesters trying to out do each other with displays to Please The King!

# Description Purpose
1 Made each dice the same size Eliminate 'feeling; of difference between dices
2 Added a public non player controlled dice to control probability calculations Added more strategy to the betting system with a fixed value judgement
3 Added a mechanic called King's favor  A method to addressing stalemates. First consideration of numeric difference to consider many cases of non matching rolls. Next is consideration of matching rolls based on numerical matching. Design moves towards kings exact preference
4  Rethemed game to call it Please the King!  Wanted to create a motivation and story around the game to add to experience
5 New Rule Sheet  Wanted to start working on a written rule sheet so I didn’t have to explain it every time

Playtest 3

Date: February 4 – 17:30

Playtesters:

  1. Female, 22, average player
  2. Male, 33, experienced
  3. Me

Time: 15 minutes

Playtester Comments:

  • One play tester didn’t like the idea of being able to go all in
  • Needed more clearly defined value judgement, maybe a card with rules on how to interpret the values
  • Wondered what it would be like if the reroll could involve, re rolling meant ability to choose either to re roll one or two
  • Wondered if king had more than two dice if it would be more interesting
  • Liked the idea of pleasing the king, gave a motivation, said it made sense thematically

Observations:

  • Playtesters understood game pretty fast
  • Three players, one got out early, who got bored
  • Winner and second place came close, leading to a climax where losing meant sudden death
  • No complaints about increasing of 1 tax per turn
  • Playtesters said only one minimum bet reroll is better

Revision

# Description Purpose
1  Added rule for only one reroll per turn  Stop the person with the most money winning by rerolling a lot
2  Created a physical board for the game  Reinforce thematic element
3  Used a royal seal in the king's box to signify royalty  Reinforce thematic element
4  Used a raised platform to show king is above all others  Reinforce thematic element
5  Made the Jester money boxes to remind Jesters that their death is at the bottom of the box  Reinforce thematic element
6  Changed pay theme to instead of all in instead have it so that Jesters must collect money to pay by the end of the season or be beheaded!  Added a survival motivation
7  Made a railing on the platform to help with dice from falling off the platform  Dice fell off the table
8  Reduced the number of chips  Shorten the experience so a player who got out early is less likely to be bored

Playtest 4

Date: February 6 – 20:00

Playtesters:

  1. Female, 22, novice player
  2. Female 23, noice player
  3. Male, 33, experienced
  4. Me

Time: 15 – 20 minutes

Playtester Comments:

  • Playtesters liked the theming
  • Started to feel tedious at end
  • Felt great till end
  • First person to get out felt helpless and frustrating cause they got out early
  • Felt long
  • Losing playtester liked Last Chance feature (roll without paying tax, winning didn’t so much)

Observations:

  • First player out at round 5
  • Second at round 9
  • Third at round 12

Average score: 3 – 3.5

# Description Purpose
1 Changed to 10 chips Shorten the game

Playtest 5

Date: February 7 – 13:30

Playtesters:

  1. Male, 50, super hardcore player
  2. Me
  3. Male, 23, novice player
  4. Male 21, experienced player

Time: 15 minutes

Playtester Comments:

  • Playtesters suggested changing to D10 instead of d6
  • Players found matching system super confusing
  • Match system is fussy
  • Interesting ideas

Observations:

  • 10 chips was good
  • Nobody was too bored
  • People didn’t roll on the board
  • People would often forget to pay in

Revision

# Description Purpose
1  Changed matching system to have it by value comparison rather than number comparisons by dice  Realized odd calculation was what was important so wanted to simplify the experience so players could focus on that

Playtest 6 - 1

Date: February 7 – 14:30

Playtesters:

  1. Female 21, semi novice player
  2. Male 23, semi novice player
  3. Me

Time: 10 – 15 minutes

Playtester Comments:

  • Playtesters found it frustrating that one player would be a clear obvious winner around the middle of the game

Observations:

  • Comparing and rolling went much more smoothly and playtesters due to simplified comparison system
  • Playtesters would again forgot to pay in

Playtest 6 - 2

Date: February 10 – 20:00

Playtesters:

  1. Male 23, semi novice player
  2. Me

Time: 15 minutes

Playtester Comments:

  • Had fun
  • Found three dice a little difficult to calculate

Revision

# Description Purpose
1  Changed Jesters 2D6 to a D4-D8-D12 Wanted to make choice of probability choice more interesting
2  Tiered payout system instead of payout to only one player  Tried to solve problem of winner being too apparent early
3  Updated rule sheet  Add structure in to make experience easier to absorb
4  Changed king's dice from 2D6 to 5D6  Wanted to create cases where players have to maximise and thought adding more dice would be fun to roll

Playtest 7

Date: Friday 11 – 17:50

Playtesters:

  1. 21 male, hardcore player
  2. 30 male, hardcore player
  3. 23 male, experienced player
  4. 24 male, experienced player

Time: 15 minutes long

Playtester Comments:

  • Felt like it took 30 minutes when it took 15 minutes
  • Told to consider probability distribution more
  • Found counting the Kings 5D6 a slow tedious task 
  • Players didn’t think it was fun to roll King’s dice because the King’s dice is not their dice
  • Suggested rephrasing the rules to make it easier to understand

Observations:

  • One playtester didn’t like maths, and used his phone to keep track of numbers

  • Playtesters used their fingers to record differences
  • Playtesters arranged payouts in advance of the round to make it faster

Revision

# Description Purpose
1  Modified the rule sheet to include terms and bullet points with breakdowns as well as more explicit details  Make the game easier to understand
2  Included a method of keeping track of your difference  Take the mental load off the player
3  Changed players D4-D8-D12 to D8-D10-D12 Due to analysis of probability curve and number distribution (refer to Anything Else section)
4  King’s Dice changed from 5D6 with pips on them to a D20 and D10 with numbers TO make it easier to read and I preferred the more flat probability curve (refer to Anything Else section)

Playtest 8

Date: February 13 – 20:35

Playtesters:

  1. Male 21, hardcore player
  2. Male 24, semi novice player
  3. Me
  4. Male 23, experienced player

Time: 15 minutes

Playtester Comments:

  • Found rules difficult to understand
  • Figuring out people’s dice roll most difficult

Observations:

  • Understood rules quickly and game was resolved with payouts = 21,22,15,10

Revision

# Description Purpose
1  Introduced a sheet of numbers and player use a token to mark what their difference from the king's favor is.  Make figuring out players difference easier

Playtest 9

Date: February 13 – 23:00

Playtesters:

  1. Male
  2. Me
  3. Male

Time: 15 minutes

Playtester Comments:

  • As soon as one playtesters heard about terms then they switched off
  • Instead of difference players put down the number they got so they could visualize the difference easily

Observations:

  • Using the new scoreboard worked well.

Revision

# Description Purpose
1  Added a day counter row as well  Get another unnecessary detail out of the player's head

Final Set of Rules

You are one of several jesters performing at the King’s week long banquet. Jesters got bills to pay so to win you must earn the most money before the banquet ends!

Rules

Jesters earn money by gaining the Favor of the crowd who pays them based on the day’s performance. The Favor a Jester receives is judged by the difference from the King’s Favor to a Jester’s Dice roll in terms of numerical value. The different Favors are as follows:

Lowest Difference

  1. King’s – 4
  2. Queen’s – 3
  3. Prince’s – 2
  4. Duke’s – 1

Highest Difference

Money is paid out to each Jester from lowest to highest difference from the King’s Favor.

Turn Structure

The game takes place over 7 days (turns). Each day has four phases:

Perform

All Jesters Perform by rolling their dice.

Kings Favor

The Kings Dice are rolled setting the King’s Favor.

Improvise

  • A Jester can choose to Improvise. This can be done only once per Improvise phase.
  • If multiple Jesters wish to Improvise, rolling must occur at the same time.

Payday

Jesters receive their payout based on the difference from their Dice to the Kings Favor.

In the case of draws:

  • Non drawing players first receive their payout depending on their difference
  • Drawing players must Improvise until there is a difference
  • The loser(s) of the draw receive the lesser payouts

The following are examples of payday payouts.

Example 1: If the King’s Favor was 20, then a Jester at 19 is one closer than a Jester at 18. Therefore the Jester at 19 wins the King’s Favour and the Jester at 18 wins the Queen’s Favor.

Example 2: If the King’s Favor was 20, then a Jester at 19 draws with a Jester at 21 as both are one away from the King’s Favor. Both players must Improvise until there is a difference. The lower Jester gets the Queen’s Favor and the higher the King’s Favor.

Terms

  1. Kings Dice – The D20 & D10
  2. Jesters Dice – A set of D8, D10, D12 given to each player
  3. King’s Favor – The number rolled by the Kings Dice the center of the board
  4. Perform – Jesters rolling all their dice
  5. Improvise – Jesters rerolling one or more of their dice

Additional

The Day & Difference sheet is a useful tool for keeping track of what day of the banquet it is, and what the King’s and each Jester dice rolls are. Place recognizable tokens for each Jester and King on the values from 1-28, and move a token along the Day row to keep track of what day it is.

Estimate of Cost

I estimate per item cost at:

  1. Dice – 16.99 for 36 dice, making it 0.47 per dice, 14 are required so = $6.5
  2. Board & Boxes = $10
  3. Day & Difference Sheet (Multiple) =  $2
  4. Tokens for recording day and value = $1
  5. 70 chips = $7.5
  6. Post It Note Sheet = 50 cents
  7. Pen – 0.5 dollar = 50 cents

This comes to $28, but I can likely get discounts on many of these items buying in bulk.

So I say approximately $20-25 estimated cost.

Anything Else

In Playtest 7 I did some probability analysis using anydice.com

Kings Dice

The bell shaped curve is 5D6’s and the more flat curve is the D20 and D10. I went with the more flat curve because I preferred having a distribution with more equal probabilities over a large range of values for the King since this would be the number players would aim to get.

Jesters Dice

With the King’s new probability curve in mind I analyzed the Jesters Dice. The previous player’s probability distribution which had a max value of 24 was skewed towards the lower spectrum of possible ranges. Looking at bell curve that touches up to 30 it was more fairly distributed and given the three dice of D8,10,D12 it would make for a less obvious choice instead of D4,D8,D12 (roll D4 for least change, and 12 for most) which I would consider more interesting.

Trash Traders

Introduction: Trash Traders is an iOS app built by a team of students at Carnegie Mellon University’s Entertainment Technology Center in 15 weeks for West Virginia’s Steenrod Elementary. Trash Traders is an experience that has shown to be fun and promote discussions about living a more green life.

Award: Serious Play 2018 Bronze Award

Platform: iOSTime: 15 weeks |  RoleGame DesignerTeam Size: 6

Design Goal: The goal of the project was to promote a sustainability mindset in our target demographic.

Design Challenges: We faced a number of design challenges during this project including:

  • System design
    • Setup & Tweaking
    • Multiple difficulty configuration
  • UX challenges
    • UI Design
    • Tutorial
    • Trash Visuals and Content

My Contributions: As the game designer on the project I took the lead on directing our creative efforts. My efforts helped create a well received, fun, and engaging experience which made a good attempt to achieve our transformational goals. Other areas I made significant contributions in were:

  • An ideation process that created the main mechanic of the game
  • Conducting and interpreting playtests

Download: Trash Traders has been released on iOS and can be downloaded here

Angle Jungle

Introduction: Angle Jungle is an award winning puzzle game built by a team of students at Carnegie Mellon University’s Entertainment Technology Center in 15 weeks for Pennsylvania’s Intermediate Unit 1. Angle Jungle has value to first graders and above, its primary purpose though is as a supplement for 4th to 6th graders learning basic geometry.

Awards: Serious Play 2017 Gold Award Winner, CHI Play 2017 Jury Award Winner, Finalist for 50th Carnegie Mellon University Founders Award

Publications:

  1. Angle Jungle: An Educational Game About Angles
  2. Carnegie Mellon News Article
  3. Angle Jungle Gamasutra Article

Platform: iOS | Time: 15 weeks | RoleGame Designer | Team Size: 4

Design Goal: The goal of the project was to achieve the following transformations in our target demographic:

  • Primary Transformation: Build familiarity with the angle by having players solve puzzles that use a mechanic that encodes the numeric and spatial representations of angles
  • Secondary Transformations:
    • Introduce positive and negative angles
    • Introduce clockwise and anticlockwise rotation
    • Introduce angles greater than 180 degrees
    • Build familiarity with the protractor tool

Design Challenges: We faced a number of design challenges during this project:

  • Protractor tool introduction
  • Finding an mechanic which made angles essential
  • Crafting fun and engaging puzzles
  • Crafting additional sources of motivation

My Contributions: As the game designer on the project I took the lead on directing our creative efforts. My efforts helped create a well received, fun, and engaging experience which made a good attempt to achieve our transformational goals. Other areas I made significant contributions in were:

  • An ideation process that created the main mechanic of the game
  • Crafting and refining transformational/puzzle complexity (game complexity that serves a transformational goal) within the experience
  • Design of the motivational elements within the experience
  • Conducting and interpreting playtests

Download: Angle Jungle has been released on iOS and can be downloaded here

Development Process: Post

Source Code: GitHub 

Presentation:

A Transformational Puzzle – Angle Jungle

In this article I will chronicle my design process in creating Angle Jungle an award winning transformational puzzle. Then how I went creating the puzzles within the experience, and finally lessons learned.

Introduction

At Carnegie Mellon’s Entertainment Technology Center (ETC) multi-disciplinary teams work on projects over a semester to create an artifact. While attending I was the primary designer on the project which created Angle Jungle.

Angle Jungle is an award winning educational puzzle game for fourth to sixth graders studying geometry. At the start of development our requirements were up in the air. Following discussions with our client we settled on the following objectives:

  1. Create an experience involving angles.
  2. Integrate the protractor tool.

Design

Our ideation process began with brainstorming based on the objectives of our project. We then went through two iterations of paper prototypes.

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From our paper prototypes, we choose to refine two based on feedback.

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In parallel we began the process of creating digital prototypes based off these paper prototypes.

Pirates Life – Digital

Our breakthrough moment came when Jesse Schell, a faculty member at the ETC, posed to us that though these games used angles, both could be played without thinking about angles. We needed to make an angles essential experience. This priceless notion lead us to create Angle Jungle’s progenitor which we called Treasure Hunter.

Treasure Hunter V1

Treasure Hunters mechanic encoded the relationship between the numeric and spatial representation of angles. This was achieved by having players use numeric representations to create spatial representations in-order to solve a puzzle. We believed this embodied a system where angles were essentialWe then began refining Treasure Hunter.

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After positive feedback from playtesting we next created a digital prototype.

In the above video players slot numeric values into a beam maker which creates a spatial value. A certain spatial value is required to hit an objective to solve a puzzle and receive treasure. This digital prototype then went through many more iterations.

At this point in development we had the foundations for an experience. What was needed next was to design that experience.

Experience Crafting

How does one go about creating an experience? There are infinite ways, but we began with considering the difficulty curve within our experience.

Difficulty Curve

The above graph is an abstract difficulty curve which displays a sequence of tense and release cycles of increasing difficulty. This curve would form the underlying foundation of our experience. 

Gameplay Elements

With an idea of what we wanted the experience to look like, next we conceptualized the elements within the greater experience. The inspiration for this process came from a number of sources including the learning materials of our target demographic.

Our aim was essentially to gamify our target demographics learning material. We would achieve this through gameplay elements which attempted to capture aspects of the kind of problems they faced in the classroom. These gameplay elements would form the core components of the experience.

More Motivation

Whilst conceptualizing our gameplay elements we also considered the possibility that the puzzle may not be intrinsically motivating enough for players. Therefore we created two additional supporting motivational factors.

Supporting Actor

A gender-neutral character that needed assistance (inspired by Jesse Schell’s Lens of Help). Given the use of supporting characters in educational experiences is common, and there exists research on the potential beneficial effects for players. We hoped this would augment learning within our experience.

Golden Expectations

In addition we created The Cabin. The Cabin would contain rewards in the form of treasures and trophies. The Cabin would act as motivational element by creating Golden Expectations (expectation of rewards) through the aesthetic use of empty shelves as well as serve as a measure of game progress.

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We also recognized the need to space out our rewards for better impact. We therefore arranged rewards into evenly spaced intervals.

All Together

Together these pieces could further flesh out the difficulty curve of our experience. The peaks of our difficulty curve would now commonly correspond to the introduction of gameplay elements, and the dips would be periods of rest at The Cabin.

The experience needed more though, it cried out for substance in the form of puzzle content.

Transformational Puzzle Complexity

With a high-level view, and the fundamental elements of the experience in mind we went about crafting a set of transformational puzzles.

This process resulted in a jumbled pile of puzzles. This was a good first step, but it did not fit the experience structure we wanted. We therefore turned to a mighty tool. The spreadsheet.

The spreadsheet consisted of columns of each gameplay element which we incrementally increased to raise puzzle complexity. This tool complemented the design process as we created more puzzles based on these new complexity constraints.

Two additional considerations came to mind during this process:

  1. Include drops in puzzle complexity when introducing new gameplay elements to allow for more effective tutorials.
  2. Have the majority of learning occur early when complexity is low.

The result of this work was a structure of thirty levels which we then playtested.

Although initial playtests were largely positive they revealed two design issues:

  1. Lack of Angle Diversity – High occurrence totals of fewer number of angle values in the total experience meant a lesser exposure to different angle values.
  2. One Gem Solutions – Solutions which required only one angle gem on more complex levels meant less interaction with different angle values.

Both issues were detrimental to our goal of building familiarity with the angle system. Therefore, two methods of analysis were used to solve these issues:

  1. Angle Distribution Analysis – Counts of each angle value used.
  2. Angle Solution Analysis – A comparison of solution angles against angle values used.

These methods revealed a number of such ‘issue’ levels.

Angle Analysis Results – First Pass

The result of iteratively applying this analysis was that both the complexity and angle diversity was maintained and improved. This ultimately meant a better attempt at achieving our transformational goal.

Occurrence Totals of Angle Values

Transformational Objectives

At the end of the project we ended up with a concrete primary transformational objective, and several secondary transformational objectives.

Primary Transformation

Build familiarity with the angle system by having players practice solving puzzles using a mechanic that has an encoded relationship between the numeric and spatial representations of angles.

Academic Support

Secondary Transformations

In addition to our primary transformational objective we took the opportunity to introduce a number of secondary transformational objectives in manners that were natural extensions of the core experience (providing the experience with more puzzle content).

Protractor Tool Usage

To solve a puzzle, players had to work out the angle that was required to be made. This was difficult for some playtesters and therefore provided a natural opportunity to introduce a protractor scaffolding tool.

By making this tool available we built in the protractor in a manner that was of a natural clear benefit to our players. We hoped by doing so to build familiarity and appreciation of the tool by creating a puzzle environment where it was undoubtedly helpful. Playtesting showed that this strategy ‘seemed’ to work.

Sharon Carver – ‘I especially like the meter that shows the full 360 degrees while the player is working on selecting angles.  It would definitely be worth testing the impact’

Anticlockwise/Positive & Clockwise/Negative Angles

Introduce the notion of positive and negative angle values.

Anticlockwise/Positive & Clockwise/Negative Angle Addition

Introduce both anticlockwise and clockwise rotation, and angle addition and subtraction.

Angles Above 180

Expose students to angles greater than 180 degrees.

Design Considerations

Whilst exposing students to our core mechanic (an encoding between the numeric and spatial representation of angles), initial levels would allow brute force approaches to be rewarded in order to draw in the player with easy rewards.

Allowing for such ‘brute force’ (choices made without solid reasoning) approaches, resulted in the following criticism being raised:

What if players are not doing the thinking you want?

In the defense of brute force, we responded with the following counter points:

  1. Absolute mindless play is rare, so since the use of numeric angle values are essential even with a brute force approach, players are likely to at least reason about this aspect of the game.
  2. Supporting brute force approaches makes the experience more accessible (we had first graders reach level 22 with help!).
  3. Brute force approaches are only reasonably satisfying in low complexity puzzles (playtesters who solely practiced a brute force approach experienced frustration on more complex puzzles).

Most importantly though, we admitted that when complexity was low players would not have to think ‘much’. This was intentional. The experience allowed it for a deeper purpose.

We intended to combine that brute force motivation together with puzzle complexity as a transformative tool to incentivize a ‘logical’ approach. As puzzle complexity slowly increased the experience would naturally create skill appropriate ‘teachable moments’ for teachers to capitalize on.

Results

The results of this process created an experience that contained:

  1. Suitable learning and puzzle complexity curves
  2. An appropriate pattern of tense and release
  3. Appropriately interspersed rewards
  4. An exposure to a wide variety of angle values 
  5. A mechanic where angles were essential (encoded the relationship between spatial and numeric representations of angles)
  6. Relevant and effective motivational elements

This combination resulted in:

  1. An engaging enjoyable experience
  2. Naturally occurring skill appropriate teachable moments
  3. An environment fostering collaborative play

The transformational puzzle complexity in Angle Jungle can be best exemplified by the following diagram (note it dips at times of gameplay element introduction).

Number of Gems against Level

Well what did the games design ultimately translate into? Get a glimpse in the following promotional video (I’m happy to share raw footage on request).

Lessons Learned

So what can we take away from this experience. First some classics:

  • Paper prototypes are your friend!
  • Ask yourself can I play this game without thinking about the core subject matter? Is the subject matter essential to the experience?
  • Consider experience curves from the get go to help structure your experience
  • Study your target demographics source material, and use it as an additional source of inspiration in your design process
  • When introducing new gameplay elements introduce it in a low complexity environment to make learning easier
  • Have most of learning occur early when complexity is low
  • When designing scaffolding tools try to design them in a manner that is of a natural clear benefit to the experience
  • If extending your experience is necessary, do so with natural gameplay elements that can serve transformational goals
  • Guess and check is not the enemy of education. In fact, I believe the availability of simple strategies can create accessibility to larger demographics

Additionally, whilst designing this educational puzzle game one question came to mind.

How can puzzles serve transformational goals?

At present my thoughts are twofold:

  1. Well designed puzzles can create engaging experiences for players which designers can use to piggyback onto to achieve a transformational goal.
  2. Puzzle complexity with brute force motivation can be combined into a transformative tool to create skill appropriate teachable moments at the boundaries of brute force and logical gameplay strategies.

Golden Expectations

As part of the educational game project my team was working on we were required to build a reward system. This system took the form of a trophy room which would display trophies that players had earned. After playtesting though we found we had created an expectation for treasure which we were not fulfilling. The following is a gameplay video where our players would collect treasure chests at the end of each level.

So in order to fulfill this expectation we created additional art assets which we would use to fill up our empty room. We faced a dilemma in this regard. We did not want to force players to see treasure added to the room at the end of every level. This would be far too disruptive to the game experience. So how does one fulfill the expectation of reward without forcibly having the player see the reward appear?

Well one thing helped us in this regard. We already designed fixed reward intervals through the trophy system which forced players to go to the trophy room and observe the new trophy being added to the trophy room.

Fixed Visitation

In our experience we had periods of fixed visitation where the player would be guaranteed to be seeing the Trophy Room. Looking at the experience more methodically we were giving trophy’s at the following intervals (we had thirty levels).

One and thirty were absolutely necessary since they began and ended the experience. The others were decided based on difficulty curve which was designed in previous weeks. Again we asked ourselves the question. How does one fulfill the expectation of reward without forcibly having the player see the reward appear?

Continue reading Golden Expectations

Dominate – Freestyle

As part of the Game Design course taught by Jesse Schell at Carnegie Mellons Entertainment Technology Center, we were required to create whatever game experience we wished. The one requirement we had for this experience was that it was to be excellent! So I created Dominate, a tablet top strategy game!

In addition to creating the experience we prepared a marketing and rule sheet, as well as a written record of our iterative playtest driven process. The following is materials from my playtest notes.

Playtest Notes

Playtest 1

  • Date: March 29th 2017
  • Purpose: Playtesting initial concept
  • Playtesters:
    • Me
  • Time: 20 minutes
  • Playtester Comments:
    • A significant number of broken rules
    • Two resources for construction, sheep and wood were unnecessary
    • Need a method of counting the different resources, can’t keep track of it mentally
    • How do I know when I won?
  • Observations:
    • Playtesters had trouble counting tokens
    • Giving players the choice of resource location made resource placement polarized and clumped
    • Since no restrictions of village placement players would build lots of villages around themselves making the game drag out longer

Revisions

# Description  Purpose
1 Removed wood Was unnecessary
2 Bought chips Made counting easier
3 Made rule about connecting villages  Limit the construction of villages and temples to speed up the game
4  Gave temples life  Made possible a lose condition (all enemy temples hp goes to zero)
5  Wrote up rule set  Needed a document to playtest rules with

Playtest 2

  • Date: March 30th 2017
  • Purpose: First playtest with largely functioning game
  • Playtesters:
    • Me
    • Male – 21
    • Male – 23
  • Time: 40 minutes
  • Playtester Comments:
    • Fireball need chance on hit, I didn’t like knowing I would lose for sure
    • Who casts first should be based on a dice roll, again I didn’t liked knowing I would lose for sure
    • The rules for village placement are confusing
    • Found resource collection rate difficult to count
    • Liked the strategic element in fireballing then converting enemy villages
    • Observations:
    • Players had a good time
    • Players wasted a lot of time counting resources
    • Found an issue when a player placed their temple in a certain pattern, they became blocked from building
    • Both my playtesters were programmers

Revisions

# Description  Purpose
1 Allowed world to wrap around itself Avoid issue of limitation of three building connections per building
2 Fixed in rule sheet to clarify village placement Clarification based on request
3 Added initiative system to allow the spell phase not be a guaranteed thing Stop the feeling that you were guaranteed to lose
4 Add a conversion of resources to belief 2:1 People seemed to enjoy the spell phase more than the build phase so I wanted to charge up the spell phase. Also it was one method of increasing the utility of resources making investing in resource growth more useful.

Playtest 3

  • Date: March 30th 2017
  • Purpose: First iteration of rule sheet, introduction of game to more ‘casual players’
  • Playtesters:
    • Me
    • Male – 28
    • Female – 30
  • Time: 45 minutes
  • Playtester Comments:
    • Make the game board bigger!
    • Color code the villages!
    • Board is so cluttered, can’t see anything!
    • Don’t need initiative rolls every time, just do contest rolls on build if wanting to build in the same spot (everyone declares where they are planning to build then builds)
    • Clarify rules
  • Observations:
    • Playtesters got bored waiting for their turn
    • Playtesters didn’t read the rules at all
    • Playtesters had great difficulty counting belief and resources
    • Playtesters found the world wrap rule super hard to visualize
    • Both my playtesters were more artistic individuals, casual game players – from the previous playtest it seems that my game is more suited to strategy game fans
    • Playtesters converted all their resources in belief as they found that part most fun
    • Playtester though the strategy of high belief would work. but lost because had no base of resources to sustain that burst of belief

Revisions

# Description  Purpose
1 Made game board bigger Reduce clutter
2 Made color coded tiles and villages Made one's own villages easier to see
3 Introduced contest rolls on build Way to allow free for all building while allowing to resolve two players wanting to build on the same place
4 Touched up rule page Added more pictures in case people didn't want to read

Playtest 4

  • Date: 5th April 2017
  • Purpose: Second iteration of rule sheet and 1v1v1 setting
  • Playtesters:
    • Me
    • Male – 26
    • Male – 30+
  • Time:
    • 10 minutes to understand rules
    • 40 minutes to play game
  • Playtester Comments:
    • Include pictures of tiles on instructions
    • So what is the victory condition?
    • Mention influence earlier
    • Use the word adjacent, its more clear
    • Clarify construction rules, they are not clear
    • Mention that villages at 1 development level cannot be destroyed
    • Typo on spells, town not village
  • Observations:
    • Watching these playtesters reading the rules showed that I needed to change the information order to make the document easier to process
    • Playtesters were confused that they needed to select separate colors
    • Playtesters placed tiles on top of each other which I needed to verbally clarify
    • Playtesters found the phrasing of various parts of the rules confusing, and had to jump back and forward in the rule book to understand the rules
    • Players found the overlap rule confusing
    • Players found counting the resources wasnt too bad
    • Player suggested using higher value counters to make collection of resources faster
    • Players suggested a counting tool to keep track of how much you need to collect
    • Players suggested bidding resources to win the spell phase
    • Players suggested building should not be simultaneous but instead be one after another like before
    • Players suggested a thematic change to lighting bolt
    • Player had difficulty understanding the rules at first but then got into the game
    • Players felt the counting of belief and resources was most tedious

Revisions

# Description  Purpose
1 Reduce cost of fireball to 1 but introduced a probability of it missing (intention is to create more tension when attacking) Create a balanced fireball spell with an element of chance
2 Added image of village and temple to rule set Wanted a visual indicator of what was what for easier understanding
3 Made a resource/belief tracker for easier counting Wanted players to focus on the game rather than counting chips
4 Added 2-1 conversion to rule sheet Improve the rulesheet
5  Made variety of fixes to rule sheet e.g reordered sections – clarified victory conditions – made explicit mention that tiles dont stack – clarified construction rules – explicitly said players are assigned colors  Improve the rulesheet

Playtest 5

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  • Date: 8th April 2017
  • Purpose: Third iteration of rule sheet and 1v1v1 setting
  • Playtesters:
    • Me
    • Male 32
    • Male 26
  • Time:
    • 10 minutes to understand the rules
    • 1 hr 20 minutes to play game
  • Playtester Comments:
    • Playtester complained that reading the rules felt like studying
    • Very interesting moment when players said no need for chips use the income tracker to keep a track of how much you have instead
    • Playtesters mentioned income tracker could use a zero
    • Playtesters suggested having some visual indicator for turn order
    • Players wanted the resource and belief tokens on the income tracker to be more obvious
    • Playtesters found the income tracker awkward to use, and instead wanted more numbers on it instead of having to do arithmetic
    • Playtesters wanted a more efficient way of removing and adding villages to the board, and suggested making color coded physical representations of the village which could be placed and removed from the board
    • Playtesters suggested carefully considering how to manage the player who would lose the game early – either give them incentives to stay after losing, design it so they can continue and have an incentive to stay, or accelerate the game to end quickly
    • Playtesters suggested trying 1v1 or 2v2 game format.
  • Observations:
    • First time I explained as little as possible and had playtesters read the rules and play, had to explain income tracker.
    • Playtesters understood how to generate the board, and do the initial game setup
    • Had to explain the income tracker
    • I needed to explain both how to represent development levels, how to use the income tracker, and using d6 to represent hp on the temple
    • Players never used the offering mechanic
    • With three playtesters the maximum amount of belief/resources reached around 15-16
    • What happened was a Mexican standoff moment where each player had direct access to attack the other players temple, and it turns out that based on chance of spell phase the weakest player actually won the game because one player destroyed one other player and the weakest won the spell phase of the next turn and killed the other player before they could retaliate

Revisions

# Description  Purpose
1 Changed the income tracker to the warchest a tool for keeping account of how much resource and belief a player has Completely eliminate the need to use chips for keeping track of a player's belief and resources
2 Kept the offering mechanic Wanted to test how it would affect a game when used properly and it was designed reduce the power of the spell phase and also mess with the power that a guarantee of casting spells first gave
3 Changed the income tracker to warchest also added a zero on it Completely removed the need to use chips to represent the amount of resources you had allowing players to focus even more on the core experience

Playtest 6

  • Date: 9th April 2017
  • Purpose: Wanted to test what 1v1 was like
  • Playtesters:
    • Me
    • Male – 21
  • Time: 25 minutes
  • Playtester Comments:
    • Playtester got upset and felt cheated by the game because didn’t fully understand the rule of only allowed to connect to three adjacent buildings
    • Observations:
    • Playtest was short, and other player lost very quickly, playtester wasn’t happy at all, felt cheated by the game
    • Problem was they were in a situation where they could not build anything anywhere – I think a solution that would be in the 1v1 game mode give players two temples rather than one to add more skill to it
    • Used the offering mechanic to spell first

Revisions

# Description  Purpose
1 Made three game modes – 1v1v1 – 2v2 – two players with two temples each – 1v1 – each player has two temples  Avoid the disastrous playtest happening again with giving a single player two temples

Playtest 7

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  • Date: 9th April 2017
  • Purpose: Wanted to test out what the 1v1 with two temples was like
  • Playtesters:
    • Me
  • Time: 33 minutes
  • Observations:
    • The dynamic was certainly different, two allied temples were placed back to back
    • Other two were on sides of map
    • What ended up happening was that middle two gained lots of resources and that built up over time, eventually the aggressive village tactic was overcome by resource snowballing and the central allied players eventually won, and the two outer players forfeited before the end of the game
    • Found that placing resource chips (chips that represent the resource income of a tile) made counting of resources so much faster, will do it in future playtests

Revisions

# Description  Purpose
1 Added resource tokens onto village and temple tiles Making counting of resource income much faster

Playtest 8

  • Date: 10th April 2017
  • Playtesters:
    • Me
    • Male – 24
  • Time: 42 minutes
  • Playtester Comments:
    • Initially I was doing well then the playtester converted a critical village and I lost
    • Playtester liked the idea of converting resource to belief
    • Told me that playing required multidimensional thinking, resource gain, blocking, and long term growth
    • Resources became so important because of offering system
    • Required finding critical villages and capturing them, anticipating your enemies offering
    • Playtester commented that warchest system was good, but they didn’t mind the old system of counting chips one by one
    • Playtester appreciated new method of displaying village and resources on map
  • Observations:
    • Found it hard to find resource tiles since tiles were in a pile

Revision

# Description  Purpose
1 Playtester found better way of arranging belief and resource tokens on warchest. Keep it by the side as to not obstruct the numbers. Will update that in the rule set Improve warchest by having tokens not obscure the warchest
2  Made a box with compartments to make it much easier to find the piece you needed  Reduce the hassle in finding game pieces
3  Added the resource and belief token representations to the rules  Speed up the process of counting resources and belief

Playtest 9

  • Date: 10th April 2017
  • Playtesters:
    • Me
    • Male – 21
    • Male – 21
    • Male – 22
  • Time: 40 minutes
  • Playtester Comments:
    • Asked if resources were generic
    • Couldnt find use for belief
    • Confused about building only within area of influence
    • Found village upgrade table super confusing they thought it cost one to upgrade to level 2
    • Got confused by a line that said build first cast spell last
    • Highly disliked the whole 3 adjacent village thing
    • 6×6 feels small for 4 players
    • Game suffers from same problem as RISK where one player clearly snowballs to victory
    • Feels like you know who is going to win from the start based on the position
    • Playtesters said consider a large map and multiple temples
    • Playtesters suggested giving temples some resistance to fireballs
  • Observations:
    • Read the rules in 6 minutes – skimmed it
    • Allied players placed their temple in a resource rich but locationally disadvantaged position, and were unable to get lucky enough to break out of their bad positioning and so lost the game
    • Playtesters did not know the rule of adjacent first and so placed thinking they could place anywhere and that they said messed up the game for them

Revision

# Description  Purpose
1 Remove the rule of adjacent to three Players were not liking this rule and often players including myself forgot about keeping to this rule
2 Change the phrase resource cost to construction cost and phrasing around construction and upgrade of villages To clarify this
3 Added new rule for temple damage Made temples resistant to fireballs to reduce likelihood of player losing in one turn
4  Made changes to rule set based on confusions from playtest  Improve the ruleset

Playtest 10

  • Date: 11th April 2017
  • Playtesters:
    • Me
    • Male – 28
  • Time: 42 minutes
  • Playtester Comments:
    • Destroyed temple should become empty
    • Board still needs to be bigger, still feels cluttered but is improved from before
    • Fun game, liked the warchest system
    • Moving around map, places hard to reach
    • Didn’t want to place 1 belief villages as it was suboptimal
    • Inert villages seem weird in 1v1 didnt think to convert own because it felt you already owned it
    • I would play again
    • Real time strategy board game
    • Wished there was another dimension to movement
  • Observations:
    • Player went crazy in converting to belief to try and take me out quickly
    • I invested in building up resources and eventually snowballed to victory

Revisions

# Description  Purpose
1 When a temple is destroyed is becomes empty More sensical outcome and reward for the player who destroyed the temple
2 Clarified offering rules in rule sheet Improve the rule sheet

What Went Right

  1. Warchest system was a marked improvement over the old system of counting chips. The warchest cleared up the playspace and created an easy way for players to keep track of their resources without fussing around with chips. This allowed them to focus on the game.
  2. New method for representing income and belief made collecting resources at the start of the turn much easier, before a significant amount of time was wasted counting, and this was a marked improvement.
  3. Adding dice rolls to attacking heightened the tension in the game and had a positive effect on gameplay.
  4. Once players got over learning the rules they had generally positive feedback about the experience, particularly that throughout the game players had the option of several interesting choices.
  5. Adding the resource to belief conversion rule was highly appreciated. By doing so it created a good reason to invest in growing one’s village network so that a player had more resources to convert to belief. Now players would avoid wasting placing villages that weren’t connected to a resource. This helped address the problem I had seen in my first playtest of arbitrarily building villages.
  6. The way the game was designed allowed it to be very easily scalable in terms of grid size, number of players, temples per player, resource tiles per column. This design supported a wide variety of game modes 1v1/2v2 which felt distinct, and so the game was more accommodating to different numbers of players.
  7. Procedural generation of the board helped make the board experience fresh each time, increasing replayability.

What Went Wrong

  1. Playtesters didn’t spend much time reading the rules, and so made suboptimal choices in the game and got upset, and felt cheated by the game. What was particularly bad was placement of temples and villages. If placed incorrectly could mean the game was lost if players didn’t get lucky with die rolls.
  2. As one playtester pointed out my game suffers from the problem in RISK where one player will snowball to victory and this is apparent. This caused forfeiting to occur multiple times to save time because the odds were clearly stacked against the player. RISK attempted to address this problem with country cards that gave bonus armies, perhaps something equivalent would help my game.
  3. Procedural generation of the board acted as a double edged blade. If in the case the board was generated in a manner that made blocking of a players progress easy, new players felt upset and cheated (in tandem with point 1)

Tiny – Spring Break

During Spring break we had the chance to playtest a digital prototype of our game. The game consisted of five puzzles, and the intention of the playtest was to see if our target demographic and client (Colonial School) liked the game, and their thoughts. Feedback from both the teacher, and our target demographic was as follows:

Kids

  • Kids like the game
  • Thought it was easy, wanted more challenge
  • Understood the mechanic immediately
  • Completed the game within 5 minutes
  • When asked about characters they wanted they mentioned all kinds of animals they saw in the jungle
  • Again asked for a wrestler
  • Understood story
  • Had no major complaints about art or mechanic or story
  • One kid wanted dragons
  • One kid recognized it was a maths game but kept playing
  • Asked for more levels!

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Teacher

  • Teacher liked the game
  • Said reverse angle gems (move in opposite direction) would be fine but only on advanced levels
  • Wanted some source of competition so star rating system should have a total for students to compete against each other
  • Teacher said using games to teach angle of shapes would be fine
  • Teacher said students are not taught physics at their level (leaving physics out is a good idea)

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How Improv is Relevant

Improv is a skill we use every single day, it is a facet of how we deal with the unknown, and its development has incalculable benefits to our lives. Whilst at The Entertainment Technology Center the following exercises I found most useful:

I Own This Place

In this exercise we would receive a card from a pack of playing cards which would assign us a number. Based on that number we would adopt a status between extreme high and low.

Learning the concept of high, and low status as well as their traits has allowed me to reflect on myself. Not only do I better recognize status traits in others, but I intend to use this knowledge. I aim to exhibit higher status, and avoid lower status traits as I feel they are essential for many things including leadership positions which is what I aim for in my career.

Different Language Conversation

This exercise involved sitting in a semi-circle, and talking to each other in different languages.

My take away was a reinforcement of how paying attention despite not understanding is important. In and out of the industry we will have conversations where we don’t understand the ‘lingo’ of the speaker, such as when listening to highly technical speakers. Listening intently in those cases improves the conversation by respecting the speaker, and allows for a smoother transition to a language one does understand.

Continue reading How Improv is Relevant

Tiny – Week 13

This week was spent working on UX changes as well as polish to the game.

UX Changes

A number of UX changes were made .

One Gem Solutions

One gem solutions are The changes this work consisted of solving a number of one gem solutions that appeared during playtesting.

Tutorial

Changed protractor tool tutorial to an earlier level, then introduced it again in a later level to hopefully increase the probability that players will use it.

Anti-Cheat

During our playtest it was revealed that slotting and removing a gem constantly could be used as a cheat to beat a level. We solved this issue technically by having a check for slotting, and not allowing a win to occur if a slot had occur within sometime.

Game Flow

We reconsidered the flow of the first time play experience. Initially the first time players played the game they start directly at level one. The intention behind this was done in attempt to get players attention by showing them the most interesting thing first. This was changed to start with the map first because:

  1. It was our actual homepage.
  2. Many other games followed a standard of showing the map first rather than introducing the gameplay.

Tiny – Week 12

At the start of week twelve polishing the game was on the forefront of our minds. In this regard, design wise we continued to struggle with small, but vitally important decisions namely considering the visual representation of angles during gameplay and the introduction our scaffolding tool (the protractor from week eleven).

Hammertime!

We met with Jessica Hammer on Thursday to get a perspective on what we had done and the issues facing us. She told us the following:

  • Clarify our learning goals and sort it out into a table
  • UI buttons were confusing
  • Change to allow free form manipulation of gems
  • Pointed us towards Robert Siegler a professor of psychology at CMU
  • Make red and blue gems beam movement uniform, so red always goes anticlockwise, and blue always goes clockwise
  • Reconsider the visual representation of clockwise movements
  • Interest in protractor tool introduction and suggested we put it on level three where we introduce no new things and so cognitive load is not high

Jesse to the Rescue!

Following this we met with Jesse Schell on the evening of the same day. Being the masterful designer he is, Jesse gave us a suggestion of displaying the spatial representation of the angle.

Jesse’s suggestion was when the beam rotated clockwise, the beam maker would make the full 360 degree representation pop out, and be subtracted from when the beam moved past 0. In the case of the beam rotating anticlockwise the sector would grow as the beam moved anticlockwise.

We implemented this feature, then spent the rest of the week playtesting the levels we had, and weeding out one gem solution angles.

Tiny – Week 11

Starting Week 11 we finished creating digital versions of our remaining puzzles. In addition we began working on the various aspects of the game that we presented to our playtesters at the end of Week 10.

More Pieces

We added a map to replace the original level select screen. The new map would serve two functions.

  1. It would display the progression of the game to the player
  2. Create a more visually appealing method of level section

We also implemented a reward system in the form of trophy’s added to ones treasure room after completing a ‘boss level’.  We hoped such an addition would add a motivational factor for completing the game.

Later in the week Jesse Schell played the game, and suggested a new way to show treasure room. Instead of having trophys placed on the desk, have shelves arranged in a geometric way with numbers on them to reinforce the central theme of angles. In addition to this we considered including random treasures which we hoped would add a surprise factor.

Continue reading Tiny – Week 11

Tiny – Week 10

During Week Ten we prepared designs for the final levels of the game. These levels were in line with the complexity metrics we established during Week 9.

During this process we also documented our puzzles, and their solutions. This document would not only help recreate these puzzles during development, but could be handed off to teachers as a supporting document.

Meanwhile we began preparation for The Entertainment Technology Centers playtest day. This would involve members of our target demographic visiting our project rooms to playtest our game. For this day we came up with a number of questions to ask our playtesters as well as prepared video and screen recording equipment to capture gameplay footage.

Playtest Day

On Playtest day we had five groups of playtesters. Each group played the game for approximately fifteen minutes. We then conducted a short interview with them, and found several good insights such as:

  • They really enjoyed the game, we never had a case of a bored playtester
  • Even when playtesters got stuck they cried out for help, and we had cases of playtesters working together to solve puzzles
  • The protractor tool was useful, but since there was no clear tutorial playtesters found it by mistake
  • Playtesters liked the art, music as well as the treasures we would reward them with
  • Playtesters didn’t object to the main character, but found certain animations weird

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Angle Analysis

Recently we have been working to create an educational game on angles. Part of that requires designing puzzles that try to provide educational value. The following blog post is a continuation of a look at our process.

Breakdown

The most important part when analyzing our puzzles was first to recognize our puzzle metrics. Initially these metrics were as follows:

  1. Mirror Numbers
  2. Number of slots
  3. Number of gems
  4. Gem Types
  5. Receivers
Game Elements – Draft

First Pass

We began our first pass using these metrics to craft the thirty puzzles that would form the core structure of our game. The process essentially boiled down to a table of each of these metrics listed in columns. We incrementally increased metrics until key climax moments which we referred to as ‘boss levels’. Following a boss level we dropped the metrics to allow for the introduction of a new system in a simpler environment.

Level Structure Table

Second Pass

Our first pass at developing the puzzles allowed us to create the initial structure of the experience. On further examination, points three and four actually had more depth to them. We broke these points into each and every gem value. This additional depth warranted further analysis.

We then went about constructing a meaningful method of presenting what we called ‘angle distribution’. Using this we mapped out each and every gem per level. This method of analysis revealed several levels that were problematic for different reasons such as:

  • High angle overlap
  • Had no garbage
  • Levels that were similarly structured
Gem Distribution Analysis Result

These key points conflicted with our main educational objective of improving familiarity with both numeric and visual representations of angles. As for one having a large degree of similar angles meant that the exposure to different angle values in the 360 angle system was lower. So for our second pass we went about redesigning certain levels adding in garbage, and choosing angle gems carefully to avoid overlap.

Third Pass

On making a third pass at the we again found a problem. Our third pass took the form of playing the levels. What we found was some gems were included that were direct solutions to problems in hard puzzles.

Third Pass Adjustments

We needed to weed out as though it is good that players are able to discern such a solution, we felt that doing so would mean engaging less with the angle gems in the level as several other gems were left out entirely in the solution. Thus we weeded such scenarios out during our third pass.

Conclusion

Essentially the process boiled down to a number of steps:

Analyze

  1. Carefully study the components within our structure
  2. Extrapolate areas for further fine grained analysis
  3. Develop a tool for analysis

 Adjust

  1. Apply the tool
  2. Identify and address problem areas
  3. Replay the experience
  4. Repeat adjustment

Using this process we iteratively analyzed our puzzles redesigning when necessary to ensure levels had particular solutions to problems with minimal overlap. Now with a clear design process, all thats left to do is playtest and hope the design worked!

Tiny – Week 9

Puzzles!

At the beginning of the week 9 we had our halves presentation. Following this we met Jesse Schell on Tuesday, and presented our thoughts on how we would go about designing our puzzles. His suggestion was simple.

JUST MAKE PUZZLES. Worry about the details later.

So that is what we did.

The inspiration for our puzzles came from a combination of two sources:

  1. The teaching material that our client used
  2. A map of element complexity against time

Elemental Complexity

The process of considering elemental complexity began with a consideration for the interest curve of the experience. Essentially we wanted an initial large peak then a period of rest, followed by ascending peaks with rests until a climax at the end.

When designing puzzles Level Design for Games by Phil Co suggested listing the elements of a game, and systematically designing puzzles with incrementally harder arrangements of elements.

In our case we intended to use the elements to increase complexity, but explore fundamentally the same (problems related to the 360 angle system). The elements of our game were:

  • Clockwise Gem
  • Anticlockwise Gem
  • Beam Generator
  • Power Gem
  • Receivers & Obstacles

With these elements we create a table of level against elements, and incrementally increased the number of elements. When a new element was introduced we would drop other elements to lower the difficulty experience for players to more clearly grasp the new element.

Continue reading Tiny – Week 9

Educational Interest

As part of my Masters in Entertainment Technology I am working on an educational game project at The Entertainment Technology Center. My team aims to essentially create a living 360 degree angle system for fourth to six graders to interact with whilst solving puzzles. We hope that through our demographics interaction with this system we will:

  • Clarify misconceptions about the system
  • Build a familiarity with the system through puzzles which require students to use estimation

In approaching this problem we have gone through an extensive ideation process, and the result is that we finally nailed down a core mechanic that makes considering angles essential. The following is a prototype of what we came up with:

Currently in our project we are at a point where we have to create the puzzles that will make up the heart of our educational game. To do this properly requires the creation of an interest curve; but not just any interest curve! As well needing to be an entertaining experience we must go one step further, and include the element of educational value.

Design Process

With the objective of gamifying the material that our client uses to teach their students we began designing an interest curve. The first part of this process is to study the material which took the form of common core sheets.

We looked at each of the sheets, and broke down the different tasks involved which were as follows:

  1. Create an angle using a protractor
  2. Obtuse, acute, right, and straight problems
  3. Visual identification of obtuse, acute, right, and straight
  4. Identification of obtuse, acute, right within different shapes
  5. Given a protractor diagram identify the angle
  6. Estimate an angle between two points
  7. Find the missing angle given a total angle
  8. Find supplementary angles
  9. Finding complementary angles
  10. Find missing angles in a cross shaped
  11. Find angles in portions of a circle
  12. Find the angles in a triangle

Next with these tasks we looked at what tasks were best suited to the game we have created which was 1, 2, 3, 5, 6, 7, 8, 9, 11, 12.

In parallel we created a number of game elements to help us create these problems:

  • Clockwise Gem
  • Anticlockwise Gem
  • Beam Generator
  • Power Gem
  • Receivers & Obstacles
Game Elements

We then identified what is essentially our core gameplay challenges that our player will face:

  • Dragging angle gems into beam generator/receivers
  • Remove angle gems from beam generator/receivers
  • Value deciesions between angle gems
  • Clockwise angle gem addition problems
  • Anticlockwise angle gem addition problems

Given our design and students curriculum, we made some assumptions about these challenges:

  • We consider clockwise movement a more advanced topic
  • Increasing complexity means increasing challenge, which can be achieved with more mirrors, angle gem slots, and receivers with obstacles

Now with these elements we imagined an interest curve.

Continue reading Educational Interest

Gladiator Rumble – Story Citadel

As part of our Game Design course taught by Jesse Schell at Carnegie Mellon’s Entertainment Technology Center we were required to create a tabletop RPG. The following is an adaptation of the document detailed Gladiator Rumble, the game I submitted for this assignment.

A brief description of the process you used to create your adventure. Include any brainstorming notes, etc.

I begun the process of creating my adventure with a theme/fantasy. I had a number of ideas including:

  • A sports adventure theme
  • A wild west themed game
  • A game with vampires

I settled on doing something set in the time period of the Roman Civilization. In particular I loved the setting of the movie Gladiator so my intention was to recreate a similar storytelling experience.

Next I searched for an interest curve that roughly mapped onto what I wanted to create.

Next, based on the five point on the interest curve I imagined the main scenes of the story with a brief description of what I wanted to achieve in that scene, and the main story beats.

  1. Capture – I wanted the player to be captured.
  2. Training Ground – A scene in the gladiator house of them learning skills and familiarizing themselves with their new world
  3. Gladiator Battle 1 – First gladiator battle, high intensity
  4. Villanus Mansion – A more social situation, with a puzzle
  5. Gladiator Battle 2 – Last gladiator fight, high intensity, kill the boss to win one’s freedom, or kill each other.

I was inspired by the game Shadow of Rome, and wanted to find a system that support combat and social situations. I could have used the roleplaying 101, but I instead chose to use a system from a tabletop RPG game I had played before called Vampire The Masquerade (VTM). More specifically I used Vampire: Dark Ages (medieval setting) for their armour, and weapons.

To flesh out my world of I needed to perform significant research, namely:

  • Be aware of the different types of gladiators to give my players and generated enemies some grounding in the world
  • I also wanted to include animals at one points so I found applicable stats.
  • Made a list of important characters and some of their traits to help me roleplay them.
  • Each scene needed a map so I drew one, including details about who was in each scene.
  • Refamiliarize myself with VTM’s leveling scheme, social and combat systems.
  • Found example stats to base my NPC’s on.

There were also a number of things I did not do:

  • Also thought of adding in some currency and letting players by equipment but thought this might add too much added complexity.
  • Thought of adding special sections such as chariot racing but left it out due to the added complexity.

All of this I compiled into a long supporting document I used whilst DM’ing that I will include in the following section.

Continue reading Gladiator Rumble – Story Citadel

Tiny – Week 8

We began week 8 with preparing our digital prototype for playtesting, iterating on various artistic, and functional elements including sound, and animations. The following was used for our first internal digital playtest.

Playtesting

After playtesting with a number of members of the Entertainment Technology Center community, the feedback was as follows:

  • UI/UX – More focus needed on the angle tool, such as an angle measurement would be helpful
  • Gameplay – Add treasure for rewards in the Indiana Jones style
  • Art – Use particle effects for mask head instead of using the beam

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In addition our professor Jesse Schell commented on a number of insightful areas for us to consider, such as:

  • Why there were multiple slots on the beam generator in a level with only one gem
  • Why the second mask had no fire coming out of its nose
  • The light coming from the power gem was confusing
  • The treasure should be in same space as the game
  • Make world more juicy through interactions
  • Make the world funny, silly and surprising

Continue reading Tiny – Week 8

Tiny – Week 6

Based on a focus on Treasure Hunter at the end of Week 5 we added various design additions to the idea which was shaping up to be a dungeon adventure where players:

  1. Could move around a character
  2. Had an inventory (method of dealing with many gems in a level)
  3. Could defeat monsters (requested by our audience)
  4. Could pick up gem bags (method of incrementally introducing gems incrementally to our puzzles)

Features 1, and 2 were integrated into the following early prototype.

A New Perspective

We met with a designer from Zynga who was visiting The Entertainment Technology. She had a look at our idea, and advised us to focus on our core mechanic which was the slotting gems into the beam maker.

Image result for zynga

So based on the feedback we:

  1. Removed gem bags.
  2. Removed inventory.
  3. Made our main character stationary. The character would now be an assistant who would act like guide (akin to Dora the Explorer games) giving advice, information and hints but not actually solving the puzzle directly.
  4. Constrained problems to only 180 because the teacher requested it.
  5. Finally created 10 levels at the end of the week.

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Simultaneously our artist continued to make aesthetic progress.

Treasure Hunter Concept Art

Tiny – Week 5

Quarters

On Monday we had quarters which gave us lots of feedback from the faculty.

Quarters Feedback

Considering the feedback from quarters we went about revamping our ideas.

Revamp

One concern was raised regarding the complexity that physics considerations adds to the game which were not core to teaching angles to our target demographic. Since both our current ideas had an element of physics we took this feedback on board. We then changed the design direction, and made decisions to minimizing the element of physics.

Pirates Life

  • Since we are firing a cannon ball, we wanted to change the perspective to lessen the look that the cannon ball is making an arc so that players don’t consider that aspect of physics.
  • To enhance learning we also would not having monsters move when missing, instead we would give them a new problem.
  • To give us more design flexibility we would have the pirate ship not be fixed to bottom center of ipad, instead have it so that it can be move around but remains fixed so as to allow us to create more types of problems.

Alpaca Toss

One critique was that in both games angles were not a core part of the experience, and so we ‘tossed’ Alpaca Toss. Yet we used some of its core in a new idea.

This new idea came about whilst playing Tomb Raider, and remembering a scene from The Mummy that involved light beams that lit up a room.

The idea was essentially that we used ‘angle gems’ to move around a source of energy that charged up a power stone that opened up a door with treasure behind it.

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We named this new idea Treasure Hunter, and designed five levels on Wednesday to try out the new mechanic.

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On Thursday we prepped to visit Colonial School on Friday. We fancied up the Treasure Hunter prototype, prepared a playtest format, planned a drawing activity for the kids, and prepared some questions for the teacher.

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Continue reading Tiny – Week 5