9/29 Rules Explicitness
In class this week, I got the chance to play "Exploding Kittens" and "The Crew." Exploding Kittens was a very basic game, with a ton of fun different cards, and I enjoyed it (mostly because I won). I didn't like how once you're out, though, you're done completely until you start a new game. It is more of a last player standing kind of game. The Crew was interesting. I may have never played another card game before where I worked as a team to solve tasks. This game was very repetitive and reminded me of the videogame "Among Us" if there was no imposter (meaning the game seems super repetitive and pointless in my opinion.) In relation to "Writing Effective Rules," I don't feel like I covered all aspects of the rules and strategies for the games I played because we were mainly testing them. This might have led to my poor experience playing "The Crew." For example, I never covered the "preamble" or "end of game" rules laid out by James Ernest. Chapter 9: Conceptualizing Your Game - I think will be very helpful in helping my group come up with our travel card game. The speed dating option listed for ideas I think will work well with our group. The hardest part about making our card game in my eyes will be "Designing Around the Main Thing the Player Gets to Do" from chapter 9 as well. I can see how so many game ideas become overwhelming by trying to put too much into a game, and visa versa.
My Design Studio Craig W
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