Rule Iterations and Subject Reflection

Continuing from last weeks blog where I identified changes that needed to be made to my game rules, such as adding in a paragraph describing the game and it’s concept. I have developed a final iteration of the rules in preparation for the final game dossier, this includes the descriptive paragraph as well as revitalised game rules. Continue reading “Rule Iterations and Subject Reflection”

Game Rules

Establishing a well thought out, sufficient set of game rules/instructions is important for all areas of game making. The rules allow new players to learn the game and returning players to be reminded (Moore, C and Hall, R 2018). That being said, it’s critical to ensure these rules are clear and concise so it’s easy for any new players to read through the rules and so any experienced players don’t need to hunt around for information (Rollins, B 2018). Continue reading “Game Rules”

Abstraction and Representation in Board Games

Another important aspect of developing a board game is analysing the degree of abstraction within the game. And no, this does not mean a tertiary education course in something with open interpretation. Abstraction is referring to the occurrence present when a concept provides the framework for a subordinate concept. Abstraction is the opposite of representation, the reproduction of something with included resemblance. In a board game context, abstraction means that the games theme and context does not have a real world equivalent (Moore, C & Hall, R 2018). Continue reading “Abstraction and Representation in Board Games”

Materiality and Prototyping

The games philosopher, Ian Bogost discusses in his book ‘Alien Phenomenology, Or, What It’s Like to be a Thing‘, the idea that making something work is a complex process that he defines as ‘carpentry’. The carpenter undertaking the complex process of making something work must also combat the material resistance associated with the object, making the object itself a philosophy. This is evident in the practice of board game making, as developing a board game requires heavy analysis of the materials used to make the game and if those materials are appropriate for the type of game being created. Continue reading “Materiality and Prototyping”

Individual Game Ideas

Following last weeks group game presentation, it is now time to develop an individual game idea and run with it for the remainder of semester in preparation for the game dossier assignment in week 13. In the week 7 seminar, the class participated in an exercise facilitated by Richard Hall which allowed us to develop ideas for our individual game. Continue reading “Individual Game Ideas”

Dice Island: Individual Contributions

Throughout weeks 3-6 of BCM300, I worked collaboratively with fellow class members on a group game prototype which was then presented to the rest of the class. Myself and fellow group members equally worked on our group game prototype ‘Dice Island’, however certain aspects were completed by specific members due to our varying expertise and skill sets. Continue reading “Dice Island: Individual Contributions”

Dice Island: Game Mechanics

Following on from last weeks blog post about Dice Island’s game narrative, this post will focus on the mechanics and rules of our card based board game Dice Island.  After discussions in the week 4 BCM300 seminar by Richard Hall using notes from Christopher Moore, myself and fellow peers were able to establish that our games main theme is economic simulation. Continue reading “Dice Island: Game Mechanics”

Dice Island: Game Narrative

As discussed in the week 3 BCM300 seminar by Richard Hall using notes from Christopher Moore, board games are an effective way of transmitting stories, ideas and philosophies. In order for this to occur, there are two essential aspects of a board game which must work in conjunction with each other. These aspects are the games story (or narrative), and also the games rules (or mechanics). When creating a new board game, regardless of which aspect you develop first, both are just as important and should compliment each other to enhance the quality of the final product. Continue reading “Dice Island: Game Narrative”