Hello all and welcome to this week’s blog post about a game I am prototyping in my university subject, Game Making.
I intend to create a game with the theme, ‘environmental management’. The objective of this game is to introduce environmental issues to the audience, get the audience thinking about how they can use skills in the real world to help these problems and to promote health and wellbeing of hikes.
Narrative and story world.
My inspiration for this game has come from another university subject, Future Cultures. This subject requires students to create a digital artefact. Mine is about hikes in and around the Sutherland Shire and the benefits of them. Take a read on my blog posts ->
I have based my game on the hikes I have been on. You will see this further on with the design of my game.
This game will allow players to escape their normal life and become characters who solve real world environmental problems. The narrative and story world in this game is fun and exciting.
Beginning: The players choose a character card from the deck. Each character card has a different power. This is where the player can decide on a strategy to win.
Middle act: this is where the players begin to race to solve the environmental problems. The player who solves the most wins. The problems include clearing rubbish form the pathway, protecting wildlife, bushfires, water supplies and medical emergencies. You begin to see action happening and players employ their strategies to win.
Third act: The ending of the game happens when all the environmental problems have been solved. Results are announced and the player who has solved the most problem has won.
Abstraction being experimented
My main inspiration for this game is Pandemic. I have played this in class and really enjoyed it.
In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand.
This game is exciting and interesting. I mostly liked the element of racing to solve problems around the board.
The audience of this game is open and flexible. There is no specific age. Though, due to the terms and materialistic components of this game, I have chosen to target towards 12+.
- The board.
- Character cards – these cards will determine who the player is and their role in the game. These include:
– Park ranger > means they can move around the board more.
– Politician > they have more funding.
– scientist > has more knowledge on the trial.
– council worker > more tools.
- Challenge cards.
- Resource cards.
- Orange circle chips.
- Character pieces for the board.
As mentioned earlier, the design this game is inspired from hikes I do in real life. This is just a very rough prototype of my game. So, please, ignore the terrible drawing. Though, the photos used around the board are ones I have taken on my hikes.
Writing the game rules was one of the hardest steps. See them on this google dox sheet.
Playtesting and iteration
My next step is playtesting the game. Playtesting this game will be important to make iterations. When playtesting my game I will watch carefully what the players are doing and if they are engaged. I will examine the expectations, tone, pacing, balance and emergent properties of the game and the players. I hope to get out of the playtesting knowledge of the strong, weak and things to change in my game. From this I will be able to make iterations and better versions of the game.
I will have my family playtest my game. I plan to not be involved in the game, though, silently watch them play the game and take notes. I will then follow up with a few questions relevant for my iteration.