Personal Responsibilities/ Current Results:
My responsibilities for this group project involved development of the actual game mechanics, generating the steps taken every ‘turn’ and signifying how many components they would need. I was presented with a a couple requests for mechanic inclusion from my partners Chris and Tim which included two major things: a secret traitor mechanic and an esports theme to continue off our last collaboration.
As such I started production, on pen and paper, which is something I don’t often do, but have found allows for ease of production, going back and fourth and just allowing my mechanics to flow onto the page.
Due to an undying love for Betrayal at Buldur’s Gate I started with an analysis of basic game components included in that game, Cards, Dice, Boards and Players. My personal game project has a great number of components so I decided I try to minimize the amount of components in the game.
I settled on Cards, Dice and Players, so only a minor success in regards to the goal. The Game consists of 2 decks on unique cards, one die, and a required 4 players. The Mechanics of Hidden Identity is represented in the form of the GRIEFER. I won’t go into full detail on all the mechanics, for that you can look at our development document here:
The other key mechanics of the game are Points Pooling, Card Drawing and Dice Rolling. These mechanics have evolved, through my work on turn generation and my partner’s work on theme/ narrative development and research management, into a fully-fledged prototype, that needs only be playtested prior to Week 13
Our Game revolves around cooperative play to achieve a group goal, while one player attempts to force a rage quit.
Approach in Relation to Lectures:
The major lecture I took viable information from was the week 6 ‘Game Mechanics’ Lecture. I incorporated an ‘asymmetrical variation start, with the random shuffling and handing out of the player cards. Also on the asymmetrical line: was the two decks in random order, this provides a stable turn but with a large variety of options for how the turn may go.
That lecture also cover the importance of cards and there effects, games like Pandemic have card effects that change game difficulty, which is something I decided to run with. The idea of cards that interrupted other players in a=quite a complex technique, the idea of ‘Counter play’ is something I am again attempting to put in my personal project so I steered clear, although technically The Griefer could be considered a counter player themselves.
We went narrow, on purpose, focusing on a ‘Gamer’ Audience, which could be seen as a cop out, but all our members are pretty intense gamers so we just kind of made a game we could both play and relate to. On of our Reaction Cards is called ‘Fat Fingers’, referring to when you go to press a key in game and you finger presses another one instead, I legitimately cannot tell you how many times I have done this, It speaks to my soul. Our demo, to be more specific is mid range teens to early range adults, of all genders but mostly male based on Western market statistics( https://www.statista.com/statistics/722259/world-gamers-by-age-and-gender/ ).
Our demographic of ‘Gamers’ are already documented searching for games that retain to them, examples like Jackbox Games ( https://www.gq.com/story/how-jackbox-changed-the-party-game-forever ) and allow for factors like meme culture to be integrated into our cards adding an almost family level of humour to our game ( https://www.gamedesigning.org/video-game-memes/ ).
Next Steps: Futurology
Our game is technically ready for a pre-prototype, which is something I want to accomplish prior to the presentation. I already have an order for some concept art for my personal project so I am considering contacting my guy for a little bit of art for this game.
Games like What Do You Meme? have paved the way for our game, but popularity for party game is dropping off slowly, so we have come in at the tail end of this games potential window of opportunity. However, I predict that via a potential partnership with a game company like RIOT or Blizzard, we could theme our game to their audience, allowing for a slipstream style demographic access. Evidence of this as a potential scenario come in two forms, one being that these companies are aggressively advertising during quarantine and this would be a new avenue for them (Evidence being while writing this my YouTube Music Mix has had 18 League of Legends Ads) and the second is that these companies have already shown interest in card games with Examples like Legends of Runeterra coming to mind.