Yung Siew Weng / 0339847
Game Studies / Bachelor of Design (Hons) in Creative Media
Project 2 & Final Project /
Table Game Information and Data & Tabletop Game
MODULE INFORMATION
Game Studies - Project 2 : Table Game Information and Data
INSTRUCTION
For this part, the students need to use various methods, such as conducting playtest responses, observations, interviews and survey by questionnaire to collect primary data for their study. All evidence to support data collection is to be organised well.
Requirements :
1. Select and justify suitable primary research methods relevant to the study.
2. Carry out the research and collect data.
Game Studies - Final Project : Tabletop Game
INSTRUCTION
Students are to develop the proposed game design based on the findings/data from Project 2 play test cycles. Students are required to produce a presentation slide and a downloadable PDF version of the game design document embedded and posted in the blog.
EXPLORATION
After completing the foundational elements of the game, we moved forward with playtesting the latest version during our class session in week 6. During the session, we had the opportunity to receive valuable feedback from Ms. Anis, which proved instrumental in refining our game concept and improving its overall quality.
Feedback _ week 6 / 11.05.2023
Overall, the game is coming together well, but the playability aspect requires further attention. Good job! Some suggestion given that can consider for improving the game mechanics :
1. Consider focusing on a single form of currency, such as social credit, within the game as players had already experience to the concept of "academic credit" in real life.
2. Explore the idea of incorporating specific goals for players to achieve, like attaining a 4.0 CGPA. This would provide players with clear objectives and further engage them in the gameplay.
After the feedback received, we tried and discussed about the game mechanism of our current gameplay. Through a several times of playtest, we gained valuable insights that allowed us to further enhance the engagement and enjoyment of our game. The new ideation that emerged is the introduction of a "Bucket List" card that having the ideation of all players having their own bucket list in uni to complete, and secretive wild card that enables players to sabotage or undertake additional challenges during the game. Additionally, we decided to add unique "property" names to each space on the board, adding more depth and immersion to the gameplay experience.
We had tried both ideation on #Ideation 1: all the players get 5 bucket list card and the winner of the game will be the one who first complete to collect all his/her bucket list and #Ideation 2: all the players get 5 wild card and the winner of the game will be the one who gain the most "bucket list" card.
Fig 1.1 Playtest #Week 6 (week 6/ 11.05.2023)
During our playtesting sessions, we implemented both of our new ideations, but unfortunately, both of the outcome was not as successful as we had hoped. The playtest experience turned out to be worse than the previous version, indicating that there are significant areas that require improvement and careful consideration. This outcome highlights the need for further exploration and adjustments in order to ensure a more enjoyable and engaging gameplay experience for future players. We are determined to learn from this setback and continue refining our game to deliver the best possible outcome. To make the game experience to be more interesting, all of us responsible to do some research on the other tabletop game in order to expand our horizon and ideation towards our version.
With somewhat similar concept, I had revised an enhanced visualised version of the board game since I felt that the major challenge of the game was the incomplete game board, leading the frustration and boring towards the game dimension.
Fig 1.2 Conceptual Ideation #Week 6 (week 6/ 14.05.2023)
After having the conceptual ideation based on Fig 1.2, all of us had a group meet-up in order to play-test the new ideation concept during week 7 before the class session (16.05.2023). During the day, we printed out the board sketch to have a try on the "new" play-test.
This time, we tried on with my revised conceptual version, filtered all the cards and interpret some interesting challenges onto it. Based on the happiness that we showed on our face, It was luckily and grateful to say, "OMG... This time, it actually works! No more tears falling into bags of M&M". And, now, we are confident for our first Alpha PlayTest! 😎
During our first Alpha PlayTest, we had Selina from Group 2 to join our game. We had a new member named Selina from Group 2 join our game. We provided her with a guide and introduced our gameplay concept to her.
Fig 1.4 Alpha PlayTest 1 (week 7/ 18.05.2023)
And, we had received several suggestions from Ms. Anis based on the survey feedback towards our Alpha PlayTest 1:
Feedback _ week 7 / 18.05.2023
1. The score indicate that your players were generally satisfied with the game after they stopped playing. Perhaps a more memorable encounter would make the game more satisfying.
2. The game's mechanic and structure triggered your players' attention well, but your game could benefit more motives immersion so to create the relevance of gameplay to the internalised expectation for playful experiences (i.e: perpetuate narratives, lore in the game or exercise more role play when playing).
3. The overall score for social presence was very good. Your game enabled the players to have a sense of healthy motivation to compete and enforced their confidence when playing the game. But perhaps a more affected state of personal experience could make the whole social aspect more dynamic.
4. While your players's playful experiences awareness were generally positive, your game could benefit from playstyle that challenges your players subjective emotion (i.e: more dramatic cause and effect in the game rules, dynamic adventure options)
2. The game's mechanic and structure triggered your players' attention well, but your game could benefit more motives immersion so to create the relevance of gameplay to the internalised expectation for playful experiences (i.e: perpetuate narratives, lore in the game or exercise more role play when playing).
3. The overall score for social presence was very good. Your game enabled the players to have a sense of healthy motivation to compete and enforced their confidence when playing the game. But perhaps a more affected state of personal experience could make the whole social aspect more dynamic.
4. While your players's playful experiences awareness were generally positive, your game could benefit from playstyle that challenges your players subjective emotion (i.e: more dramatic cause and effect in the game rules, dynamic adventure options)
Based on the feedbacks given, we tend to have new ideation on :
- To visualise the cards in order to create more memorable encounters.
- Add elements like each character having its own special power and characteristics.
- Add more chances for skill card [we found that it was a bit boring when all of the player not having any skill card on hand, so we decided to add a game rule: "each of the player having one skill card in the beginning of the game as their weapons".
Continued to our Alpha Test 2, this time, we are required to having at least 3 new players are invited to explore our gameplay and play for 2 round. In the first round, Pei Yun and I moderated the process with the invited player Honoka, Xin Ru and Shin Er.
Fig 1.5 Alpha PlayTest 2 @ Round 1 (week 9/ 01.06.2023)
Throughout the test play, all the player indicated they was quite fun and enjoy the gameplay and will excited to play again in future. However, we had observed that the skill cards were appearing too frequently, and some players could be eliminated within 5 minutes by using a skill card that allowed them to steal all the credits as the card "steal 10 credit from targeted player" from a targeted player who had only 10 credits.
For the second round, moderated by Ser Yeet and Jia Hsuan, and we introduced the idea of having a goal card at the beginning of the game instead of a skill card.
Fig 1.6 Alpha PlayTest 2 @ Round 2 (week 9/ 01.06.2023)
Based on the feedback and findings from the players, most of them found the game interesting and expressed their desire to play more. However, one player mentioned that there were too many "stop or skip" cards, which made her feel bored as she repeatedly landed on stop spaces.
After completing the Alpha Test and considering the feedback, we discussed the issue and realized that the enjoyment of the game largely depends on the player's luck. When the player's luck is favorable, the game becomes engaging, but when luck is not on their side, it can lead to frustration and boredom. Nevertheless, we still plan to reduce the number of skip or stop cards and introduce more challenges to enhance the overall gameplay experience.
After the discussion, we have now entered the visual design phase, and I want to express my gratitude to the team as our early-stage interpretation of the design idea has significantly expedited our overall process. However, we have encountered an issue with the character design as it lacks full shadows and highlights, resulting in a lack of contrast as well as the lines and outcome are not solid enough, making it challenging for other team members to interpret and incorporate the design into the card designs.
As a team, I am fine to contribute in anyway I can to achieve our common goal of creating a successful project (and, of course, aiming for a good grade). So, I am now responsible to assist with refining the character design, ensuring that it is accessible and easily interpreted into the card ideation.
Fig 1.8 Character Design,
Original Version (Wei Jie's) Vs. Refined Version (week 9/ 04.06.2023)
To be completely honest, the process of refining the character design was extremely stressful and frustrating for me. As I wished not to slow down the full progress [as we had other module assignment again], I forced myself sitting from 10 AM - 6 AM to complete this line art. Although, despite it was "refined", the original version's lines and shapes were not solid enough, so I had to retrace the entire character and make numerous amendments to achieve a more perfect result. Adding multiple shadow shapes was overwhelming, to say the least.
However, the most difficult and disheartening moment came when Illustrator crashed just as I was about to complete the final line. It was a crushing blow. WHO KNOWS? This experience was truly challenging, and I felt on the verge of EXHAUSTION! I desperately needed sleep. As a result, it took me an additional six hours to rebuild the shadows and highlights for the four missing characters. Should I be grateful that it was only four? Nevertheless, I must acknowledge and thank myself for overcoming this significant challenge. I definitely deserved a well-deserved rest. The refined version outcome and development was documented under the PDF below :
Fig 1.9 Refined Version - Character Design,
Development and Outcome (week 9/ 04.06.2023)
After finalizing the basic character design, each of us was assigned the task of designing and creating the character actions for the cards. A total of 17 to 19 cards were allocated per person, but due to my involvement in developing the shadows and highlights, I took on a smaller portion of cards, 12 cards in total. Then, all of us concentrated on building our own character action cards for the particular week [week 10].
On the day 13 June [week 11], we had a meeting to review our overall progress and discuss our final design decisions. As we having a progression check on the Thursday of the week, we are responsible to create a slides desk on our current design decisions.
As all the elements were previously compiled under my Ai file, I helped the team compile and insert all the necessary information and elements related to our current design into the presentation slides. However, each team member still needs to individually upload and insert their own progressions into the slides accordingly. For the action card design, due to time constraints, we made the decision to adjust our interim deadline to the latest, Sunday of the week. This allows us to allocate sufficient time to construct and print out the game card for our next Beta playtest.
Fig 1.12 Current Design Slide Desk (week 11/ 13.06.2023)
We had received some feedbacks during the progression & feedback session :
Feedback _ week 11 / 15.06.2023
1. Keep the rulebook less than 10 rules and easy players to read and understand.
2. The game concept was very solid and well done!
3. Avoid printing the game board until gameplay is finalized to allow for any necessary changes.
4. Consider reducing the number of credits needed to win to avoid prolonged game duration (e.g., from 30 credits to 20 credits).
5. Evaluate if it's possible to achieve a game winner within a 30-minute timeframe.
6. Try to make the design available for the next Beta playtest.
After completing the feedback sessions, we convened in the meeting room to continue discussing and refining our design ideation. This week, our focus was primarily on the visual design elements, including card borders, dice design, credit visuals, and more. And, our goal of this week is to have 50% of the visual design and printing completed before the next Beta Playtest, ensuring that we have a visually appealing and polished game to showcase to our testers.
Fig 1.13 Week 11 Task Allocation (week 11/ 15.06.2023)
During the meeting, we had finalised the base design of each visual elements except from rulebook and game board which we decide to proceed next week. As stated on the "Task Allocation", I was responsible on the card compilation and character ID card.
Fig 1.14 Screenshot, Proof of development,
Character ID Card (week 11/ 15.06.2023)
After completing the Character ID Card (Student Card), my next task was to compile the card outcomes of my peers. This stage proved to be quite challenging as I had to wait for each member to complete their progress one by one. The process of ordering others to quicken their progress was challenging, but since we aimed to have at least 50% of the visual set for our beta playtest, I had to persevere.
Meanwhile, compilation was not only compilation. In addition to compiling the card outcomes and transferring them to the card border templates, I also had to double-check each card's content, scan and filter the elements, and refine them as needed. This process took me a total of 3 late nights to accomplish. However, as the saying goes, "when you're done, you're free from the anger," but I seriously not so enjoy going these extra mile in my work, which had defer and delay my initial plan for the weekend even non-sleep for 24 hours. OK, Cheers for non-sleep goal! :D
After some ups and downs, no matter what go through, how painful was the journey that had been experienced, team and I had success to rushed out the printing assets for our Beta PlayTest. As I am responsible for printing also, I need to calculate and guided the measurement of each elects. The full compilation of our 1st printing elements will be documented under the PDF below :
Fig 1.15 Visual Elements _ Compilation (After Refined) #1 (week 11/ 18.06.2023)
After having the printing assets, Jia Hsuan and I proceed to reach the printing store to make our imagination to reality.
Fig 1.16 Cards Printing Outcome (week 12/ 21.06.2023)
After we having the cards outcome, we had gained the confidence to proceed with our Beta Play test as we had prepare at least a set of visual outcome. On the day of the Beta Playtest, we encountered some issues with our previous paper game board. However, we swiftly sprang into action, determined to reconstruct a new board before the class began. Fortunately, during our last progression check, I had already organized some ideas regarding the new board concept. As the time restriction, I drafted a rough version, incorporating a temporary solution using standees. Although this issue is a special, but I am glad and fine as we can use this opportunities to use the latest board concept instead of the previous edition that having lot of correction.
Fig 1.17 Temporarily Game Board + Standee (week 12/ 22.06.2023)
For our Beta playTest, the game master of our game is Jia Hsuan whereas other members are responsible to be as a player for other team.
Fig 1.18 Beta PlayTest Recording (week 12/ 22.06.2023)
Fig 1.19 Week 12 experience (week 12/ 22.06.2023)
Pei Yun and I choose Sh!T as our gameplay and experience their game mechanism with Fadil and Ming En. Their game mechanism was quite interesting but some feedbacks also given to their members in regard of their game design. Overall, I really enjoyed myself while playing their game as I was interested with their game since the beginning of the semester, but does not having opportunities to experience it.
After conducting the beta playtest, we are thrilled to share that we have received positive feedback from the players regarding our game mechanism and concept. Overall, they found the game to be interesting and enjoyable to play. However, upon analyzing the feedback, we have identified an area for improvement. It was noted that having a designated "bad luck" character in every turn led to a decrease in overall excitement and interest. Additionally, some players faced obstacles that could potentially lead to bankruptcy, which affected their overall experience. But since this is a fact that due to the personal luck in the game, we would not do anything in order to improve this "internal" issue.
Continued to our next progress, game board, Wei Jie and Jia Hsuan here are responsible to design the game board. During the Week 13 meeting, we showcase all our progress. The final game board are quite satisfied by every members. Also, we discussed on our final visual design on packaging design. Our initial idea was to create a book concept in which our game was themed in University setting. Pei Yun also helped us to do the mockup design.
Then, I proceed to prepare the cutting line and folding line before I proceed to print the game board, including amend the column space as i noticed that the text and all the column are not equal.
After settle the game board, we noticed that the packaging idea would not be able to achieve in a small period of time so we tend to change our idea to only use the aircraft box instead the book and sleeve concept. In the meanwhile, I did some measurement stuff and finalised a measurement guidelines before the next meeting in order to propose my new ideation for inner part design.
Fig 1.22 Open Template Base Measurement (week 13/ 02.07.2023)
I gave my ideation of "saving time concept" to the team and was approved. As the time limitations, we need to speed up our speed in order to complete our stuff before the presentation day.
As my assigned part, video footage need to wait all the game components ready, I did my progress on inserting the Section 3 : Game Design / Concept for our design documents first.
Fig 1.24 Inserting the cards information (week 14/ 03.07.2023)
During my progress of inserting the card, I found that there are 3 cards having issue, which consists of 1 card with spelling error, 1 card with wrong subtitles, and 1 card with wrong descriptions. I was depressed at the moment (I am in Library); in fact, I felt that I almost burnt out and having the ideation to gave up. I searched back where is the main line of the issue, and figured that the error was initially there since from the beginning. Although all the information in the cards had been filtered and checked by all the group members, but none of us figured that this error. I was speechless but no choice, I tend to reprint this 3 cards in my charge.
After inserting all the documents, I tend to have a final check on the rulebook. I felt that there are something missing but I knew that the facts all of our members are busying in each of their task, I tend to make the amendment and insert the element myself. As feeling the original dice that we used in the rulebook was graphics in Canva and was not so realistic, I traced our own dice :
Fig 1.25 Development of Dice (week 14/ 03.07.2023)
As the packaging ideation might seems a tough for the packaging design team, I am very struggle and panic. I tend to find other solutions in order to cover the idea of doing open template. I searched ups and downs in Shopee and other online platform in order to gain the ready stock box. As our game board design was big and the size was difficult to found, I spend a whole day finding the "box" store. But, luckily, I tend to get a ready stock kraft box that fixed our game elements and ideation. I share the new thoughts to the team and we proceed with direct design on the Kraft box, using stickers to replace the box printing.
It was the Tuesday of the final week, 2 days left from the final presentation, I went to the printing store "forcing" the staff to produce some magical for me (The staff said they are very busy; in fact yes, there are lots of people in appointments for enquiries, the things that I make the progress fast is that spend my day in the store, guiding the printing process.) In the meanwhile, I waited for my peers to pass the design elements to me at the store so that I can direct proceed to printing and depart the journey to capture the footage.
In the meanwhile, Pei Yun had given a new sticker idea which might be more easier? And, we proceed it just in case as a Plan B. If nope, the sticker idea will run as a different functionality on it. Before the printing store closes, just 15 minutes before the store closes, her design outcome successfully sent to print. OMGosh... like heart-attack. 😭 But for her version, the sticker are suitable for front view of the packaging but lack of icon and information. And It was the night of the day, the packaging design team finally sent a PNG version to the chat team for clarification but the responses was not so active [I should not sleep so earlier before the day, at least, I would able to amend the final].
It was the day before the presentation, we haven't get our Standee parcel, packaging design, and video pitching done, as well as our game documents and presentation slide. I think I cannot wait anyone to proceed anything, in fact, I just recreate a version based on the packaging design team's PNG and reconstruct the back view and side view of the packaging in my own file. The reason I remained the layout of the team was in case there is the possibility that their design was not able to be print out, at least, from my version, there are having the shadows of their design.
Fig 1.27 Back View & Side View w/ cutting line (week 14/ 05.07.2023)
//The extra part was designed by Pei Yun. As the printing cost was expensive, I tend to occupied the full A3 artboard to be the smart purchaser.//
This day, Pei Yun accompanied me to the printing store. We stick packed all the game components while waiting. Initially, the staff stated we only can get all the stuff by 6 PM, but thanks for the power of words. I went to their printing place that having lots of backend staff, saying "U bantu la, esok present let, video belum capture, belum edit lagi, I tak mau failed eihh." Then, the staff done my stuff within 5 minutes... ??? I WAS SURPRISED. We get all our stuff done before 3.30PM. 🎉 And after we done all the cutting for the box, we went back to my place to capture the footage. I was sincerely appreciated Pei Yun's help with the video footage as the footage really a big issue for one person to done it within a short time. Continued then, I only managed to imported and labelled all the footage, as well as send to See Yeet by 1.30 AM and it's the time she proceed with her "magical". And, I continued proceed to my presentation slide.
It was the day of the presentation. I wake at 6 AM (ok, actually is startled awake..) and start to manage some posts for our Instagram. As we having the intention to have a IG account, I felt that if there are 3 posts that initially posted before, it was boring. Again, everyone having their own stuff to busy with. So, I proceed myself with the layout design.
Fig 1.29 Instagram Layout (week 14/ 06.07.2023)
And it's 9.45 AM, I continued to capture the final prototype image for presentation slide and game documents.
Fig 1.30 Final Prototype (week 14/ 06.07.2023)
After, I cleaned up all the mess, packed all the game components back to the box. I was quite panic as it was 11 AM already and I haven't bath and prepare my script for the presentation but I got a lunch date at 12 PM (we planned one month ago, by reservation, cannot be cancel). And, the most speechless and depressed part was I saw some mess up in our presentation slide which one of the member indicated our game name as "Duck Academy" and she stated that her work are right, no thing need to amend. HAHA BYE. I AM DONE.
And, It's time for our presentation.
Fig 1.31 Presentation Visual Slide (week 14/ 06.07.2023)
Fig 1.32 Game Design Document, PDF (week 14/ 06.07.2023)
Fig 1.33 Video Pitching (week 14/ 06.07.2023)
YouTube Link : https://youtu.be/Z-Yra4g4GuE
FEEDBACK
Week 6 / 11.05.2023 @ Playtest Ideation
Overall, the game is coming together well, but the playability aspect requires further attention. Good job!
Some suggestion given that can consider for improving the game mechanics:
1. Consider focusing on a single form of currency, such as social credit, within the game as players had already experience to the concept of "academic credit" in real life.
2. Explore the idea of incorporating specific goals for players to achieve, like attaining a 4.0 CGPA. This would provide players with clear objectives and further engage them in the gameplay.
Week 7 / 18.05.2023 @ Alpha PlayTest 1
1. The score indicate that your players were generally satisfied with the game after they stopped playing. Perhaps a more memorable encounter would make the game more satisfying.
2. The game's mechanic and structure triggered your players' attention well, but your game could benefit more motives immersion so to create the relevance of gameplay to the internalised expectation for playful experiences (i.e: perpetuate narratives, lore in the game or exercise more role play when playing).
3. The overall score for social presence was very good. Your game enabled the players to have a sense of healthy motivation to compete and enforced their confidence when playing the game. But perhaps a more affected state of personal experience could make the whole social aspect more dynamic.
4. While your players's playful experiences awareness were generally positive, your game could benefit from playstyle that challenges your players subjective emotion (i.e: more dramatic cause and effect in the game rules, dynamic adventure options)
2. The game's mechanic and structure triggered your players' attention well, but your game could benefit more motives immersion so to create the relevance of gameplay to the internalised expectation for playful experiences (i.e: perpetuate narratives, lore in the game or exercise more role play when playing).
3. The overall score for social presence was very good. Your game enabled the players to have a sense of healthy motivation to compete and enforced their confidence when playing the game. But perhaps a more affected state of personal experience could make the whole social aspect more dynamic.
4. While your players's playful experiences awareness were generally positive, your game could benefit from playstyle that challenges your players subjective emotion (i.e: more dramatic cause and effect in the game rules, dynamic adventure options)
Week 9 / 01.06.2023 @ Alpha PlayTest 2
1. Condense rulebook to lesser than 10 rules for easier player comprehension.
2. Overall, the game concept is solid,
3. May considered to delay printing game board in case of gameplay changes.
4. Can considered shorten the game duration to within 30 minutes by reduce credits required to win from 30 to 20.
5. Try to make the design available for the next Beta playtest.
Week 14 / 06.07.2023 @ Final Presentation
Overall, the game design mechanism and design are great and having positive feedback. However, there is room for improvement in the presentation aspect. It was observed that the team appeared rushed during the presentation, possibly due to the abundance of content. A suggestion for future presentations is to enhance preparation and consider using bullet points in the script for better organization.
REFLECTION
Throughout this project, I have felt a deep sense of frustration and exhaustion, rendering me speechless at times. It seems that this has been the most non-sleep day I have ever experienced during my degree. There were numerous instances where I chose to remain silent and refrain from responding, simply because I did not want to repeat my previous statements. Overall, mostly every task seemed to hold surprises for me to unravel, allowing me to experience various aspects of human behaviour. It is difficult to put into words how the days have passed by. If I had to find a word to describe it, it would be "unwilling." I am unwilling to go through it again. The process was extremely agonising, and it felt like it was draining me completely. Despite any negative experiences I may had, I admitted that everyone made contributions and put in effort towards our project and there are some happiness and joy throughout the experience regardless the balancing and other aspects. Regardless of the challenges and unfavourable experiences, I am grateful to have persevered through this intense night and overcome the obstacles. Aside from the internal challenges, when I saw people that really loves our outcomes, I sincerely proud and appreciated, feeling finally there is somewhat a balance in my heart. In short, I am proud of the creation, Duck Academia. 🐥❤️




















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