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Dev.Log Entry Orange

  • Writer: Jamie LaRose
    Jamie LaRose
  • Sep 20, 2020
  • 3 min read

During the past week, I have been having conversations with some peers about game ideas for class and otherwise. There are a few places that I'll get stuck and have no place to continue when delving into some details about how the game actually "works". In reading Chapter 3 of the Game Design Workshop textbook, looking in-depth at the formal elements can lead me to a proper place to complete sections of my ideas in a first pass. I need to explore a good set of rules to start working more intricately with my card game, and I'm interested in incorporating several objectives in a fun way to include outwit, and alignment.

As my intended card game and board game may have similar themes, I'd like to use something that can work well with a tarot-based style 4 element and major arcana deck that can become a multi-player game using some of the same strategies a tarot-card reader may use in order to give a live reading. I'm thinking of objectives between the two-player option in this type of game that will synergize in ways that work with the objectives outwit and alignment based on the tarot deck readings main objectives of understanding the cards and quickly translating information (outwit), and creating a pathway between the cards that match the personality of the person to whom you are reading (alignment). Some of the traditional style tarot cards are below:


Exercise 3.6: Rules Restricting Actions

There are many types of rules that restrict action. Here is a list of games: Twister, Pictionary, Scrabble, Operation, and Pong. What rules within these games restrict player actions?


While looking at this list of games, I've tried to think of my own experiences within my memory of what the rules restricting actions may be for each. It became apparent while analyzing these games that the rules are actually quite different, yet the same types of consequences would ensue if a player were to break the rules, or wanted to break the rules and is unable to because there is no way to play outside of those basic rules.

For example, in Pong, a player can move back and forth at a certain speed with a restriction of the size of the table to stop the ball and attempt to aim toward the opposing side's goal. There is no way to play without using this rule. However, in Operation, one of the rules is that once a player hears the buzzing sound, it is no longer their turn and they pass the turn to the next player. It is possible that the player will continue though to break this restricting action rule and continue to fix the patient by completing the surgery tasks. In Pictionary, you are not supposed to talk or use words in your drawing. I would say this is often the most often broken rule yet while it remains in place, the game is much more fun and can last a bit longer.

I feel that the rules such as where you can place the next word in a Scrabble game make the gameplay more intriguing to the players. Most of the games on this list are meant to be played by more than one player. Keeping that in mind, it makes sense to try to establish a fun way to make the rules work and keep the game going (such as the buzzing noise in the Operation game). Also, Twister is most fun when the players get twisted up. Following the color codes and limb placement restrictions can make this twisted play a reality quickly.




 
 
 

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