Dev.Log Entry Teal
- Jamie LaRose
- Oct 11, 2020
- 2 min read
After this week's reading in the Game Design Workshop textbook, I've encountered some insight into a dynamic I'd like to introduce to my modified board game. At this point, I wouldn't want to give away which game I'm using yet, but I'd like to add some changes both aesthetically and compounding the complexity a bit by adding a system economy to the gameboard. There are various types that have been explained in which I'll be using somewhat of a basic economy on my modifications. In order to make some of the moves more interesting for the player, and add a level of challenge, I want to add various "pickups" of some sort to certain places on the board, perhaps "randomly" scattered at the beginning of the game (while always using the same number of "pickups" per game). I want the player to feel a bit more engaged, and also be rewarded with the possibility of advancing more quickly to another location, or being punished in a way that they are held back a turn, or have to give up one of their "pickups" back to the board, or even to another player. This can extend the gameplay as well as create new rules to give the game a slightly different personality and a higher level of competition.

A list of 10 different ways you can determine who will go first in a board game:
Coin Toss
Rock Paper Scissors
Roll Dice
Pick a Card
Who Has the Most Tattoos
Recite Alphabet Most Quickly
Find an Object
Set off Phone Alarm First
Spell Your Name Backward (First, Middle, Last) First
Clap the Loudest
I enjoy thinking about the possibilities of starting a game with a mini-game as the determination of who will play first. Some of my responses are a bit quirky, yet I think I've often found myself trying to come up with the "who goes first?" option with friends frequently. I would enjoy any of these options, especially by using a different option each time to keep things entertaining. Playing a game to start a game is a nice meta way to go; I like something challenging so I might choose option 9 first. Some of my options rely on chance, but option 5 doesn't say YOU have to have the most tattoos, it's just stating who has the most tattoos in the game group. I would say the only one here that is mostly a skill-based option would be to clap your hands the loudest. I feel like this one is hilarious, and the factor of chance is given only by the potential you don't make correct contact, force, speed, etc. So, again, still up to chance. Even listing these 10 options was a game!
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