Dev.Log Entry Yellow
- Jamie LaRose
- Sep 27, 2020
- 2 min read
While reading through the weekly readings, I've come to the conclusion so far that I am likely a person who will have defined procedural rhetoric in most games I will work on or create on my own. After reading about the origins of Candyland as a means of escape for children during the days of polio wards and diving deep into the Bogost reading about what intended messages or lessons are for games, I'm sure this is how I tend to think about constructing any game ideas. I need to find the "force" and define it.

Learning to create a game builds the foundation for creating something more meaningful, at least to a group or audience that the game is intended to help, teach, or send a message. I think there is a responsibility when it comes to training to create interactive media or games in general; it's not just about making something entertaining, I feel like a passion needs to be there to really stand out and be a viable resource for at least a specific audience. I'd like to figure out a way to keep my games based on personal experiences and expectations of giving my time to even play a game.
"Consider a card game that you know how to play. Brainstorm ways to add dramatic & narrative elements to the game. Remember to reflect on this exercise for your dev.log"
I chose this alternative prompt this week as it was coinciding with creating the card game. I want to use a classic, War. I can see two houses of cards, both starting with the same amount of loyalty. As the battles rage on and members of that house are taken during the siege, the other house grows. When the highest-ranking bases of this flimsy castle of cards are taken during a tie-breaking battle, the house losing rank can quickly lose its strength.
In order for the smallest house of cards with many wounded or taken during the confrontation to find victory, they must hope that the strength of each wave somehow matches what the larger house has come for them. It is possible for a little magic to assist when there is a head to head of equal ability. In order to create an end to this draw, each house must offer up to three of their random followers to take hold in the new house. War is a tricky game and is not always won by those with the most cards in their house.
In the end, it seems that the two houses must combine loyalties in order to preserve some sort of stability and end the fighting. Nobody dies in these battles. It's just a power struggle where all have been in confrontation.
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