Game Studies

Game Studies

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4.21.2026 -  / Week 1 -Week 8

Dave Christian Moniaga / 0385630

Game Studies / Bachelor of Design (Hons) in Creative Media

Game Studies


Table of Contents

  1. Lectures
  2. Instructions
  3. Weekly Progress
  4. Field Research
  5. Ruleset Exercise
  6. Proposal
  7. Feedback

Lectures

Week 1

Uncertainty in Games

Certainty means when we are sure of an outcome, such as in chess where you know exactly the current state of the game by looking at the board. There is possibility in decision but no surprise of what will happen. 

Uncertainty happens more in drawings a card or a dice. The uncertainty increase the more we do these actions.

Examples of input randomness is like poker where you are dealt different cards every time. While output randomness is more like D&D where the decision is made first before randomness happens from their dice rolls.

Fig 1.1 Input Randomness & Output Randomness

Uncertainty type in games: 

Hidden information are things that we don't know and have to overcome. Examples of this would be,
  • Cluedo:  Finding out the hidden cards in the middle by asking other players what cards they have. The focus is on mystery and deduction. 
  • Stratego: Similar to chess but the value of each army that meets are hidden. Bluffing, counter-bluffing and making advancements.
  • Poker: Plays more on psychology but can read other's expression. A balance of guessing and making assumptions. 
Fig 1.2 Cluedo, Stratego, and Poker

Skill difference is difference of skills between players or characters. Examples are, 
  • Connect 4: Same as chess as the everything is laid out with no surprises. The only difference is who starts first. 
  • Boggle: making words as long as possible orthogonally or diagonally. Fundamentally based on word skill and within a certain time.
  • Forbidden Island: A co-op game. The understanding of the game mechanics matters a lot at winning the game
Fig 1.3 Connect 4, Boggle, and Forbidden Island

Opponent Uncertainty happens when you don't know what you are fighting with or with who. Examples are,
  • BANG!: Trying to find out who is with or against you. A sheriff that is known to everyone, with hidden bandits, and deputies. 
  • Werewolf: Based on not knowing who you are with or up against. The game is based on terms and can have a large group to play. Sleeping during the night and discussing during the day.
  • Betrayal at House on the Hill: More complicated. It's a co-op game where you play together against monsters. At the second half, someone in your group is actually a monster also.
Fig 1.4 BANG!, Werewolf, and Betrayal at House on the Hill


Randomizers are games with factors change based on luck. For example,
  • Labyrinth: At the beginning of the game tiles are shuffled and every turn people will move the board pieces. Not much planning involved as the board will always change.
  • Incan Gold: Player partakes in risk taking. Making too many risks will involve you earning more but can fail easier. 
  • The Game of Life: Using the spinning wheel to control randomness. It's a racing game against players to reach the end of your life.

Fig 1.5 Labyrinth, Incan Gold, The Game of Life


Case Study

Risk is a strategy game that have players play their armies to try and conquer territories with each of them having their own secret objective. 

When players attack territories, you throw dice to determine whether you will lose or win in that battle. Although the game favors the attackers, there is a chance for defenders to still turn it back. 

The game rewards players that attack by giving them cards that can be turned into troops.
Fig 1.6 Input & output randomness in Risk


Week 2

Time in Games

Game time is the estimate duration of the game. All games will have details about the player amount, time, and age range. This can be a possible purchase factor as well. 

Time as a mechanic in a game can be divided into these types, 
  • Turn by turn has plan & play, changing state from player to player. with passive and active playtime.
    • Example: Classic games (chess, checkers, snakes & ladders), 7 Wonders, Tokaido
  • Simultaneous Turn has players play at the same time & reveal their decision simultaneous. Seems more chaotic but more dynamic and fun.
    • Example: Walk the plank, Rival Restaurant, Quacks
Fig 1.7 Simultaneous Turn visualization
  • Turn Order Manipulation has players play per turn but the order can be changed.
    • Example: Citadels, Kingdomino, Mice & Mystics
Fig 1.8 Turn Order Manipulation visualization
  • Real Time Games brings players to race against the clock with events happening at certain times. In today's times, it is usually supported by apps.
    • Example: Atmosfear, Escape the Cursed Temple, 5 minute dungeon
Fig 1.9 Real Time Games visualization
  • Time as Resource make players have different moves based on the time they collect. 
    • Example: Thebes, Patchwork, 9 tiles panic
Fig 1.10 Time as Resource visualization
  • Time travel games where players need to think about different times, levels, and how things interact with different point in time. It is usually more difficult & advance players. 
    • Example: Anachrony, The LOOP, The Time You Killed Me

  • Time as Theme are games that use time as a background, theme, or content. Usually bringing people of different age and perfect for family games.
    • Example: T.I.M.E Stories, About Time, The Game of Life 
How do you want to use time as part of the game you are making. Consider time into your game. 


Week 3

Affordance & Signifiers

Affordance is a design feature that suggest a specific usage as said by Don Norman. For example, a person is able to to tell what a chair is for based on how it looks. 

Here are some of the types of affordances:
  • Component affordance : What the thing is
    • being able to tell the game based on material, size, color, which tells what those pieces are for. 
  • Spatial affordance : Where it goes, based on perception
    • the components look like it matches to a certain space, location, area. the position of things also affect the value or function
  • Textual affordance : Based on the words
    • whatever is written on the board. It supports visuals and reduce confusion. legibility and consistency is key for this.
  • Signifiers : The components that makes affordances work
    • the attribute of affordance. any other elements or things that help make components easier to understand.
  • Rule Sets
    • the first approach on the game. it needs to be intuitive, clear, and easy to understand. It is also used as a reference throughout the game.
Benefits that come from affordance are to enhance player immersion, making them more invested in the game. It also helps to make things clear and easy to understand for the player, allowing them to get all the information or options that they need to play the game. Lastly, it also allows players from different age, background, and culture to play the game. Making the game accessible to everyone.

Affordance examples, 

Dice, make decision and randomness quickly. The photo shows information of dice being able to be used for defense, damage, and monster's defense. Players having more chances against the enemies.

Fig 1.11 Dices with visual signs


Cards, create randomness, combinations, suits, and stuff to play on the board. They offer variations and can come at different sizes. Illustration on cards also improve immersion and clarity. It can be used for practically everything.

Fig 1.12 Cards with visuals and suits

Minis, helps to immerse players by visualize whether something is a player, an enemy, monster, etc. It give a sense of danger or look of what you are playing or facing against, depending of size as well. It can also set the tone of the game based on its style. 

Fig 1.13 Miniature figurines

Tiles, makes up the board. It help to randomize and immersion to the game. pieces that face down on the ground. It allows for setup, randomization, and manipulation of the game.

Fig 1.14 Tiles making up the base of the game

Collectibles,  allows someone to see how much you have (resources, currency, and scoring). Helps visualize the progress of the game and what other people have. 

Fig 1.15 Collectibles in the form of coins or tokens

Some signifiers to note are, colors that can show ownership, differentiation, and belongings. It helps identify stuff quickly. Icons are shortcuts that condense information, it helps players keep track of information, when used consistently. Shapes is used for intuitively, what you can do with an element. It is used to illustrate the theme while also giving information of options. Texts are used for clarification, mostly is used as numbers that clarify rules and modifiers.

It is important to think about the common pitfalls; too much information, inconsistency, misalignment, and assumptions. The best practices would be: 
  • Show, don't tell. Transmit thing visually as much as possible
  • Story and mechanics should support each other. 
  • Good pacing. Information should be given step by step.
  • Make it make sense. It should be related and grounded with the game's story.
  • Reward intuition. Player's should be rewarded from good intuition.
  • Use all senses. Use audio, touch, and visual to differentiate elements.
  • Test with new players. Make adjustments and testing.

Week 4

Player Psychology

Board games create a social bond. It brings people together, from family to strangers. It is a face-to-face interaction that engages people in a structured setting. 

It also brings competition thrill, helping us strategize or test our skills in a safe setting. In younger players, it can also be considered escapism, bringing people into another world. The tangibility helps bring a grounded experience that connects player with the game. Games is also used for mental growth. Ones that require strategy and planning, sharpen critical thinking, problem solving, and memory.

One of the things players get is achievements from games. Players can get satisfaction from accomplishing a task such as solving puzzles, objectives, or by collaborating with others. Finally, it also brings nostalgia. Playing with friends and family could bring back good memories.


The Bartle Taxonomy is a theory that divides player types. Most players overlap with the profiles shown:

Fig 1.16 Bartle Taxonomy Chart

  • Socializer (Players + Interacting)
    • People who love to interact with people, NPC, or the environment.
  • Achiever (World + Acting)
    • People who want to gain things; points, levels, achievements. They want to beat the game.
  • Explorer (World + Interacting)
    • They like to explore and see things that are hidden, discovering the game world.
  • Killers (Players + Interacting)
    • Motivated by power gaming, wanting to be superior and the first of others. Sometimes to be hurting others and beating them.
In actual repetition, socializers are 80% of the player base.


Another taxonomy is the Quantic Motivation Model.

Fig 1.17 Quantic Motivation Model

  • Action
    • Destruction: Enjoy chain of reactions of mayhem.
    • Excitement: Enjoy fast paced adrenaline rush.
  • Social
    • Competition: Enjoy competing with others, want to be the best.
    • Community: Like to have group dynamics and socializing.
  • Mastery
    • Challenge: Enjoy difficulties and overcoming them.
    • Strategy: Enjoy careful decision making and planning.
  • Achievement
    • Completion: Want to collect everything & complete achievements. 
    • Power: Want to be the best item and become more powerful
  • Immersion
    • Fantasy: Want to put themselves into another world and play role-playing.
    • Story: They want to discover the story and advance the plot. 
  • Creativity
    • Design: Those who want to express & build creative things.
    • Discovery: They want to experiment and find the limits. Rule-breakers.
Fig 1.18 The motivation map based on the model

Quantic did a survey data of their players which shows their motivation profile. Based on their audience report, they can see based on their player base's gender, age, type, and gaming frequency.

Fig 1.19 Audience report example from Quantic

Player Engagement can be determined more from the Self Determination Theory, showing intrinsic and extrinsic motivations. The theory is built into 3 attributes that are core human needs,

Fig 1.20 Self Determination Theory

  1.  Competence: It's about self-mastery and growth. Humans are drawn to growth and feed on conquest. Most games are based on getting better at it.
  2. Autonomy: Defined based on the player's choices. Not limited choices, but one that allows the player the ability to make their own options.
  3. Relatedness: The need to care and be cared for. Doing the things that matter in the game itself, bringing impact. Your actions having consequences.

Flow Theory or being in the zone, can be achieved at the optimal level between skill and challenge. It differs from player to player, mostly a personal appreciation of comfort. Moving too far to the left or right can create anxiety, or even boredom.

Fig 1.21 Flow State chart

Fig 1.22 Player Persona Template

Week 5

Writing Rules

Game rules are the boundaries that define systems in place, interaction between players, with its limitations and goals. It also becomes the first impression for players, with simple rules meaning fast onboarding and complex rules indicating deeper experience.

Rules can enhance immersion, putting things into theme, bringing storytelling into the mix. It becomes narrative reinforcement.

Reference cards are present as a clear, concise, and simple reminder that help to make game smoother as it usually has visual information.

Fig 1.23 Example of reference cards

An overview of a rulebook should give the:
  1. Theme: intro and what players will do in the game. 
  2. Scope: giving the time and player count of the game.
  3. Objective: what are the aims and stake of the game.
The component section lists of all the pieces of the game. Verifying if all of the components are ready. It also includes all of the terminology that helps to integrate the vocabulary to all of the players. 

In setup, it includes the start conditions of all the players. most best when using a visual as it shows if elements need to be located in certain places of separated from the play area.

How to play part includes the turn structure, what happens during that turn and the actions that what you can or can not do depending on the components 

It is useful to add a crisis section, things that would come up during conflicts. this would need to be precise, consistent, and specific. Edge cases & corner cases are an example.
  • Edge cases, problems occur at the end of the game. Players having no cards to draw.
  • Corner cases, game breaking odds. players unable to figure out how to proceed.
Winning conditions should be presented in a way that allows player to know who is winning, how to win, and what they need to win. 

Examples of rulesets: Cat Lady, Splendor

Fig 1.24 Rulesets of Cat Lady & Splendor

To expand games, you can add variants such as "new game +" which are basically house rules made officially. It uses the original content of the game that is tweaked or variations to make the game harder or overrule the manual. An expansion is additional content which gives more choices, more components, more rules that are targeting the existing player base.

Rules Principles: 
  • Precision
  • Clarity
  • Consistency
  • Conciseness
  • Order
  • Testing

Week 6

Pacing

Game Studies


Instructions


Weekly Progress

Week 4

We went back to playing more card games for inspiration and ideas. The games were provided by the lecturer and we chose to play Dragonwood. It was a card game involving points that allows players to freely choose on how they want to engage with the creatures on the board, combination of cards allowing for different focused attacks.

I think it's safe to say that the game feels like a combination of UNO, Poker, and D&D. For example, a player can focus on attacking a creature using a Strike (which are numbers in a row; 4,5,6,7, any color) if those are the cards we have. 

Fig 2.1 Our group playing the Dragonwood card game   

Not only was it engaging, I thought it was also very inspiring as it made us brainstorm ideas of a point based card combination system to put in our dim sum themed card game. 

We discussed more in an online meeting to come up with two systems for our card game. 
  1.  Point based system
    • Each dim sum has different point value and 5 is needed to make 1 steamer. The amount of dim sum will be varied depending on point & rarity.

  2. Card combination system
    • A 5 card combination is needed to make one steamer. Similar to poker rules of full house (3&2), 4-of a kind (4&1), or a flush (all different).

Week 5

This week, we were given an exercise to rethink of a new ruleset based on a game we have chosen. The game we choose is called Sakapuss, a card game where the objective is to 

After playing one round of the original game, we started to come up with our own ideas for a game. Nicole's idea of a memory card game worked well and we ended up choosing it.

The rules:
  1. Separate the insecticide and parasite cards into a pile faced down. Then set a 5x4 cat card face down on the table.
  2. Each player will flip 2 cards per turn. If the cards match, they can keep the cards and if they don't then they have to pull from the parasite pile.
  3. For 2 sets of cat cards obtained, they are allowed to take a card from the insecticide pile which removes parasite.
  4. The game ends with all cards taken. The winner is determined based on the most cat cards and least amount of parasites.

Fig 2.2 Testing our friends to play the game Sakapuss with different rules


Week 6

In this week's exercise, we are supposed to make a quick board game based on the materials we were given that heavily focuses on pacing and balancing between players, ranging from 5-10 minutes maximum. 

Fig 2.3 First idea of our board game design

The theme of our game was a cleaning game where each players play as a roomba / vaccum, trying to clean trash (stickers) along the board. Each player are able to clean the spot if they land on it, pink ones give 2 points and yellow ones give 5. Similarly to snakes and ladders, this pushes players to not move too quickly and while making the game also luck based to reduce skill disparity. 

As our original idea had a lot of loopholes, I tried to create another version which involves a lot in dice rolls instead. This version had the same premise but had them roll numbers to clean the trash around the house. Each pink trash has numbers ranging 1-3 or 4-6 to pick up, while the yellow ones have single digit numbers. Green stickers are powerups which allow the user to decrease or increase their rolls by 1. 

Fig 2.4 My second idea for the board game design

I tried to bring a few people to play the game I had made and although there were some balancing issues between players (unfair starting points with different distances), they mentioned it has potential and a good concept.

Week 7

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Week 8

This was our presentation week where we finished our proposal slides and presented our theme and overall idea to the class. We also needed to come up to other group's presentation and give direct feedback based on their ideas and presentation. The feedback that we were given collectively focused on:
  • Fix the style & color of our presentation slide to match our mood board
  • Add more information about the Dim Sum experience as our argument focused on that
  • Attach visuals of what types of dim sum we are using for the game 
  • Remove any unnecessary inspiration and only include the ones that are a direct reference.

Week 9

As we have made our prototype from last week, we started to test them out to play. We've made a few changes based on our earliest testing and created 4 paper guides for each player. The guides show what each action card does and what combinations are needed to create the steamers (points) to win the game.

Fig 2.5 First testing of our card game with classmates

Based on our personal testing, here are some of the thing to change:
  • Remove the straight combination cards (5 different ones) as it was too easy to make.
  • Change the order paper to only get one card as it was too overpowered
  • Add a limit of 7 cards per player every turn

Aside from our game, we also tested other group's game prototype. The game that I played was called Last Banquet, a gothic inspired survival game where each player tries to avoid eating poison. Each turn players will need to flip a pot in order to see if they get a food or a poison until it ends, cards are given and shuffled each round which can help you survive or screw other players.

Fig 2.6 Trying out other group's game called The Last Banquet

I personally enjoyed this game a lot. Maybe a bit too much to the point that I was the one telling the rules for other players that came to join. The premise is simple, fun, dark, and has a lot of potential.

Week 10

We did our second round of testing, this time a more complete and prepared version of our game. As each group in the class appoint someone to host & invite others to play their game.

I didn't mind interacting with others so I was appointed to host the game instead while other groups would come to try our game. Based on different group's interaction, we got a lot of good feedback from it.

Fig 2.7 Feedback taken from our second testing 


Week 11

Based on the previous feedbacks that we have gotten from testing, we decided to introduce a new card which is the "Wrong Order". I didn't get a chance to use the card but the card itself is supposed to allow players to take a chance and swap their unwanted cards with something from the top of the deck
  • Wrong Order: Discard 1 card and replace it with the first card from the deck

Fig 2.8 Doing another round of testing with the addition of 'Wrong Order'


Week 12

This week we just continued on improving our slides for Friday's submission. Nicole had made a more durable and higher quality version of the cards in hopes of less card sticking when people play the game. At this point we also started planning on printing out our cards with proper visuals and acquire the steamer pieces. 

We were informed that next week would be our demo day, which means people from different classes would be coming to play our game. We decided to set our game area to the same table we always used.

Fig 2.9 The layout of groups and their games of our upcoming demo day

Week 13

Teachers and students came to the class this week as part of the aforementioned demo day. Before they came, we were able to decorate the whiteboard with a few doodles and drawings to liven up the place. For this demo, we still kept our prototype cards to be used for playing as our card visuals were not yet made.

In the same week I developed the dim sum visuals more, finalizing the sketches before moving to digital for the final design and printing.

Fig 2.10 Our group's demo day event
Week 14

In our final week, we conducted our final presentation for our game Dim Sum Mou. We also brought along the final box and card designs up front, showing them off to the "commentators" and our lecturer.

Some of the feedback that we got was for us to add the card visuals that we have throughout the slides themselves instead of putting it only as a reveal at the end. As we finished up the last class of this module, we took the time to also enjoy and play our game one last time.

Fig 2.11 Our final printed out card game Dim Sum Mou

Exercises

Individual Field Research Report

To get inspiration for our project, each group was tasked to play a minimum of 3 board games / card games during our 2nd week. We are also advised to play games that are outside of our comfort zone, preferably not a classic, and multiplayer (min. 2 players). 

Fig 3.1 The three games my group ended up playing

The board game cafe we went to is located in a small shop at Bandar Sunway, Arena Mentari called Game Over Here. Open at 3pm-12am, we went earlier during a weekday which means we were the only group there. The game we chose was Coup, King of Tokyo, and Nasi Lemak The Game.

#1 Coup

The game is set in this dystopian futuristic city where we play as a head of a family and try to win the game by lying, manipulating, and gain enough money to coup  the other families, being the last family to survive. The reason we chose this game was because both me and another group member have heard of it before and are interested in trying it out. 

Fig 3.2 A clear spread of all the Coup game pieces taken online 

After one good round of a game, we generally liked it as it was both fun and helped encourage us to interact with each other by accusing them of lying. It might be a bit unfair as I already had some prior knowledge about the game, but I think having a piece of guide sheet for each player is very useful. Even though I lost, it was still very enjoyable and It's a game I recommend especially with a group of friends that you are close to.

3 great things
  • The game introduces a lot of very cool and fun character roles that interact with each other very nicely
  • The theme and setting that they chose is unique and felt original. 
  • The game seems quite simple but can lead to very interesting gameplay
3 meh things
  • It might be awkward to play with new people as it needs you to accuse people of lying which might make people a bit uncomfortable
  • Some rules need a couple of more reading and playtesting to understand. 
  • The game requires skill to master, making it hard for new players to win.
In this game, the most important aspect was the roles and character abilities. I think board games and card games alike can benefit from implementing a balanced yet unique character classes that allows players to adjust how to play and win the game. It increases the game's skill level while also making it more long-lasting for future playing.

Fig 3.3 Our group playing Coup

#2 King of Tokyo

The game makes us play as monsters / kaiju that are destroying Tokyo. The purpose of the game is to either be the last monster alive or get 20 points. You roll 6 dice every round which determines whether you get points, heal, or attack. The reason we chose this was that it seemed simple, fun, and easy to understand given our time constraints.

Fig 3.4 close up of the King of Tokyo game pieces from online

After finally finishing one game, all of us hated it. Since the instructions were unclear, we were confused the whole time playing and made the overall experience bad. We had to constantly refer to the guidebook over and over again. I didn't win, yet I was actively making one player win as I wanted the game to end already.

3 great things
  • The feeling of rolling a bunch of dice to see our character's move feels very nice and tactile.
  • Each of the monster characters are designed well and have personality
  • The cartoon style they chose for the theme is pretty cute
3 meh things
  • The rulebook has bad UI/UX, a few important information is placed at the end of pages as glossary and step by step rules are not explained properly.
  • There seems to be a lot of overcomplication with the rules at how each monster take damage with when and how they stay and leave the "Tokyo City" area.
  • After understanding the game, the gameplay was still not enjoyable.
For me personally, one of the things that I can take as inspiration would be the implementation of game pieces. I think having something to touch, hold, or even interact with when playing board games / card games help to engage players and increase the game's appeal.

Fig 3.5 Our group playing King of Tokyo

#3 Nasi Lemak The Game

This game have us compete to make the most nasi lemak, a traditional Malaysian delicacy. Each player tries to collect ingredient cards by drawing & trading while using the action cards strategically. We win the game by making 5 nasi lemak. Our group chose this game as it seemed simple, small, and had a funny local theme.

Fig 3.6 Nasi Lemak ingredients and action cards taken online 

The game was very fun and we actually wanted to play more, though ran out of time as it was getting late. The game itself was easy to understand and a quick read of the guidebook allowed us to understand the basics. I lost, but the experience definitely made me want to play more in the future. 

3 great things
  • The theme of the game being something local was very cool and was the reason we wanted to try it out.
  • The trading system they implemented is very fun and freely allowed players to interact with each other in a friendly way.
  • Rules set were simple yet very engaging and fun throughout.
3 meh things
  • Players run out of cards easily, even with the 2 cards they take from the draw pile per turn.
  • The game might be less enjoyable if players refuse to trade 
  • The local concept of the game might be hard for foreigners to understand. 
Considering there's a lot of good things to take from this card game, I choose to take the trading system that allows players to freely talk and converse with each other. Another one was the collecting aspect of the game, I believe that having players collect more items throughout the game gives a positive response.

Fig 3.7 Our group playing Nasi Lemak The Game

Rules Writing Exercise

As part of our practice in designing a functional game, we were also given the task to redesign a card game just by changing the rules of the game. The game that we chose was a cat themed game called Sakapuss, which seems to be a card game from France.

Fig 4.1 Sakapuss card game cover and back taken online


The original card game rules state that the winners are based on who has the fewest parasite at the end of the game. Before playing, there is a 2 different piles of cards: one for all the cats, another that consists of the parasite & insecticide cards. Each players are then dealt four cat cards and would need to choose one to pass to the person on their left. The cycle continues until someone has 4 matching cats which will prompt them to slap the center of the table and others have to follow suit. Whoever slaps last will have to pull from the parasite pile. 

We think this original idea was fun and the matching suit of cats can be used to provide an entirely different game experience. Each of us started to create ideas on rewriting a ruleset that matches with the pieces that are available to us. This was my idea contribution for the ruleset: 

Fig 4.2 My idea for a new ruleset

I was inspired by the card game Dragonwood that my group had played the week prior, where monster cards are placed face up in the middle and can be interacted with by others. I also combined ideas from another card game that was played during the field research called Nasi Lemak: The Game. In my new ruleset, the cat cards of each player are placed up front and are freely interacted with by other players by infecting them.

After trying out some of the new game modes based on the rulesets we've made, we decided that Nicole's version which was a memory card game. We believe it was quick, fun, and enjoyable to play.

The new rules:
  1. Separate the insecticide and parasite cards into a pile faced down. Then set a 5x4 cat card face down on the table.
  2. Each player will flip 2 cards per turn. If the cards match, they can keep the cards and if they don't then they have to pull from the parasite pile.
  3. For 2 sets of cat cards obtained, they are allowed to take a card from the insecticide pile which removes parasite.
  4. The game ends with all cards taken. The winner is determined based on the most cat cards and least amount of parasites.

Fig 4.3 Testing our friends to play Sakapuss with different rules

Based on the ruleset sheet we also made our classmates try out the game itself. They understood it quite well and gave quite a positive feedback from it. The game was mentioned to be pretty fun albeit a bit quick. 

I personally think the game itself was a bit short and the ceiling for skill is also very limited, making the game itself very dependent on luck and turn order. From the several play test done by us and our friends, I think it's important to also consider the balancing aspect of the game and adding extra variables of skill that might make the game more enjoyable and rewarding when you win.

Project 1: Game Design Proposal
Game Studies Proposal

Feedback

Week 2

Our team went to do our Field Research.

Week 3

As we give our idea of a Dim sum themed game, Mr. Sylva advised us to check out several other games that are food-themed to get extra inspiration and to make sure our ideas are unique enough that it is different to other pre-existing games.

Week 4

This week the advise he gave us was to first construct a bare bones prototype of the game and tried playing it a bit before we set anything in stone. From here we can determine whether we need to change any rules, amount of pieces, etc.

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