So, I’m doing Ian Schreibers online “Game Design Concepts” course. It’s been great so far, and I’m learning quite a lot. This is a post that I’ll keep updating throughout the Game Design Concepts course, just so I can keep track of my work easily. I may split it up into multiple posts or pages, if need be.
Main course links
Twitter hashtag: http://search.twitter.com/search?q=%23GDCU
(These assignments are completed in a set time, and are generally early prototypes in need of further playtesting and development to become decent games. Some are experiments that are unlikely to ever become decent games … while others may be developed further in the future)
Level 1 Challenge: http://gamedesignconcepts.pbworks.com/Race-Game
Level 5 Challenge: TBC. Make a rule change to the dice game Bluff to eliminate the positive feedback loop (which comes about due to the information assymetry between winning player and losing players).
Level 6 Challenge: TBC
Some notes on some ‘art game’ playings:
- Passage: Mechanic reminds me of Ico (Playstation2) – your movement is restricted by your NPC partner which must follow you (potentially a dead weight, although one you aparrently don’t mind, indicated by the little love heart upon meeting). Aesthetic/Surface, despite being ‘lowfi’, reminds me of the feel of Pink Floyd’s “Dark Side of the Moon”, particularly the track Breathe. Damn you artists for making use think about inevitable things we can’t change and don’t want think about !
Level 7 Challenge: Make a modification to the simple card game “War” to add some interesting decisions. http://gamedesignconcepts.aceboard.com/336227-4682-2357-0-Counter-attack.htm
Level 8 Challenge: Create a concept for a game that is built to appeal specifically to griefers (ie player killers in MUD terms, campers or teamkillers in FPS terms). My notes are here. I never posted these to the official forum since it’s still a bit of a ramble and needs refinement – I couldn’t bear to subject the other course participants to actually wading through the text, but it’s posted here anyhow just in case you have precious time to kill (yeh right :) ).
Level 9 Challenge: Create an embedded backstory for the game “Pente“. What is the setting? What do the pieces represent? Why are you placing them? Attempt to make the backstory that fit the mechanics. TBC.
Level 11 Challenge: Brainstorm ideas (over 48 hours) for a board game, post the best three. This is the beginning of a month long design project. At the “Easy” green circle level, the game ideas cannot include the overused roll-to-move mechanic, and cannot be a trivia game or trading card game (eg Magic: The Gathering style) due to the time consuming nature of producing content for those types of game. http://gamedesignconcepts.aceboard.com/336227-5708-2723-0-Commuter-Turn-based-tactics-mother-Seat-pants.htm .