Sunday, March 2, 2008

Project 2 : Miriam




P R O P O S A L

The game I created was influenced by the reseach that was done beforehand. In class we had the "Bring a Toy" activity and with that we broke apart the different elements that made the certain toy successful. I kept these suggestions open when making my toy. With my brainstorming I came up with 6 ideas, and realized that for our age group it is mostly games that attract us. Activities you can do in a group or a party. We play cards, make crafts, drinking games, craaaaaniiuuumm, etc. I also did research in stores, such as Urban Outfitters or Party Packagers, I saw the games that were set for students and used them as my reference. Things tended to be out of the box, funny and extreme. Some examples of research:

PHOTOS FROM : URBANOUTFITTERS.COM

So with this brainstorming I was able to come up with my SUPER BIG BOARDGAME (name still in progress, it’s been changed like 3 times since). I wanted something that was out of the box and also to be done in a group. I began with a simple board game shape but instead made all the game board spaces into big mats. So the players had to actually jump from on mat to the other, the player was basically the game piece. This making the game more interactive. I also intended to use a big dice at the beginning that changed into just making cards, which would each have a different activity/dare listed instead. Players were then made to do silly things in order to move around the game. I read over the improvements from before the prototype of the game and the post after the final prototype that were on my post and they were very helpful in making adjustments to the game. One post was made that it was embarrassing to play, it’s true and that’s what people want because it makes it amusing and funny to see friends in these silly situations. On another critique, iconic representation was suggested for the instructions. So, in my instructions I tried to use iconic representation to describe the game easily. The symbols made it easy to understand. Ockham's Razor was also used, I relied to the basics and made it as simple as possible. The game instructions were also one page and easy to follow. Players need to be creative in this game and full of risk, which make it more entertaining. The fact that they can place these boards anywhere, over chairs, under tables on couches makes it crazy. The game also uses aesthetic-usability because it looks like any board game making it look easy to use. Through concept prototyping I was able to quickly produce an idea and experiment it to see how it works. I observed the game being played both at school and at home. At school, I decided to be the card reader and the players just did the activities. Sometimes people weren’t too keen with some of the dares but it was fun seeing everyone do the others anyway. :) At home, my sisters played the game, oh yes and my insane dog as you’ll see in the video, and they actually played it a couple times. They had a good time and I think it would be better if there were more people playing with them. What they had to say about the game: "It was interesting and you wouldn’t know what would happen next. You don’t sit around like a normal boardgame but you actually have to get up and move around, staying active. The placemats you can rea-rrange anywhere around the room. The negative parts of the game is it can get embarssing with the dares. Also the mats tended to move around too much and we had to keep fixing them. Also more dare cards so there was a bigger variety of things to do, maybe divide them into categories." If I were to improve my game, I think I would make it easier for the cards to be read. They were just placed in a box and players had to move from their place to read the card. Also the mats seemed to move around a lot, so if there was a way to make them stay put during the game it would make it more stable and no one would need to keep adjusting them.

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