Analogue Game Design

Here’s a refresher on my narrative:

The theme of my narrative is about going on a journey to find a new home.  Since my story is about physical movement from one place to another, I want to create a board game similar to Candyland/Chutes and Ladders/Pictionary in the sense that there is a path with a clear beginning and end, and the objective is to get to the end first.  My first thought was to do something very similar to Candyland, but Zach said in one of the lectures that Candyland is actually a simulation since the players only draw cards and do not make any choices.  I did some research on race games, and found four different categories: simple, complex, multiplex, and strategic.  The simple race game is what Zach referred to as a simulation.  In complex race games, players have more than one piece to move, so they make choices about which pieces to move and when.  Multiplex games have more emphasis on strategy and less on luck, while strategic games have no element of chance.  For this project, I want to do a variation on a complex race game with multiple pieces and multiple paths to get from start to finish.

INITIAL ITERATION

My initial idea was very basic with one path from start to finish.  As I watched Zach’s lectures, I started to take notes and add features that would make the game more complex and give players more choice.  This turned into a basic concept of a game with multiple paths, multiple pieces per player, chance cards, and challenges at certain points.

board 1

 

This was my first game board iteration.  It had two major challenge points, with mini challenges inside.  The organization of the paths meant that you could tackle the challenges in any order.

 

 

board 2

 

 

 

board 3

This iteration had one more challenge point which made a number of possibilities for which order players could go.  I tested using circles for the spaces, but it ended up looking kind of messy.

 

 

 

 

 

 

I turned the circular spaces back into paths that felt more organized and added some visuals from my storyboard.  The colors of the board are based off of the color scheme I used in the storyboard: the home planet was blue, the planet with the monster was maroon/red, and the new planet was yellow.  The pink, purple, blue, and green were all pulled directly from the characters.

 

 

 

 

PROTOTYPE & TESTING

This was my prototype.  There would be 2-4 players who would each have four pieces they had to move (they could be the pink, green, purple, or blue alien and would have four of the same piece).  The goal was to get all of your pieces from the home planet, through each of the three purple planets, and onto the new yellow planet.  Moving would be similar to CandyLand, where players would pick up a color card to see where they could move.  They could pick any path so long as all of the pieces went through each planet, and could move any piece on any turn.  The maroon planets were challenge points.  When you landed on a spot on a planet, you would have five dice and three chances to roll three of whatever number you had landed on.  After each roll, you would keep any of the dice that turned up the desired number (think Yahtzee).  If you got the three that you needed, you could pick up a color card and move on.  If not, you had to wait until your next turn to try again.  The chance cards would be mixed in throughout the color cards.  If you came upon a chance card, you could decide to pick it up or skip it and pick up a color card (chance cards can have positive or negative effects).  I really liked my idea, but I wanted to see how playable it would be so I made a touch version.  I printed out the board, color cards, and chance cards, ripped up post-it notes to use as the pieces, and had my family play it with me.

These are some of the chance cards I made for the practice game

 

This is a super sped up version of only part of the game.  It took a really long time for several reasons: 1) it was new to all of us, so we were learning how to play, 2) there were too many pieces for each person, 3) it was really hard to remember which piece had been to which planet, and which direction they were going in the event that they were bumped back, 4) it turned out that the die-rolling challenges were kind of hard and took many turns.  Testing it was super helpful though because I made a ton of improvements that I wouldn’t have thought of if we didn’t play.  Plus, it was genuinely fun to play!

These are some of the notes I took during gameplay.  I tried to write down what happened during turns, but it was pretty confusing so I decided to just record some of the game and write down feedback.  One of the biggest issues we had was that it was very hard to remember which piece had been to which planet.  For the purpose of continuing the game, I made a little chart to keep track.  My mom mentioned the car from the game of life (which I have never actually played) and that became the solution: players would have spaceships to move around and would collect a piece from each planet so it was easy to know where the piece had been.  One drawback from this was that the characters from my storyboard would no longer be pieces in the game.  However, the game is very strongly rooted in the story both visually and thematically, so it was definitely worth the sacrifice.  I also decided to give each player three pieces instead of four to quicken the pace a little bit.

Another problem was that people would get stuck on planets for a very long time.  To make the challenges a little easier, I decided to have four-sided dice instead of the normal six.  I also thought it would be a good idea to remove the numbers since they were kind of arbitrary and didn’t add anything to the game.  Instead, the dice would be colored and players would just roll for whatever color they had landed on.  Since there are now four possible outcomes (pink, purple, blue, green), I chose to reduce the number of spots on each planet from six to four.

While we were playing, my parents suggested that if you spent three turns trying to get off of a planet and continued to fail, you should be able to just move on.  I agreed that there should be a cap on rolling, but I felt that there should be some kind of drawback to failing three times, so I put in the following stipulation: If you spend three turns trying to get off of a planet and fail, you may move on, but you must come back and try again at some point in order to collect that planet’s “space rock.”

With the addition of the colored four-sided dice, I figured that these could be used for moving instead of the color cards. Since the chance cards would no longer have color cards to be mixed with, I put chance spaces on the board, with the same premise that you could choose whether or not to pick up the card.

 

These are some of the new pieces I added.  I decided to make the space rocks pyramid shaped to match the shape of the dice. I changed the color of the planets so their space rocks would be distinguishable from each other.  The spaceships would have little arrows on the front to indicate which direction they were going.  I designed the four-sided dice with organically shaped color splotches on the corners and a dark blue base to match the board.

board 4

Here’s the updated board that I posted for our draft discussion.  Some of Zach’s feedback was “You might shift the color of the start and end planets, they are very similar to the two planets adjacent to them, unless there is a specific purpose to that?”  I didn’t notice that while I was creating the board, but I definitely saw it after he pointed it out.  I decided to shift the colors to be more similar to whatever item was on them (astronaut, spaceship, monster) and shift the start and end planets away a little bit.

 

FEEDBACK 

Here are all of the comments I got from our discussions, but I selected the ones that were most constructive and responded to them below:

Kayla: Traversing paths on a board game fits your story well. Think about how the player traverses the board and where more elements of choice and risk/reward could be incorporated. Also, think about if you want to distinguish being on a planet versus being on the gameboard paths through some sort of conditions/mechanics. For example, an expansion for the Marvel Munchkin game has different realms that the players move through throughout the game by way of portal cards, and each realm affects the players in different ways (for example, making enemies stronger, making certain items more effective, or increasing the level needed to win the game). Different planets could affect the player in different ways and create a strategy for how to approach them. 

  • Being on the planets differs from the rest of the game board through the condition of having to get a certain outcome from rolling the dice, different than rolling the dice to move forward.

Maihan: In terms of your possible rule (of choosing which piece to move before the player picks up a card), I feel like it’d be a really interesting addition to your game and add another element of fate along with the chance cards. This sounds like a fun game & it relates well to your original theme!

Mackie: Allie, your game ideas all align really well with your story! I think keeping the planet aspect ties it all together! I think the game is challenging enough with the aspect of being able to send a player back if you land on their space, so I think the rule of naming which piece you’re going to move before you roll would make it not as competitive/strategic.

  • I chose not to incorporate the rule of having to choose which piece you would move before picking up a card/rolling the dice because it made the game unnecessarily hard and took away some strategic choice.

Zach: Great use of space in this and good improvements from last check. You might consider adding a little more choice in the game, right now fate with the cards and dice rolling controls much of the outcome. Love the style that you have maintained with the aesthetics, you may even consider the color/texture of each planet differing to further support each threat visible.

  • I added more choice to the game by creating a risk/reward situation with the chance cards.  Since chance cards can have positive or negative effects, a player could choose if they want to pick up the card or skip it.  I also changed the color of the planets (see boards 3 & 4).

Ben: All of your visuals do a great job of communicating utility and theme. I have a question about the movement mechanic, you say that the outcome of the die corresponds to the color of the space they can move one spaceship to, I am curious if this means the next available space with that color, or any space of that color?

  • I clarified in the document that I meant the next space of that color (on any path), not just any available space of that color.

Zach: Awesome visuals! Love the little consistency decisions like maintaining the pyramid with the dice. You might shift the color of the start and end planets, they are very similar to the two planets adjacent to them, unless there is a specific purpose to that? Looks great!

  • I changed the color of the planets again (see board 4 & the final document visuals).

 

FINALIZATION

I finally decided on the title “Space Escape,” and my dad mentioned that the two words had all the same letters.  I had noticed that they sounded similar and kind of blend together when you say it out loud, but didn’t think too much about it.  I decided to write out the two words to visualize them together.  Then I connected the letters with lines and it resembled the paths on the game board which was really exciting – it was one of those moments when you think of something and it just fits perfectly.

 

The last step was to put together my document, which was really fun.  Layout is one of my favorite things, so I spent a lot of time making it look exactly how I wanted.  It was frustrating working with Word, which really isn’t made for design, and I found myself wishing I knew how to use InDesign.  I didn’t have the time to learn before the project was due so I stuck it out with Word, but I am signing up to take online classes through my local community college that teach Adobe programs.  I also had a lot of trouble exporting it as a PDF because it kept messing up the formatting and the font I imported, so I ended up just taking screenshots of the pages and exporting them as a PDF which worked out fine.

 

 

Narrative Style

EXERCISES

Character Swap

The two movies I picked were Ready Player One and Romeo & Juliet.

In-Class Style Exploration

 

RESEARCH

WRITING

I used to write a lot of short stories when I was younger, but I became super self-critical to the point where I didn’t like anything I wrote because I thought it was too cliché or childish or unoriginal, so I haven’t written in a long time.  I decided to write a simple story about something relatively mundane and realistic.  After I finished, I felt more confident so I wrote another, more adventurous story.  I then broke the story down into the main events and described what would happen in different genres.

Story 1:

Story 2:

 

STYLE

I explored three main styles: impressionism, cubism, and Strange Planet (comic by Nathan W Pyle).  I examined work and did some research to break the styles down into their major elements and principles, then used those to create the opening scene in my story.

 

 


The story itself doesn’t have an overwhelming mood because I wanted to use the visual style to create it; although some of the events could be very stressful, I wanted the story to be more whimsical and storybook-like.  Strange Planet was by far my favorite.  Kayla suggested that my character was too much like the “beings” from Strange Planet and I was doing more copying than mimicking style.  I decided to create different, more alien-like characters and focus on the basic ideas of the style instead of copying the actual characters, and it became much more successful.  Strange Planet uses primarily blues and purples, as well as pink and green.  I decided to use red (danger) for the climax, where the leading alien is chased by a monster, and yellow (happiness) for the resolution.  When creating my characters, I focused on using imperfect, hand-drawn lines to create simplified shapes which I filled with solid colors and shaded around the edges.

Here’s how I created them:

 

STORYBOARD

I quickly sketched out my plan for each frame of the storyboard:

After creating this plan, I decided to remove scenes 4 and 5, but ended up combining them into one instead of removing them both altogether.  I also removed scene 7 because it seemed unnecessary; it would be clear in scene 8 that they had fled to a new planet.

For each scene, I used the original forms of each character and traced over to change their pose/stance.  Here are some examples:

Feedback from swap critique:

Some people had trouble identifying the climax scene, where the lead alien is chased by a monster.  I had distinguished it by using red, but it is rather early in the story, so I added a canted angle to make it more extreme.  I also added a scene of them landing on the new planet with the lead alien exploring before the climax.  Finally, I went back and made some of the black lines heavier because they seemed too thin when at the actual 11×17 scale.  Finally, I added hand-drawn, thick lines around each frame in the storyboard to mimic the borders from Nathan W. Pyle’s comic.

I chose to title the story A Strange Opportunity as a play on the inspiration style and a hint that the robot they find at the end is the NASA rover Opportunity.

Here are some of the highlights of my process of creating my characters & scenes:

 

Style reference:

Pyle, Nathan W. Strange Planet. Morrow Gift, an Imprint of William Morrow, 2019.

The Dynamic Page

EXERCISE 1 – MORPH

The two slips of paper I pulled were headphones and knight’s helmet.  I decided to morph them together by using the materials of the helmet and the form of the headphones; the organic shape of the headphones became sharper and metallic, and adopted the plumes from the helmet.

 

EXPLORING & VISUALIZING CONCEPTS

I first made a list of things that came to mind when I thought of opposites: dead/alive; winter/spring/summer/fall; sun/moon; pollution/environmentalism; old/young; organic/mechanical; reality/fantasy; fresh/rotten; angel/devil; earth/space; permanent/transient; factory/greenhouse; right/left brain

Even though dead and alive is a little cliché, I had this idea of a black and white skull transforming into a bright, color-blocked face through the Venetian blind fade effect.  After talking to Zach, I decided I wanted to make the movement go up and down instead of side to side in order to mimic the motion of an eyelid opening and closing, something I find very significant in the life-death and death-life transition.  In TV shows and movies, you always see people’s eyes closing, or someone gently closing their eyelids, when they die; and often when someone comes back to life after being pronounced dead, there’s a dramatic moment where they take a huge breath and open their eyes.

 

I also explored the idea of seasons; I wanted to use a tree and rotate the different seasons over the branches.

Finally, I played around with the idea of left brain vs. right brain, but no mechanic or dynamic element came to mind.

 

PROTOTYPING

The first mechanic that I made was the Venetian blind/dissolve pull-tab.  Most of the tutorials I found (which took a lot of digging) didn’t have measurements, plus I knew that the pieces of paper would get stuck on each other going in and out so I decided to make my own modified version.  After some thinking and reverse-engineering, I came up with a template; the first time I tried didn’t work so I made some adjustments.

 

It worked pretty well, but I knew that trying to create images on it would be hard for two reasons: 1) I would have to construct my image and then cut it up into sections and attach them to the blinds and 2) even though I had figured out a way for the two main pieces of paper to not get caught on each other, adding layers of paper on top would make it nearly impossible to move smoothly.  The only things I could think of to keep all the layers in place with their edges secure would be to smother them in glue, which probably wouldn’t end well, or laminate/cover each section in a clear material, which would be pretty much impossible with the restrictions.

 

Then I tried to make a flexagon, which includes four different images that are revealed by folding the paper in various ways. (it’s kind of hard to explain in words – look here to see an example https://vimeo.com/30392799) The tutorial I used wasn’t very descriptive so I had to try a few times before I figured out exactly what to do.  And when I figured it out, it was SO satisfying to keep flipping it over and over and over.  When I was trying it out, I just used solid pieces of paper labeled front 1, etc. so I could keep track of where things went.  I wanted to make a diagram so I could figure out how I would have to arrange my images so that they would line up properly.  The flexagon is made of four pieces of paper, each with a front and back.  The diagram shows the four different arrangements that will occur once the flexagon is assembled and folded (top row), as well as the front (middle row) and back (bottom row) of each piece of paper:

 

This is when I realized that the two areas boxed in red (B4 and B1) would stay the same from image 2 to image 3, meaning that I wouldn’t have 4 distinct images; the middle two would have some of the same elements.  I will have to keep this in mind when designing my visuals, but I don’t consider it an obstacle; I think it works really well with the concept of transforming one thing into another.  I was really mesmerized by the infinite folding of the flexagon as it continually turned in on itself.  Then I started thinking about the morph exercise.  What if I showed that sort of transformation, with the in-between states?  What if I showed two things infinitely turning into each other, just like the flexagon infinitely turned in on itself? Originally I just wanted to show the discrete states of being alive and being dead, with a very stark transition.  At this point, I forced myself to let go of that idea that I had been holding onto so tightly, because I had a new idea that worked better in so many ways!

THE NEW IDEA: a forest that is destroyed, turned into a city, which is abandoned and then overtaken again by nature.

I started to look up images of deforestation and nature overtaking civilization, and they were very powerful, especially considering the current climate.

I used procreate to create 4 images:

Then I printed out the linework and traced on tissue paper and cardstock; I tried to use as much tissue paper and as little yardstick as possible because the thinner material wouldn’t interfere with the mechanics, while thicker paper made it very difficult to fold.  I assembled each on a 10″ x 10″ piece of paper, then used 4 5″ x 10″ pieces of paper to create the flexagon; finally, I cut up the images so that the flexagon would still be able to fold properly and glued them onto it.

I realized when putting it together that I forgot to make the two side panels the same from nature to building, but I made the best fix I could with the time I had and the overall effect is still there.  Out of all the physical projects I’ve done, I think this was my worst job on craft.  However, I’m really not upset because I challenged myself on this one and used some difficult materials (tissue paper is HELL to cut, especially tiny, intricate details).  Although the craft isn’t perfect, it’s not too bad, and I don’t think the small flaws detract from the overall design; I’m glad I took on such an ambitious task!

nature
building
city
reclamation

 

REFERENCE IMAGES

THORNINSTRUMENTS. “Medieval Greek Corinthian Armour Helmet with Red Plume Knight Spartan Helmet Replica.” Amazon.com, Amazon, Medieval Greek Corinthian Armour Helmet with Red Plume Knight Spartan Helmet Replica.

 

 

Zindel, Bailey. “Body of Water Surrounded by Trees.” Beautiful Free Images & Pictures, Unsplash, 30 Sept. 2017, unsplash.com/photos/NRQV-hBF10M.