Friday, January 10, 2014

Board Games done in the course Foundations of Game Design Autumn 2013

The students of the masters’ course at the Insitute of Digital Games presented their first games yesterday, boardgames that they have produced, play-tested and refined during the autumn of 2013. As their teacher I am extremely gratified. They have all taken the iterative process to heart, and been open to change their designs of their game mechanics after series of play testing. The result is four board games that have balanced and fun game mechanics. They have worked hard, and done so well. Here are a few images from the presentation session.


The Watchers team - Jean-Luc, Noel, and Luke - created a role playing game streamlined for ease of use, story-telling, and player freedom.


The Castille Team made a two-player game with assymetrical game play, where the players use different rules to win.


Balancing a game with assymetrical game play is hard. The castille team used Joris' Dorsmans machinations framework to calculate game balances in junction to their play testing proccess. This way, they could simulate 500 play-throughs in minutes. The machinations diagram they made took approximately 5 hours to produce, and they found that the time investment was well worth it. They estimate that it would take them 3 hours to make the diagram now that they are familiar with the system.


Setting up for the demonstration of the Massacre board game



In the demonstration the Massacre team divided the audience into two groups that each got three (huge) cards to use to control our game characters. This presentation technique was fantastic for immediately understanding the game play of their game. Through series of play testings the group has been able to transport the fast-paced FPS game play to a board game.


Cards of hugeness for demonstration.


Our avatar, Ida.


The Massacre Team (there was a power-cut, so we went outside in the light for the group photo)


The Embargo team made a boardgame where up to six pirates compete to capture islands. The game play mechanics encourages diplomacy, and someones advantage can quickly turn to a disadvantage, allowing for dramatic play.


We are considering Embargo