Thursday, 10 December 2015

Board Game Post-Mortem

Board Game Post-Mortem

Our board game was based on four game IP’s; each had its own section of the board. The games were Need for Speed, Pokémon, World of Warcraft, and Mario. The gameplay consisted of rolling a dice to move your counter around the board a specified amount of times before heading back to the centre where the game starts, the first to do this wins. However, certain squares that the player would move across meant they had to pick up a card; these cards would have various effects that would either help or hinder them and the other players. Additionally these cards were themed accordingly to the game that was being illustrated in the section of the board you were in, so the Pokémon section had Pokémon cards, the Mario section had Mario cards, and so on.

There were two types of cards, random draw cards and creature cards. Cards from the random draw deck would either be action or consequence cards, with action cards providing a benefit or boost to the player who drew it (such as moving forward a certain amount of squares) and consequence cards negatively effecting them in some way (such as missing a turn). Creature cards on the other hand would have more of an effect on all the players in the game once drawn (such as all players would have to role a dice and if they roll below a certain threshold they move back), additionally these card would be based off of characters or iconic creatures from their respective games.

These cards helped to introduce an element of skill to our game, since without them the winner would merely be determined by how lucky each player was with the role of the dice. Although some cards just had a direct effect, such as in the Mario section one card said you had been hit by a red shell and had to move back two squares, others allowed the player to make decisions (hence the introduction of skill). For example, one such card from the World of Warcraft section allowed the player to choose if they wanted to risk drawing a card from the random draw deck or play it safe and stay where they are without drawing a card, so depending on the players position in the game they can make a tactical decision as to if the risk is worth the reward.

The board itself was designed in such a way that despite having fixed three-dimensional features, it could fold up into a box for manageable transportation and storage. Additionally, some smaller removable three-dimensional features could be placed, along with the cards, in a container that made up the bottom of the box when the board game is packed away. This means when the game is not in use there are no lose parts or anything sticking out, just one box with everything condensed inside. We felt this was a vital feature to incorporate into the design of our board, since otherwise it had the potential for parts to be lost easily as well as being very large even when not in use, which would make storing the game very inconvenient for any potential customers.

When deciding what games to base the design of our board game on, we made sure not only to consider that each one had enough content for us to get an in-depth theme for our illustrations, but also that each one differed from the others enough that the individual sections really felt like different games all together. We decided this was important to consider since it stopped the game from becoming repetitive as you moved round the board when playing; just as you’re getting used to the design of the board and lore within the cards, it changes to something completely different. Additionally we felt the overall idea of incorporating multiple games into one allowed for a much wider target audience if our game were to be marketed as an actual product.

In terms of making our board it was easy to delegate who in the group could do what, since there were four members and four sections. Each member was responsible for making the backgrounds to their quadrants of the board, creating a design that could incorporate some three-dimensional element, and making all the cards that go with their game. We worked on the arts and craft side of the design for the three-dimensional features as a group, since we had to ensure each section fit around all the others so the board could fold neatly up into a box.


As a whole the group worked together efficiently and productively, with the board quality being at top standard. The only shortfall was some sections had much fewer cards than the agreed amount, so the gameplay within these quadrants can become repetitive due to being forced to recycle cards. However I personally am very pleased with the board game we have made; its aesthetics are extravagant and interesting, its functional everywhere it can be, the game IP’s it is based on are illustrated clearly, and most importantly the gameplay is very entertaining.

Presentation 2: What are RPG's?

Presentation 2: What are RPG's?

In this presentation we had to outline role playing games as a genre, including common gameplay mechanics, the origins of the genre, and some well known games that fit into this category of games.

After some research and consideration from our own experience of these games we found some gameplay mechanics and common conventions that often made an appearance within the genre. Firstly the overall idea of character progression was a core feature to most RPG games, since you usually only play as one character throughout these games. This included a loot system in most games, so as you progress you come across rarer and more powerful items  to aid you. Levelling-up was also seen in most games, again so you would become more powerful as you progressed through the game. Skill trees seemed to feature in most RPG game as well, since they allow players to dictate how they approach different situations in the game based on their skill set.

Another mechanic we focused on in our presentation was the idea of making meaningful choice within the game. This included a questing system in most games, whereby you aren't tied to one storyline and can instead choose what objectives to follow next (generally in an open world too). The idea of making a character build also tied into this idea of making a meaningful choice, since you are deciding how to play the game as a whole. Dialogue options seemed to make a common appearance in RPG games and these can be vital in making choices within these games; they allow you to choose how different characters are approached and what direction the story takes you.

As to the origins of the genre we conducted some research and found these types of games tied into tabletop role-playing games, such as Dungeons and Dragons. Some early RPG's were even made to represent these tabletop games. This evolution of the genre is understandable, since the point of a tabletop RPG is to play the role of a character in a fantasy scenario, so when the platform of video games was introduced it allowed these scenarios to virtually exist and players could see and control them.

Presentation 1: Rise and Fall of the Arcade

Presentation 1: Rise and Fall of the Arcade

Our first presentation was on how the traditional arcade came to be so popular in its peak, and what factors played a role in its eventual demise.

In 1972 Atari was founded, which we considered to be the start of the arcade era, along with the release of Space Invaders, Asteroids, Galaxian, Pacman, Centipede and Donkey Kong from 1978 to 1981.

The golden age of the arcade peaked around 1980 - 1982. Previous successes in arcade games in the late 70's lead to innovation and advancement of the arcade experience. The venues themselves became popular social hotspots for teenagers and young adults and the implementation of high-scores encouraged competitive gameplay amongst gamers. In North America alone there was a peak of 13,000 venues (only 4,000 remain).

However even during the golden age arcades were not seen as being 'family friendly' locations as advertised, as well as the media spreading fears about the 'dangers' of arcades amongst parents. Additionally, there was eventually an over-saturation of the video game market due to clones and low quality games being pushed out too quickly in an attempt to capitalise on the expanding market. These were the early signs for the eventual downfall of the arcade.

In 1985 the NES was released, closely followed in 1986 by the Sega Master System. The release of these consoles marked the true fall of the arcade, since they allowed people to play games in the comfort of their own homes. At this point arcades still had some unique selling points; side scroller fighting games like 'Street Fighter' and 'Double Dragon' were still very popular in arcades, mainly due to the fact that they were multiplayer focused games, so you could go into an arcade and find lots of other people looking to play the game with you. However on a home console you needed someone you knew to be there with you. Additionally, arcade machines were still more technically advanced than consoles so the games were of a higher quality.

However, in 1994 the Playstation was released, along with the Nintendo 64 in 1996. These consoles marked a next generation in console gaming and were far more technically advanced than any arcade machine.

Wednesday, 9 December 2015

The Business of Games Part 2

The Business of Games Part 2


Scrum:

- A scrum is an incremental process of software development; it is used across the games industry.
- The product backlog is a document for the entire project. It contains broad descriptions of all required features.
- The sprint backlog contains information about how the team is going to complete the requirements for the upcoming sprint. Tasks are broken down and team members sign up for tasks as they like; they are never assigned.

Product Owner:

The product owner represents the voice of the customer. They make sure the scrum team works with the right things from a business stand point and writes the product backlog to prioritise the project.

ScrumMaster:

ScrumMasters remover impediments to the ability of the team so they can efficiently deliver the sprint goal. They are not the leader of the team, since the team is self-organizing, but does help to stop any distracting influences.

Before a sprint cycle (every 15-30 days) there is a sprint plan meeting. This is where the work that needs to be done is selected and the sprint backlog is prepared with details of how much time it will take to do each task.

A daily scrum will take place to check the project status. Team members are expected to answer:
- What have you done since yesterday?
- What are you planning to do today?
- Do you have any problems preventing you from accomplishing your goal?

Hours remaining on a task are recorder for all to see, and tasks can be shuffled around based on their status. A burndown graph is also produced, this provides a clear and simple way of illustrating how much time the remaining work in the sprint backlog will take

After a sprint cycle is complete two meetings are held, a sprint review meeting and a sprint retrospective meeting. A sprint review meeting allows for a review on what work was completed or not, and for this work to be presented to the stakeholders in a demo. A sprint retrospective meeting allows all team members to reflect on the past sprint. Two main questions will be asked in this meeting; what went well in the sprint? and what could be improved in the next sprint? This is so the team can make continuous improvement.

The Business of Games

The Business of Games

For a game to sell in needs good marketing, this is what lets the consumer know the product is out there. The game needs to be paid for and created from an idea or plan; this idea will likely take the form of a pitch.
A pitch will likely include the following:

  • Product Overview Document (POD)
- Introduction
- Game description
- Key features/unique selling points (USP's)
- Genre
- Platform(s)
- Market analysis

  • Demo of gameplay
  • Artwork/concepts and mockups
  • Company information and background
  • Basic costings and high level production plan
A publisher will be considering several things when listening to the pitch for a game, such as:
- What does the game compete with?
- How saturated is the market?
- Does it appeal to a certain demographic/can the game be sold to enough people?
- Can the developer deliver the quality in time?
- Can the developer be tied into an exclusivity deal?

As a standard a publisher will lend the games developer money to create the game, but these payment are tied to the developer reaching milestones. Milestones are deadlines the developer must reach throughout making the game or else payment will be withdrawn.

The publisher has complete control the IP (intellectual property). They own all the developers assets for the game, and use their own production and marketing teams. They can influence what game is made and can change anything if they feel it will sell, as well as dictating the release date.

Consumer Habits:

Best selling computer game genres:
- 30.8% Strategy
- 19.8% Family and Children's
- 14.4% Shooter
- 12.4% Role Playing
- 5.8% Adventure
- 4.7% Action
- 3.7% Sports and simulation

Best selling console game genres:
- 30.1% Action
- 17.3% Sports
- 11.1% Racing
- 9.3% Family and children's
- 8.7% Shooter
- 7.8% Role Playing
- 4.7% Fighting

Most games are released over the Christmas period; the summer is the worst period for game sales. Publishers will hold back games to fit the best sales window, and big established titles will tend to be held back rather than rushed. Many franchises have a yearly cycle. It can be said that the consumer drives the market since they are the ones that buy the games, but it can also be said that the games industry drives the market since they are the ones controlling what gets made.

Violence in Video Games

Violence in Video Games

Video games are now considered a sub culture and effect other popular mainstream cultures such as books, films and the internet. Their widespread influence means different opinions have developed over their effect on society, specifically if they cause violence.

Games seem to be targeted more for causing violence than any other form of media, such as TV or movies. This is down to the increased immersion that comes with playing and controlling a game compared to merely watching something.

There have been several large scale crimes, mainly mass shootings, that many have put down to the influence of games. Even though there is no clear link to video games they are still blamed by the media and given a bad reputation among parents of children who play games and among adults as a whole.

People in and out of the media have decided that violence in video games is polluting minds of younger audiences and when representatives of the games industry try and defend the games with arguments including the PEGI rating system and how it shows parents and people what age groups should be playing these games, people decide to ignore that rating. But then they cant blame the video game for being violent. An example of this is Call of Duty Modern Warfare 2 and I have chosen this example due to the fact that 1 specific mission in this game is looked at in a very controversial way and even though you can choose to skip this mission before you play it doesn't mean you have too. The mission contains you shooting civilians in an airport. This mission isn't suitable for younger children but this is why the game has an 18+ PEGI rating but if people choose to ignore this then developers can't control that.

The only reason people may see video games as more harmful to people in our society compared to movies and TV is because instead of just watching like in TV or Movies your actually doing the things in Video games. So there is a difference in the harmfulness that video games can output to younger audiences in a comparison to movies and TV. But even though you can say that video games can cause more harm to audiences than TV or Movies both of these other media forms also have their own rating system, people seem to respect these other ratings more than that of video game ratings.

Games can be beneficial to society in small ways such as if someone didn't have very many friends but played games that individual could potentially make friends through playing these games with them whether they are over the internet friends or people he knows in real life that he could build a better friendship with.

Parents have a big responsibility when it come to video games as to making sure that their children are playing the correct game for their age and not letting them play too violent games. If a child is consistently playing games that aren't suitable for them they could potentially become desensitised towards other things in life.

Games do have the potential to desensitise children and by this I mean if the child only ever plays violent and gore filled games then after a certain amount of time they are no longer going to keep being disgusted or scared by it any more. But if children play games that are suitable for their age then they wont see this sort of thing as much so it has a much lesser chance of desensitising them.

Not all games are bad but due to the media games are all being generalised as a bad form of media that are seen as violent and destructive towards children. But not all games are bad, some games are even harmless. For example, in FIFA there isn't any violence involved in this game its just multiple games of football being played over and over again so how could a game like this with a PEGI rating of 3+ be harmful? One of the main defences for video games is the Byron review, this was a review done in 2008 and shows that games can have a variety of different benefits such as learning and development. The review also talks bout the need for a better classification system for games and how a better system could help people understand that video game ratings are on the same level as movie or TV ratings.

















Tuesday, 8 December 2015

Board Games

Board Games

Board games are widely considered predecessors to video games. They have existed for thousands of years, yet have always consisted of set rules and gameplay mechanics; much in the way video games do today.

- Senet (3100BC)
- Royal Game of Ur (2600BC)
- Mahjong (500BC)
- Go (500BC)
- Backgammon (2000BC)
- Hopscotch (500BC)
- Chess (500AD)
- Landlords Game (Later became 'Monoploy') (1904)
- Settlers of Catan (Present Day)
- Pandemic (Present Day)
- Dead of Winter (Present Day)

We are currently in a 'golden age' for board games, and this can be put down to several factors. Mainly the internet has allowed for websites such as Kickstarter to allow people to get funding for their games if people say they would pay to play them. Board games are also being aimed at a wider audience so more people can access them. Additionally they are being incorporated into roleplaying and tabletop games.