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Thursday, December 15, 2016

KING OF GODS!

In unit 2, Are You A Game, of Game Changers we delved deeper into the processes of how games are made and worked on creating our own games. For our FEs, we had talked to many people who have a successful career in the game industry. This had helped us significantly while creating our games since we had professional advice from people who have been in the industry for years. We had gone to Chicago Toy & Game Fair to compete in the Young Inventors Challenge where we had presented our second prototypes. Our action project was to create a final prototype of our game, show its process, and make an elevator pitch. My game is called King of Gods; it is a battling race game. I really enjoyed being given such creative liberties over this project, being able to come up with a unique game of my own without any restrictions was amazing. I had so many ideas, but the one about mythologies was by far my favorite. However, I didn't enjoy feeling rushed while making it because in total we only had about two weeks to finish three prototypes. Despite this emotion I put my head down and worked hard to get everything done. Please enjoy learning about my game below.

Pitch

One day, gods from four different mythologies got into a fight about who was the most powerful god and you have been tasked to help one of them win the battle. You will travel through the Underworld, Middle Earth, and Overworld. Along the way you will encounter monsters and fight other players. Your aim is to survive through the battles to reach the Overworld throne to become the king of all gods.



Going into the project, I was fairly confident. I had not realized how truly difficult it is to make a game. Coming up with the theme and type of game I wanted was fairly easy, but making it a reality was much harder. There is a lot of trial and error involved in making a game. In order to have a successful game, you must make it virtually unbreakable (meaning everything needs to be clear cut, easy to follow and solid mechanics) ,  all the while still having it be fun, aesthetically pleasing, and marketable.

The way to achieve this is through multiple rounds of play, testing. By having people play your game, you can learn what things need to be fixed and how to make it more enjoyable for the players. For example, when I had people play my first prototype, they weren't following the path, were battling wrong, and didn't have a lot of fun. They told me my boards were confusing and the battle mechanic had many flaws; overall it was not a lot of fun to play. From there, I made the borders clearer and made changes to the battle mechanic. When I had the same people playtest my game after the changes they had a lot more fun, actually laughing and enjoying the game’s theme. They had found the board’s paths to be clearer and easier to follow.

I think my favorite part of making a game was the experience of going through the stages of game design and watching your game grow.. Seeing what it is like to make a game that is appealing to the public, but at the same time functional, is amazing. You have to put in tons of mental and physical work in order to achieve this. This class has given me a whole new appreciation for games and their designers.

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