In unit 1, Game Mechanics, of Game Changers I learned all about tabletop games from defining what a game is to the mechanics of a game. We also looked at different randomizers such as dice and the statistics for what you will roll. We had gone on a few FEs that helped us understand what a player's perspective and a game designer's perspective is during a game. Out of all the FEs the one I found most useful was when we talked to game designer Jason Little, who has created over 50 games. He gave us very in depth answers to all our question and tips on dos and don’ts when creating a game. For our action project we were tasked with coming up with a scenario where a person or group wanted to play a game where we then gave them two different recommendations. I found it to be challenging to describe the mechanics of the two games without going into the rules of the game. After talking to my teacher and classmates I was able to write the mechanics of the games. I really enjoyed having to have a lot of freedom in this project by being able to choose a scenario and the
games that would best fit those needs. Please enjoy my scenario and recommendations below.
Capricorn.August 2016. |
In my scenario, a scout group needs a game to play during multi-day events. The group is looking into games that would be enjoyable and not a great hassle. The biggest needs I’ve identified for the scouts are:
- Transportable, meaning it needs to be relatively small and easy to carry around and play anywhere be it in the airport, car or boat.
- Inexpensive since they spend most of the treasury’s money on their events.
- Be able to accommodate large groups due to there being 12 scouts and 4 adult leaders on the trip.
- Re-playable due to them playing multiple games
I have chosen two games that fit the needs the best: Egyptian Rat Screw and Werewolf (Mafia). Below are the reference sheets that will introduce and explain each game.
The scout group would easily benefit from either of these games. Since both games can be played anywhere and with a lot of people. Another thing is that each game is slightly different from the last making it re-playable enough that the scouts won’t get bored of it. These two games are able to raise the energy in a room since people can get really into it which would help the scouts to not be as sluggish later on in the day. Werewolf has the bonus of being themed with a background story as to why the game is happening which Egyptian Rat Screw lacks.
If I had to choose only one game for the scout group to bring with them it would have to be Egyptian Rat Screw. The main reason for this is that it is cheaper than Werewolf. All you need for the game is a deck of normal playing cards, about $0.50, versus the special cards needed for Werewolf, about $15. The other major reason is that once you out in Werewolf you are no longer engaged in the game. In Egyptian Rat Screw they have a mechanic that can get you back into the game therefore keeping you constantly engaged.
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