The High Seas
A game of high stakes and treasure
Megan PeasleeSeptember 9, 2012
ST: COLLAB Game Design Drexel University
Table of Contents
Project Brief 4
Process Work Discovery 5 Definition 6 Synthesis 7-11 Graphics 12-13
Final Solution 14-15
Project Brief This project is inspired by the work of Paula Scher and Symore Chwast. These two graphic designers have a very playful style to their graphics. As such, I took the same approach to game design as Paula and Symore take to their own designs.
When first starting looking and researching different games currently on the market, as a class we began by researching game theory and types of games.
Game theory is the theory of what makes games fun and what makes people return to a game. As a class we simplified game theory into ten components:
1) A Goal or Goals2) Rules3) Interaction4) A Catch-Up Feature5) Inertia6) Surprise7) Strategy8) Fun9) Flavor10) Hook
As a class we also researched into different types of games and decided upon eight types of games which every game fits under one or more of the categories.
Cooperative or Non-CooperativeSkill BasedNon VerbalChanceStrategyPuzzleEliminationPoint Based
From this research I based the design and play of my game.
Non Verbal
Chance
Strategy
Puzzle
Elimination
Point Based
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Process Work : Discovery
Beginning Idea: ShipsCategory: Non-Cooperative, Puzzle, and Strategy
Goal: Get across the ocean of cards
Concept: Shuffle and place the cards face down across the board in a set pattern.Each player must pick their path across the cards moving forward.Each time a player lands on a card, they must flip it over to see if the spot is safe to sail through. If the card is not a safe space such as a sea creature or a rock then the player must chose a different direction.
Thoughts and Feedback Positives: Has a randomness to it, like the change to every game with set up.Strategy on working out what path will be the best option, working to avoid all obstacles. Want a medium length game for adults to enjoy with their kids.
Improvements:Needs more involvement in the board.It is too stagnant of a game, just moving in one direction has the possibility of getting stuck in the middle of the board without the ability of going around. Needs to have another level to it. Some sort of counteraction or protection cards Is there a way to gather treasures along the journey?
Process Work : Definition
Whole board covered with tiles?Sections blocked off.
Several paths with various options to get to the end?
Single path similar to candy land?
Not enough decisions made.
Collect coin amounts along the path through playing cards. Collect cards throughout the game, some to give and some to take?
Use tiles for board pieces. Have various coin amounts of bottom of tile. Flip over tile for coin amount as well as indicating to draw a card.MORE OPTIONS AND CONSCIOUS DECISIONS MADE
Board Variations
Alternatives to Cards
Dice with different optionsSafe, Sea creature, Rock, etc. Roll to move forward
This takes away from the interest of the board.
Rotating pieces on a boardMaybe a toss Similar to Tick-tack-toe toss
This is too complex of an alternative.
TilesSame randomness of cards with more structure.More interaction with the board as well as the players.
Best alternative to playing cards.
7
Process Work : Synthesis
Thoughts and Feedback PositivesLike the movement from the center of the board outwards as well as the island being the center.Good improvements.
NegativesNeed something to create more randomness.The ocean breaks down. The ocean should not be made of square tiles with the square board. Not very ‘ocean-like’.
Process Work : Synthesis
Game Pieces
To truly make a pirate game, I began researching pirates in order to influence the play and features of the game.
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Understanding pirate language lead to a better understanding of the playing cards.
Jigsaw Puzzle Inspiration
The pieces should all be the same size so that there is easy set up.
The laser cutter was used to cut out the tile pieces as well as the game board.
Thoughts and FeedbackPositives:Players interacting with each other, talking smack, becoming competitive with each other. Strategy in judging how others are doing at collecting doubloons. Just enough strategy to keep this game simple but interesting.Enjoys the design of the board.
Negatives:Set up takes too long, should be less tiles.Tiles difficult to pick up.Each player should have a treasure chest to keep the amount of doubloons a secret.
Game Play:
Start from the center or island, work your way out turning over all of the tiles as you land on them. When finished turning over the tiles, race to the docks to collect the final amount unknown until you turn over the dock tile.
‘X’ Tiles prompt the player to draw a card.‘Waves’ Tiles are a free space.‘Gold’ Tiles are doubloons to be gathered throughout the game.
Process Work : Definition
11
Process Work : Final Mock Up
Process Work : Graphics
Focused on the center image with the text surrounding the form of the instruction sheet. Also using the bolder words to make the instruction sheet more legible.
The playing cards are related to the instructions but are simplified.
Inspiration
13
Final Solution
15
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