Between monday and tuesday (22-23 sep), I was in a group of five students where we, along with the other gropus in our class, would make a board game based of a video game. We chose Tetris, because it was very easy to know what the game's aesthetics and mechanics were, and thus know how to design it.
We began with analyzing the different
components of the game, in order to construct the game we had to deconstruct it
first.
We agreed on that the core experience of the
game consisted of: stress, management and problem solving.
The "risk versus reward choises"
was in our oppinon: the correct position, vertical acceleration,
rotation/correct angle.
As for the aesthetics we decided that
puzzle-solving, challenge, submission, sensation and stress was the main
factor.
The mechanics consisted of horizontal
movement, rotation and time.
In our case the time was the main issue. The
Translation of time from a digital game, to a board game is not an easy task.
We tried different versions such as involving action points, dependent on x
amount of rounds. We also tried to use dice to deteremen time and space. The
last method that we used was the use of timers. With other words we took use of
actual time.
The use of time was our way to simulate the
falling blocks in a paper form.
When it came to the blocks, for a time we
discussed the use of a dice, but due to the lack of a matching dice to the
amount of blocks, we decided to instead go with a deck of cards turned
upside-down with the blocks represented on them. As such, each time a player
took a card, the card was pseudo-random and hard to predict.
We solved the problem of removing falling
blocks from the game by adding a dead zone where blocks would be removed from
when completely inside. This was since in a paper game, removing an entire row
at the same time is not always possible. Earlier attempts included things such
as using individual pieces constructed to mirror a picked card rather than
using complete blocks. However, this would be too complex for the player and take away the stress of playing the game, as too much time would be spent
placing the individual blocks.
As of 6 pm, we started to print out the
prototype game for testing. We continued the printing at my flat.
At around 8:30 pm, play testing started.
The play testing revealed an issue in the
game that required us to change the rules of the game. From now on, blocks will
not be removed. The blocks stack and the game will end when the player is
unable to place a block due to space. The filled rows will at this time be
counted, giving the player their final score.
At around 10pm, the work for the day was
finished.
Between 14-16:30 am was the testing period for the class, where we all would test each other's games. The groups designed board games based on Skyrim, Terraria, Mario Kart, FTL, Guitar Hero and other video games. A total of 13 people tested our game, including our teacher. One of these even played this game 3 times! We also added a high schore list; the best test player got a total of 19 points. Most of them got the sense that the game was very (VERY) stressful. Some were also confused about the colors of the blocks and (because of the short time) couldn't put the blocks in correct order, so they would often pause the game fix that. But all of them thought that the game was fun to play, and was true to the original format. It was difficult in a good way, and the pause ability (which we added during the beginning of our testing period) was a good addition. The teacher liked the game, that it really captured the Tetris feeling and felt authentic.
So to sum it up: me and my team did a absolutely fantastic job. The feedback was positive all around, and the reaction matched with the core experience that we previously analysed. We learned much from the testers and got some intersting new ideas, like blocks made of magnet and/or wood. We gave our board game to the teacher and then we seperated to go and work on other projects.
Tuesday was a goooooooooooood day. :)
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