My group and I have created a prototype in the form of a board game. As we learnt in week four, the purpose of serious games is to be educational and fun (Bellotti, Kapralos, Lee, Moreno-Ger, & Berta, 2013). The main purpose of this prototype is to promote social interaction between family and friends in a time period where social interaction for many is a rare occurrence. Furthermore, a key aspect that most people lack in this current time is an understanding of the world around us. The aim for our group was to design and produce a board game that promotes positive communication and educates players on interesting facts about the world that we live in. We set it up in a trivia/board-game format as it is an appealing form for players to engage with. Therefore, not only are players learning and being educated on different countries but they are also enjoying their experience as well.
We distributed each role throughout the making of this game evenly. Firstly, everyone was given a country on the world map that they had to research throughout the collective process of designing. After researching our country, we needed to come up with 20 questions that gave our players a broad understanding of the country. I chose the continent South America as I had little knowledge about the place and felt this exercise will allow me to gain a deeper understanding. When creating the answer format for my questions I implemented a mix of true/false and answers a/b/c/d. By creating this outcome, answering for the players became more diverse and interesting.
In one of our lectures we learned about game mechanics and something that stood out for me was the idea of a turn being a conceptual space (Moore, W4, 2021) . Interrogating this element I found was super interesting as it brings forth a thrill and excitement aspect when your turn is approaching. Dividing this labour amongst the group allows for the game to go down a different avenue each time you play the game. Consequently, creating 20 cards with 20 different questions adds an element of chance to the game or can be used to change the difficulty of the game (Moore, W4, 2021).
In terms of design and aesthetics, we then created trivia cards that were clear and easy to understand. We worked together in order to make them all the same. We decided as a group that our target market will be from ages 11-22 but also may stretch to a higher range of ages. When creating my cards I made sure to construct a broad range of questions that can be easily played by most ages.
Playtesting was the role I predominantly played in bringing the game to a fully tested prototype. Steph Jory, Britty Manning and I got together in Sydney to try out our game. We printed off the board game and all the questions from all the girls as well as our own questions. We filmed ourselves for two rounds then time lapsed the rest. After playtesting in class that week it was interesting to compare the playtesting in class to working with a game designed by us. I learned from the games I played in class that they were too complicated with instructions that could have been simplified. We all read our instructions and felt they gave a clear direction for the board-game. Throughout the playtesting of the game we didn’t have any difficulties or aspects we needed to alter which was positive news.
When creating the presentation slides, my division of labor involved discussing the target market for One Way Ticket. I broke it down into age, gender interests, game time and price. These different categories allowed us to distinguish what target audience suited our board game.
We distinguished the age range earlier on in the design process making sure to create a broad range of questions that can be easily played by our estimated age group, therefore we kept between the ages of 11 to 22.
In regards to gender, One Way Ticket is neither feminen nor masculin therefore suits both genders.
One Way Ticket belongs to someone who is interested in learning more about the world that we live in and enjoys a competitive trivia/board game style format. Players who enjoy mass market games such as monopoly are more likely to enjoy our game with its board game layout.
When comparing our board games with others such as mass market games (monopoly), I came to the decision to price it at $20 dollars considering all the parts that come with it and that it would be a niche game when coming into the industry.
It is said that “The feeling of having made your mark on the world is very compelling, and it draws many to the act of creation..to leave behind some part of us that will exist long after we’re gone” (Burgun, K, 2015). This quote from Burgun hit deep as the team work, creative ideas and time we put into One Way Ticket has the ability to go down in history, something that others can remember us by.
Burgun, K., 2015. Clockwork game design. CRC Press