Sunday, May 4, 2008

First Post

Our game is based on the aesthetic theme of frustration. For this topic, we've decided to base a board game around a race to the finish paradigm where each player represents a hasty traveler who is almost late for a flight.

Here is an update of what we've been doing for the game this weekend:

Saturday:
-Playtested the alpha board with 50 cards
-Cards are as follows: move or obstruct, move or hinder, and combo cards that would allow for move and obstruct or move and hinder
-Hinder spaces are determined by half the number which is on the card rounded DOWN
-We are still debating whether or not to the leave the shortcut exit on the game board

Sunday:
-Playtested the game from 3-5:30 PM with a beta board
-The cards were revised to include 2 separate actions per turn, as follows: move and obstruct(anywhere), move and hinder someone else
-The obstruction barriers placed on the boards are now allowed to block the flow of traffic, although a player must stop on a barrier once landing upon. They are out until the next turn
-The exit ramp was decided as balanced and left on the board
-Newly added god cards were added to emphasize the spontaneity of the game and are as follows: switch (first and last players change spaces), move back seven spaces (for all players)

More work needs to be done about polishing the card system and obstructions built into the game board. For now, the game seems to be nearing it's intended aesthetic of frustration, while not being too frustrating for the players to stop playing altogether. There is a sense of competition and opponent's turns directly affect the player in question; everyone cares about each other's turn.

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