Summary by TwinMind · 27m 48s
Summary by TwinMind · 27m 48s

22. Changing Rules I

22. Changing Rules I

MIT OpenCourseWare

MIT OpenCourseWare

Class Structure & Assignment 3 Feedback

  • Similar format to previous class: reading discussion followed by game play and prototype work
  • Rick and instructor available for deeper playtesting feedback
  • All grades posted with two feedback sections:
    • Individual write-up comments (private)
    • Team-based project feedback (shared with all team members)

Rules Writing Guidelines for Assignment 3

  • Rules presentation equally important as game mechanics
  • Key elements needed: coherence, clarity, organization, figures, illustrations
  • Required illustrations:
    • Game setup visual
    • Major state changes during gameplay
    • Basic goal/gameplay overview section
    • Examples of various game scenarios
  • Third iteration should be significantly improved after two rounds of feedback
  • Use illustrations to replace lengthy text explanations
  • Tools mentioned: PowerPoint for diagrammatic approach, Google Docs drawing tools for cards/arrows
  • Test rules by having others read and play without explanation

Personal Write-ups Improvement Tips

  • Students improving at identifying what worked/didn't work in projects
  • Good write-ups can boost project grades by half-grade (B- to B+)
  • Missing element: forward-looking analysis
  • Should include "next time I will..." statements for future projects
  • Apply lessons to any creative/team projects, not just game design

Today's Reading: Cosmic Encounter Analysis

  • Reading structured as post-mortem in game's flavor text style
  • Game mechanics overview:
    • Each player gets race card with rule-breaking power
    • Example: Heat race forces all players to discard/draw cards
    • CCG-like dynamic where starting race determines strategy
    • Changing rules create different gameplay each session

Risk Legacy Comparison

  • "Play it, change it, make it yours" concept
  • Four sealed packets/envelopes opened based on game conditions
  • Physical modifications: stickers on cards, map changes
  • Story evolves: post-apocalyptic setting with faction changes
  • Alien collaborator faction emerges under certain conditions
  • Players gain tools to fix game imbalances after 10-15 rounds
  • Permanent changes address broken strategies/unfair advantages

Settlers of Catan: Seafarers Expansion

  • Traditional expansion model: new pieces + rule modifications
  • Larger maps with additional islands
  • Roads replaced by shipping lanes between islands
  • Islands remain unknown until explored
  • Example of how publishers extend game systems

Game Design Philosophy Discussion

  • Inherent imbalance can work if everyone has unfair advantages
  • Cosmic Encounter compared to Diplomacy's asymmetric powers
  • Leader-catching mechanisms prevent runaway victories
  • Quality metrics for good games:
    • Fun even when losing/cheating
    • Continually surprises original designers
    • Generates memorable stories post-game
    • Creates dramatic narrative moments

Game Examples Analysis

  • Munchkin: Role-playing parody with trolling mechanics
  • Super Smash Bros Brawl: Overpowered moves create chaotic fun
  • League of Legends Ultra Rapid Fire mode
  • All create "broken but fun" experiences

Upcoming Schedule

  • Monday: Outdoor games (wear comfortable shoes)
  • Guitar game requires significant space
  • Weather contingency planning needed