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
