Game Design 7/26
Last week’s Dissecting Gameplay assignment was challenging, yet enjoyable and really got me to think about how I can translate video games into game boards, even if the Super Mario game board I created is minimal compared to the actual video game. I honestly was a bit worried about how I would translate Super Mario into a game board since the game has so many different elements, especially in terms of mechanics and interface. One thing I realized thanks to my UX/UI design background is translating video games into game boards is similar, yet maybe less tedious to translating web designs from a desktop to a mobile site, or vice versa. It’s also similar to translating websites into mobile apps.
I wanted to create a game board with different worlds just like in the Super Mario video game series, however, I thought that would be too much to incorporate into one game board. I then thought about designing a game board with different levels, although I still felt with the timespan I had it would take too long for me to design the specific rules for the game. After revisiting the document I made with all the Super Mario elements, I realized it would be easier to break down the board game into one level for players. I stuck with aesthetics by incorporating several objects/props that are in the first Super Mario Bros. level and allow for four players to play the game, just like the Wii version introduced. It was a challenge to think of how I could simplify the rules, although I think players would enjoy the dice and card-playing aspect of the board game. It’s also interesting how I have players compete against each other, while also helping each other out since one player can defeat an evil object by using a flower card. In the Wii version of Super Mario Bros, players mainly help out each other by defeating evil objects, although once they try to make it to the flagpole, one player receives more points than the other. I’d say my board game’s similar to Mario Kart where players try to reach the finish line, however, players don’t throw evil props at each other, instead, they try to remove them for the other players with the flower card.
I enjoyed learning the concept of worldbuilding and lore this week because storytelling/narrative have become a huge part of what I’ve incorporated into my marketing and design projects since college. The reading on worldbuilding gave me a lot of insight on what to and what not to include in my game, especially “the tip of the iceberg” section. I’m trying to build my game from what I’ve developed for my pre-thesis, which is a transhumanist. VR experience. I’m going to shift some ideas around as well as iterate what my thesis is trying to provoke. I have the research and most of the backstory of my world done, now I just have to figure out the exact mission my protagonist’s trying to follow and what the 10% of my entire world will be.