terça-feira, 6 de março de 2012

Goals and rewards

By Vince

At this moment I'm working on my new board game named PYRAMYZ, a dice game that uses D4s as paws in an orthogonal board. I hope to cast this game by April or May of this year. I intend to write a complete review of the creative process of this new game after the launching, very similar to the review of my other board game named YN (link here).

While the production of the game is not finished I want to discuss an important point of the game design process: the creation of a logical goal/reward to the game mechanics. In the moment of conception of a new game, it is very common to think about components, complex mechanics, layout, and sometimes we forget to create a good and clear goal/reward to offer the players.

The goal of my new game is simple: to be the player with most victory points. And how can You get victory points? Putting the higher values of D4 dices in the squares of your color in the board. It's possible to have an idea in the image below:

In the book “Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer” there is a good view about this subject. The authors say:

A crucial aspect of a game is that has a definite goal, and reaching this usually allows an individual to win. Goals can include eliminating the other player(s) from the game, achieving an identified target (for example by amassing a number of points), winning a race, or collecting a certain type of token.

Achieving the goal - winning - can be its own reward. A player may have defeated his opponent through his superior game-playing skill or he may simply have been lucky with random factors.

Many modern games, digital and non-digital, do not rely on winning as the sole reward but are designed so that all of the players can derive some enjoyment from the process of playing the game
”. (page 13)

Another good gaming concept! What do you think about that?


THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007

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