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Iat210 Group Minutes 2

This document summarizes the progress of a group project to design a board game called "The Great Artist". It outlines the group members, pre-readings, agenda for the next meeting, and tasks completed so far in designing the game. The group decided on the game's core mechanics and divided tasks such as creating game components, rule books, and documentation for testing and analysis.

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0% found this document useful (0 votes)
79 views5 pages

Iat210 Group Minutes 2

This document summarizes the progress of a group project to design a board game called "The Great Artist". It outlines the group members, pre-readings, agenda for the next meeting, and tasks completed so far in designing the game. The group decided on the game's core mechanics and divided tasks such as creating game components, rule books, and documentation for testing and analysis.

Uploaded by

api-730017231
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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‭IAT210‬‭GROUP 30‬‭- Second Meeting (02/11/2024)‬

‭Meeting Information‬
‭8:00 pm, Feb 11th, 2024, on Discord Group Call (postponed due to unexpected events)‬

‭Duration‬‭: 1 hour 10 minutes‬

‭Group Members‬
‭ echeng Wang - 301540271‬
Y
‭Ying Jing (Cloris) - 301441767‬
‭Amrinder Singh - 301558389‬
‭Harry Yoon - 301549699 - Possibly dropping out from course‬
‭Massimo Currier - 301469323‬

‭Meeting Attendees‬
‭ echeng Wang‬
Y
‭Ying Jing (Cloris)‬
‭Amrinder Singh‬
‭Massimo Currier‬

‭Pre-Readings‬
‭Member’s who did not attend the previous meeting read all solo ideations to catch up.‬

‭Next Week’s Agenda‬


‭Next meeting: February 16th (Fri), 19:00‬
‭-‬ ‭Complete midterm survey‬
‭-‬ ‭Continue working on project prototype‬

‭Meeting‬
‭ his meeting we decided to proceed with Cloris’s game idea, “The Great Artist”. With the new‬
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‭game idea in mind, the group collectively put in effort to complete parts of the prototype. The‬
‭group divided the activities between members, but with member Harry Yoon dropping out, we‬
‭have not completely divided all activities as of yet. Below is a list of all items to complete and the‬
‭progress we have made so far.‬
‭PROJECT TODO‬
‭The‬‭structure and order of the submission content‬‭should be as follows:‬

‭ large banner image showing the game board‬


A
‭Website -‬‭Yecheng‬
‭The game's title‬
‭“‬‭The ‘Great’ Artist”‬
‭A short and succinct‬‭core statement‬‭(one sentence)‬
I‭n “The ‘Great’ Artist”, players embody online artists to create and borrow artworks to‬
‭compete for fame and wealth.‬
‭ board game‬‭trailer‬‭(search for examples on YouTube‬‭to emulated), under 3‬
A
‭minutes long. The video can be as simple as a TikTok-style video and doesn't‬
‭need to be highly produced. Do the best you can with your team's video‬
‭production skills. -‬‭Massimo‬
‭A short paragraph contextualizing the game in terms of similar games you‬
‭drew inspiration from.‬
‭ rom Monopoly, the game was also made to mock some social issues in‬
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‭the first place. This game also has a deck of cards full of various events‬
‭you might encounter. Similarly, the game ends when someone is broke or‬
‭their accumulated asset reaches a certain point.‬
‭ statement of your three-game pillars‬‭(for example:‬‭What, How, Why),‬
A
‭one sentence per pillar.‬
‭What:‬‭Accumulate popularity and money.‬
‭How:‬ ‭Create and borrow artworks by using Opportunity‬‭Cards.‬
‭ hy:‬ ‭The game’s social dynamics and strategic interactions‬‭immerse players in‬
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‭the competitive world of online artistry.‬‭-AMRINDER‬
‭Thematic backstory‬‭(characters, story world, premise‬‭of the action, etc.).‬
‭ ou are an online illustrator, and there are many illustrators like you‬
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‭striving to make a living by sharing their creations online. You all work day‬
‭and night, hoping to accumulate enough popularity and money. Relying‬
‭solely on your inspiration is far from enough. As Wilson Mizner once said,‬
‭"If you steal from one author, it’s plagiarism; if you steal from many, it’s‬
‭research." So, you turn your attention to other online artists like yourself,‬
‭hoping to be enlightened by their artworks. There you stand, with bare‬
‭hands, dreaming ‘bout how things ever end.‬
‭ visual gallery‬‭of all the game components other than the main playing‬
A
‭board (e.g. cards, dice, pieces representing players, etc.). It is ok to use‬
‭generative AI platforms to produce visual elements for your board game.‬
‭The Rule Book‬‭(if you are submitting a world-facing website, this can be a‬
‭link to a separate downloadable PDF from the web page). →‬‭Need a‬
‭within-group review for the final posting -C‬
‭Group meeting log:‬‭this should show minutes and summaries‬‭of each group‬
‭meeting (if you are submitting a world-facing website, this can be a link to a‬
‭separate downloadable PDF from the web page). The first page of each‬
‭meeting's minutes is sufficient for this document.‬
‭Playtesting log:‬‭this should show what you learned‬‭during playtesting and‬
‭how you revised the game based on insights gleaned (if you are submitting a‬
‭world-facing website, this can be a link to a separate downloadable PDF from‬
‭the web page).‬
‭Flowcharts‬‭(please look ahead to the Flowchart lecture‬‭in Week 11 for an‬
‭understanding of how these are made) showing the game the primary‬
‭mechanics outlined as a logical structure tree (if you are submitting a‬
‭world-facing website, this can be a link to a separate downloadable PDF from‬
‭the web page).‬
‭A quantitative analysis‬‭of game balance, showing how‬‭probabilities and‬
‭other design factors were used to achieve a balanced outcome (if you are‬
‭submitting a world-facing website, this can be a link to a separate‬
‭downloadable PDF from the web page). For example, in play testing the‬
‭game, you may have made discoveries about probabilities that had to be‬
‭adjusted to make for more fair or interesting gameplay, so you can discuss‬
‭intentional changes made to the quantitative aspects of the game. You can‬
‭also discuss other quantitative items,‬‭such as how‬‭long a full gameplay takes‬
‭(e.g. start to win), the average time taken per turn,‬‭ranges of scores‬
‭(high-to-low), probabilities for certain cards to be drawn compared to die rolls,‬
‭etc. Every game will be a bit different, so the goal here is to present a‬
‭quantitative profile of your game, and how you used quantitative information‬
‭in your design process to make a better game.‬
‭A description of the main game Dynamics‬‭(i.e. successful‬‭strategies that‬
‭emerged).‬
‭ rom notes: Game dynamics are the underlying systems and mechanics that drive the‬
F
‭gameplay of a game. They can include things like the rules of the game, the ways in‬
‭which players interact with each other and the game world, and the feedback that the‬
‭game provides to players. One important aspect of game dynamics is the way in which‬
‭they incentivize player behavior. This means that the game provides rewards or‬
‭incentives for certain types of play, encouraging players to engage with the game in‬
s‭ pecific ways. For example, a game might provide players with points or other in-game‬
‭rewards for completing certain tasks or achieving certain goals. This can incentivize‬
‭players to focus on these tasks and goals, as they know that they will be rewarded for‬
‭doing so. Similarly, a game might provide players with social recognition or status for‬
‭achieving certain milestones, which can incentivize players to compete with each other‬
‭and strive for higher levels of play.‬
‭○‬ A ‭ rtwork Acquisition and Management‬‭: Players must strategically‬‭acquire‬
‭and manage their artworks to build their portfolio and increase their‬
‭assets. Successful strategies involve balancing the acquisition of new‬
‭artworks with defending against potential thefts.‬
‭○‬ ‭Resource Optimization‬‭: Players must optimize their‬‭resources, including‬
‭money, fame, and opportunity cards, to maximize their chances of‬
‭winning. Successful strategies involve efficiently converting resources into‬
‭assets, leveraging opportunities for popularity surges, and mitigating‬
‭losses from theft or unsuccessful ventures.‬
‭○‬ ‭Opportunity Card Utilization‬‭: The opportunity cards‬‭provide players with‬
‭various resources and opportunities, such as stealing, defending, or‬
‭enhancing popularity. Successful players must analyze the current game‬
‭state and choose the most advantageous cards to play each round,‬
‭considering both short-term benefits and long-term goals.‬
‭○‬ ‭Risk Management‬‭: Since theft is a core mechanic of‬‭the game, players‬
‭must carefully manage the risk of having their artworks stolen while also‬
‭taking calculated risks to steal from others. Strategies involve assessing‬
‭the likelihood of being targeted for theft, implementing defensive‬
‭measures when necessary, and identifying opportune moments to strike‬
‭as a thief.‬
‭○‬ ‭Public Opinion and Reputation‬‭: The Public Opinion‬‭Card introduces an‬
‭element of social interaction and reputation management. Players must‬
‭consider how their actions, such as stealing or defending against theft,‬
‭may affect their reputation among other players. Both the artist and the‬
‭thief roll dice, and the outcome determines whether the artist retains the‬
‭artwork or the thief gets it.‬‭-AMRINDER‬
‭A description of trade-offs and dilemmas that emerge in gameplay.‬
‭ rom notes: Trade-offs: In game design, a trade-off is a situation where players must‬
F
‭choose between two or more options, each of which has its own pros and cons. For‬
‭example, a player might have to choose between taking an action that will give them a‬
‭short-term advantage but leave them vulnerable in the long term, or taking an action‬
‭that is less risky but will give them a smaller reward. Trade-offs can add depth and‬
‭strategy to a game, as players must weigh the costs and benefits of different options‬
‭and make decisions accordingly.‬
‭ ilemmas: A dilemma is a decision-making situation in which all options have‬
D
‭drawbacks or negative consequences. For example, a player might face a dilemma‬
‭when choosing between two actions that both have negative consequences, such as‬
‭taking an action that will damage their own resources but prevent their opponent from‬
‭gaining an advantage, or taking an action that will benefit their opponent but allow them‬
‭to build up their own resources. Dilemmas can create tension and uncertainty in a‬
‭game, as players must decide which option is the least bad.‬

‭ description of how long a typical play session lasts.‬


A
‭The last part of the submission needs to detail exactly what each team‬
‭member contributed to the project, beyond general ideas or conversation.‬‭A‬
‭record needs to be produced of exactly which game deliverables were‬
‭worked on by whom and by approximately what percentage‬‭,‬‭in case a‬
‭dispute arises as to the fair assignment of the grade to each team member (if‬
‭you are submitting a world-facing website, this can be a link to a separate‬
‭downloadable PDF from the web page).‬

‭Your game must be designed within the following constraints:‬

‭ ‬ t‭here should be a randomness component‬



‭●‬ ‭there should be a strategy and skill component‬
‭●‬ ‭there needs to be some kind of background narrative premise/story world‬
‭aspect‬

‭ our goal is a preproduction prototype, which means that it doesn't have to be quite‬
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‭ready to be shipped as a final product, but should be more or less 'good to go' for either‬
‭of the following scenarios:‬

•‭ a print-to-play game‬
‭• a prototype from which a real board game can be produced‬
‭• a prototype for a digital board game.‬

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