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
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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
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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
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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
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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.