Introduction
In
this essay I will be talking about game design and mechanics as applied for the
game of Ur and incremental changes I have made to the game of Ur. I will
explain which changes I have made that worked well and which changes I tried
that did not work and so where discarded. I will explain the reasons why I discarded
some and kept the others based on the readings that I have done so far over the
course of the year.
The game of Ur
The
following is the original basis of play for the game of Ur. The game of Ur was
played with 2 sets of pieces one black and one white. The game board is laid
out with 20 squares. It has 6 safe squares for each player and 8 squares in the
centre. Each player has 4 safe squares where the pieces can enter and 2 right
near the finish.
The
centre line is where each player can battle it out in order to win.
In
the centre there are safe spots where the players cannot be taken and if a
player lands on one of these they get another go as well.
These
safe spots are also in the players safe zones in order to give the player
another go and that way they can get more than one piece on the board in their
first turn which if that happens on the first turn they will get a small
advantage on the other player.
A
player can take another players piece by landing on them but this requires the
exact roll. In order for a player to win they have to get to the end of the
board and roll the exact number of spaces left +1 in order to get a game piece
of the board. In order for a player to win they have to get all the pieces of
their pieces of the board before the other player.
I
also discovered that the game of Ur is the predecessor of backgammon.
My opinion
I
think the game is well balanced and is really fun to play for a while but after
you have played it a few times it gets boring and very repetitive. With a few changes you can change the game
in such a way that things always change either in a big way or in a small way
depending on the players luck.
Types of players and how the Changes
to the game of Ur will enhance the gameplay for those players
I
decided to use d3s with tipex on one corner for the dice because it’s the
closest thing we have today to what they used in the past.
There
are 4 types of players, killers, achievers, socialisers and explorers.
Killers
focus on hindering other players as much as possible rather than winning the
game.
Achievers
like there to be some sort of reward for doing something in the game and the
harder it is to do the more rewarding it has to be, for example on the Xbox 360
they have an achievement system in there and the longer it takes a player to do
something the more achievement points they get.
Instead
of a player getting another go from landing on the safe spots I decided to give
them other rolls on each turn depending on the results. This will benefit
achievers because they may be able to win faster.
Explorers
like to explore the game and discover everything about it; this can give them a
big advantage against the other players in the long run. When rolling and re
rolling a player rolls the 4 marked d3s and for each marked side they move that
many spaces and then they can re roll the marked dice.
The change I explained before would allow
explorers to see how to win the game quicker than in the old version and they
may be able to use this to their advantage with only a few games
Socialisers
prefer to just talk to other players and tend not to worry about winning the game.
I decided that the game didn’t need a change for socialisers because it is
already a social game in the fact that you have to play it with someone else if
it was an online game I would put a chat function in there to make it more fun
for them.
Of
course a lot of people fall into at least 2 of these categories for example you
get people that are achievers and killers at the same time and this kind of
player like games that gives rewards for hindering the other player/s in the
game.
I
decided to give a reward for taking out another player piece which appeals to
killers. Killers go out of their way to kill other players (this may also
distract them from the strategy of the game) and I thought that it would be a
good idea to have a reward for it other than sending the other piece back to
the start. In order to do this I made it so that when a player lands on the
other player’s piece it sends it back and they get to recover one dice that
they lost in the roll. This was intended at first to just appeal to killers but
as a result it ended up appealing to someone who is a killer, an achiever and
an explorer and even someone who has any 2 of them or even all 3. This is
because killers can kill players and get the buzz of doing it, achievers would
get a reward for doing it and explorers would be able to explore the game a bit
faster.
All
of the changes would give players more of the sense of a ticking clock (the
game is much faster so they have to win faster).
“The
idea of a ticking clock is the sense of imminent resolution that gives the game
its sense of momentum and forward progress”. (Quote 1)
While
there is no actual ticking clock, players while still feel like there is less
time for them to win because one player can get a huge lead if they are lucky
at the start. But this also gives a player the chance to catch up if they are
behind.
Other
types of players include casual and hardcore.
The
game of Ur appeals to the more casual players but the changes that I have made
to it may make it appeal to the hardcore players as well because one of the
changes adds more strategy to the game, but the game is still really easy to
play so the casual players will still enjoy it.
The changes I made that I decided
didn’t work
Some
of the changes I tried weren’t worth using because they either made the game
not very fun, they made the game unbalanced or it was just too quick.
One
of the changes I tried was making it so there were only the safe spots where
the player starts and this took a lot of the strategy out of the game which
made the game boring and all luck based.
This would affect the explorers the most because there is less for them
to discover within the game and they would get bored of it much faster.
Another
change was when a player sends the opposing players back to the start they get
all the dice back which sometimes gave one player a huge lead and the other
player couldn’t recover. This made the game really boring for the losing player
as well as for the winning player. The
reason it’s boring for the losing player is because they know that there is no
way they can come back and that makes the player quit the game. It could be
boring for the winning player because they know that there is no way that they
will lose at this point and it means that they don’t need to strategize any
more. Although killers would find this really interesting in the short term
they would quickly get bored with the game.
Conclusion
In
conclusion the game of Ur is more for casual gamers but the changes I made to
it may make the game appeal to hardcore players in some way. I tried to make a
few changes to it and some of them I just kept as they were but some of them
either weren’t worth using at all or just needed to be changed in some way to
make the game balanced. One of the changes made the game more appealing for
killers and achievers. I decided that there was no need to change the game in
any way in order to make it more appealing for socialisers because it is
already a social game in the fact that you have to play it with someone. While
I can make some minor changes the game is already balanced and in order to make
it current you just have to change the symbols and design to a more modern template.
Bibliography
Quote
1 (page 446 line 21, tools for creating dramatic game dynamics, k.saler)
I
used the general ideas from all of these to make the changes.
Schell, J (2009) ‘In The Beginning, There Is The Game
Designer’ The Art of Games Design: A Book of Lenses. (Morgan
Kuafmann)
Brenda
Braithwaite & Ian Schreiber (2008) Challenges For Games Designers 'Games Design Atoms' (Charles River Media
Brenda Braithwaite & Ian Schreiber
(2008) Challenges for Games Designers Charles River Media (chap 5 & 6)
Brenda Braithwaite & Ian
Schreiber (2008) Challenges for Games Designers Charles River Media
(chap 2) ‘Games Design Atoms’
M.Leblanc (2006) ‘Tools for Creating Dramatic Game
Dynamics’ in K.Salen & E Z|immerman (eds) The Game Design Reader: A
Rules of Play Anthology (MIT: Cambridge
http://www.gamasutra.com/blogs/MarkVenturelli/20091107/3497/Space_of_Possibility_and_Pacing_in_Casual_Game_Design__A_PopCap_Case_Study.php
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