Catching up!
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So I’m a bit late with this whole blog thing, so I want to cover some things that our group (group 6, advanced game design) discussed this Sunday. We are going to make our own board game, and this Sunday we clarified which aesthetics we want the game to have. I find it hard to find an aesthetic I want to reach without a game example or scenario, so I tried to come up with just that instead. I thought up a vague game idea where you play as kids whose goal it is to get away with pranks against an old lady, where you need to bluff and blame each other to be successful. We discussed this idea and people seemed interested at least in those aesthetics. Still; we all wanted the game to be fast paced, social, simple and without many components. I think we couldn’t instantly see how a game about bluff and blaming each other could reach those criteria. Instead we tried to come up with something else. After a while, Björn presented the idea that it would be cool to create a free for all game where people would have to gang up as soon as one player became too powerful. But we still had trouble applying it to our criteria. After another hour we realized that we were being silly with the criteria, and that all three aesthetics that we had come up with could work together and still could be fast paced, social and so on. So we finally decided that we would make a game that would make players want to bluff, blame each other and at the same time feel the need to co-operate to take down the toughest player.
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