For the final project of the semester, students will choose a game they have worked on previously and polish it by playtesting it both in and out of the classroom, iterating on it, and developing it into a fully playable experience. The goal of this project is to showcase a fundamental understanding of game design by building out a full game experience.
Design goal: Make a smoothly functioning player experience. Using formal game approaches (luck, strategy, meaningful player choice), you should strive to make a game that is balanced and playable. You should leverage your formal constraint to develop gameplay that is compelling and engaging.
Design goal: Use mechanics to express content within a game experience. Your game design should somehow connect to the thematic constraint your group received. This might be a “light theming” or you can take a more detailed approach. The goal is to find a connection between the theme and your mechanics – to express the theme though the gameplay itself.
Design goal: Clearly communicate your game design to an audience. You also have a design goal of presenting your game as clearly as possible. This means preparing a Tabletop Simulator mod where everything is set up and ready for play. It also means spending time with your rules document so that the rules are written and presented for new players to learn the game as they read.
The following are the constraints your game will receive:
PROTIP: How long should a game last? While tabletop games can often take hours to play a single game, we would like you to focus on making a game that takes about 15 minutes or less to play. (It’s OK if it is much shorter!) Fifteen minutes is not a hard limit, but we are offering this guideline because if your game takes longer to play, we might not be able to finish playing it in class during the final critique and discussion. Also, if your game takes a long time to play, it will be that much harder to play and adjust many iterations in the short time you have for this project.
PROTIP: What if my group wants to break the rules of “good design?” Great question! You are welcome and encouraged to be creative and unconventional with your approaches to gameplay. For example, perhaps you want to make a game about chaos and confusion and therefore your game might not seem like a “smoothly functioning player experience” (as stated in the design goals above). The most important thing is to be aware that you are breaking these rules and do so intentionally rather than just stumbling through them.