Reflecting on Analog Game Design Process
Game Details:
- Game Title: My Best Bird
- Subject Area: Taking care of a pet bird, Specifically the Conure
- Learning Domain: Affective Domain
- Learning Objective: Given a sum of in-game currency, players will manage their currency properly in order to properly care for their conure, they will be competing to see who the last player is with their pet conure
- Game Goal: Be the last player with money to take care of your conure
- Mechanics:
- Resource Management
- Uncertainty
Reflection:
This was a fun project to work on. The main issue I had was coming up with an game that wasn't too complicated. My original idea was to have some sort of survival/homesteading learning game. However, the more I thought about it the more I realized the game would be very complicated to explain. So, I switched to a simple "taking care of your virtual pet" concept. I chose a conure as the pet players would have to take care of. Then I incorporated Monopoly by having players on a budget. Since conures are expensive to take care of.
Designing a learning game can be difficult for me when it comes to the "learning" part. I think I can come up with fun ideas. However, how do I make it educational? How do I make my players learn without making the game boring? How can I make a ruleset that is simple and not complicated? I personally do not like board games that take an hour to understand the rules before you have to play so I was trying to avoid that for this game. Those were my main thoughts during this process.
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