dev log 3


The player experience was a big part of the developments we made to up the river this week in class. We added as Macklin and shap said, purpose and interaction to our game. We introduced a nerf gun and a pirate space which allowed the player to yake a step back if they landed on it and take a shot at the board. if they knocked a piece off the tabel it would be out of the game. Now this changed everything for the game, because the most exciting part was no longer winning as it was getting up moving around and having the chance to untimately screw somebody over.  We felt the base up the river game was lacking in excitement, and that it would get stail after a while. Even when you  won it was like now what. But with the looming threat of a piece being shot off youre just a little more tense, but even if your piece was shot off when we played it it was all like "well played" or "aw you got me, shucks." We essentially changed all six game elements, and morphed the game into somthing greater, enchancing player experience, and attitude towards approaching the game, other groups were jealous of the awsome creation we had erected. I need to cite macklin and sharp more so here I go. We changed the goals, challenge, interplay, skill, strategy, the uncertainty, and the constraints of this game. The whole thing turned from a more shimsical play to a more skill based competetive game, whith a splice of role play when you had the cannons lined up at the other pieces preparing to sink there vessels preventing them from reaching the harbor. It truly became a lived experience, rather than just a sit down and play a game with gram and gran.

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