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Propaganda

What we used to have and why we
          changed it.
The squares
 The first thing we learned from play testing
  was that any game with 100 squares and a
  single dice as a means of progress is overlong.
 So we shortened the number of squares from
  100 to a more fun 64.
The chips
 We implemented poker chips into the game to
  act as the votes. Prior to the chips we were
  hoping the players themselves could track
  their own scores, even lie to hint at the
  underhandedness of modern politics.
 In reality the game became too chaotic and
  the rules were subverted leading to a mess.
Votes/ points
 We also found that the rules of the game
  regularly took votes instead of giving them.
  The result was most players had to go into a
  negative score system.
 As a result we gave each player a starting vote
  count of 50. this gave the player something to
  lose and also built up momentum much
  quicker than the old system.
Propaganda cards
 Most of the propaganda cards underwent
  little change however the quotes out of
  context card changed its meaning from an
  identify a quote one to a create a chained
  sentence rule.
 Also most of the cards had to change their
  losses to a higher number as a way to make
  the game more challenging.
Vote worth
 Initially we attached a value of either 1, 2, or 3
  votes to each question corresponding to their
  difficulty level. In the play tests these number
  were too low and mathematically required
  awkward subtractions and adding. To fix this
  we changed the value to 5, 10 and 15, making
  the calculations even simpler and the vote
  earning and losing easier to comprehend.
On the board
 On the board I added Q squares as before
  every square held a question, this bogged the
  game down. By adding a set number of Q
  squares it helped the game play become more
  fluid as well as saving the use of Question
  cards.
 I also added less propaganda squares as too
  many of these also slowed the game down.
conclusion
 All in all it was the play test that highlighted
  the small glitches within the game, many of
  which related to the fluidity of the game.
 The basic concept itself stayed much the same
  and the game itself is the best it can be.
Ludology  what we changed

More Related Content

Ludology what we changed

  • 1. Propaganda What we used to have and why we changed it.
  • 2. The squares The first thing we learned from play testing was that any game with 100 squares and a single dice as a means of progress is overlong. So we shortened the number of squares from 100 to a more fun 64.
  • 3. The chips We implemented poker chips into the game to act as the votes. Prior to the chips we were hoping the players themselves could track their own scores, even lie to hint at the underhandedness of modern politics. In reality the game became too chaotic and the rules were subverted leading to a mess.
  • 4. Votes/ points We also found that the rules of the game regularly took votes instead of giving them. The result was most players had to go into a negative score system. As a result we gave each player a starting vote count of 50. this gave the player something to lose and also built up momentum much quicker than the old system.
  • 5. Propaganda cards Most of the propaganda cards underwent little change however the quotes out of context card changed its meaning from an identify a quote one to a create a chained sentence rule. Also most of the cards had to change their losses to a higher number as a way to make the game more challenging.
  • 6. Vote worth Initially we attached a value of either 1, 2, or 3 votes to each question corresponding to their difficulty level. In the play tests these number were too low and mathematically required awkward subtractions and adding. To fix this we changed the value to 5, 10 and 15, making the calculations even simpler and the vote earning and losing easier to comprehend.
  • 7. On the board On the board I added Q squares as before every square held a question, this bogged the game down. By adding a set number of Q squares it helped the game play become more fluid as well as saving the use of Question cards. I also added less propaganda squares as too many of these also slowed the game down.
  • 8. conclusion All in all it was the play test that highlighted the small glitches within the game, many of which related to the fluidity of the game. The basic concept itself stayed much the same and the game itself is the best it can be.