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Thursday, October 6, 2011

Testing Quoridor Results

Iteration from Game Design Club

Last night at Game Design Club I brought Quoridor and had Jati, Maya, John, and Ignacio play it in 4-player mode. Due to the fact that we only had time for one round, I didn’t get to test my ideas for a mod out but when I asked everyone afterwards what they thought some good mod ideas might be for the game I was happy to see that they wanted a mod I had already thought up!
The first thing that came up in conversation was that it would make the game even more interesting if there were different kinds of gates, like L-shaped gates or U-shaped gates, and that was one of the mod ideas I wanted to use more than most so it was relaxing to know they thought it would be a good idea too. As they played the game they got confused with diagonal jumping and whether it applies in certain situations, and that is one of the few things I don't like about Quoridor is that it doesn't give a detailed description of when diagonal jumps can be made, so I might either nix it all together or come up with concrete rules that can't be misconstrued. They also mentioned how the game currently doesn’t have much of a theme at all, which is another asset I knew I wanted to add when modifying Quoridor. I talked about one idea for a theme I came up with when brainstorming, which was farm animals, and everyone just looked at each other with unimpressed expressions on, wondering if I was joking. I see no shame in making a game about farm animals attempting to escape their pens, I think one of the reasons Chris Lewis’ game mod was so successful was because of his clever story he told with his game. Granted, I know my idea isn’t nearly to that level yet, but that is the level of creativity I want to have when making my mod. I probably won’t stick with the farm animal concept, mainly because I haven’t explored the myriad options of themes yet, but I think it’s a better starting point than zombies, aliens, soldiers, terrorists, or anything else that is having the life squeezed out of it in today’s games and media.
When watching people play my game in 4-player mode there is always this interesting mechanic that just develops on its own as the game progresses, and that is the sacrificing of your chance to win in order to prevent another person from winning. Basically when the game is coming to a close you will usually have 2 players who are neck and neck, a player who is too far away to be able to win but has the most gates left, and then a player who has no gates and has no chance of winning. The 2 players who are neck and neck have to rely on the player who has the gates to determine who will win the game. This is just a generalization but it has happened quite a few times from the games I have watched or taken a part in. So it would seem that in the game of Quoridor it is best to be a gentleman/kind lady when playing, because if you’re talking smack the whole time and you’re neck and neck with someone else, the person who controls your fate will not choose you to win.
All of this teaming up and ganging up sparks the notion of a cooperative mechanic, but I am finding difficulties in how to make it work when in the end players are fighting for themselves.
So as of right now I’m going to keep thinking of ways to make this game NOT be Quoridor. It’s really difficult because Quoridor is such a well balanced, elegant game, that it just makes it hard to stray away from a great thing. After I find those mechanics I need I can then come up with the overarching theme and bring it all together.

Wednesday, October 5, 2011

Brainstorming For Board Game Mod


Things Quoridor has going for it:
·      Simple ruleset that allows for emergent complexity
·      Elegant board design
·      Fast gameplay

Things that could make it more interesting:
·      An overarching theme
·      More simple mechanics to add to the emergent complexity
·      Unique pieces to support the theme
A lot of people tend to forget what color piece they are so making each piece unique will be key to solving this problem.

What if my game…

1) Has upgrade abilities?
            When you reach half way you can do two things in a turn instead of one
2) Lets you move your gates after they’ve been set down?
            This could be done by giving up something in return for the ability to move a gate that’s already in play
3) Uses dice or cards to give it a random nature?
4) Has smaller in-game goals like points?
5) Uses different shaped gates for more variation?
            Normal gates, L-shaped gates, U-shaped gates; the number of which gets distributed out in accordance to their power to affect the board.
6) Uses a different shaped board?
7) What if my game had diversions?
            Like if a player laid down something on one of the squares the other players had to reach it to move on.
8) Was simpler than it already is?
9) Is about farm animals escaping from a sadistic farmer?
10) Allows players to slip up but punishes them?
            Allow them to completely block another player from getting to their goal line but punishes them by sending them back to their home line and lets the opposite player take a gate off the field.
11) Has paralyzing and speed squares, which make you draw a corresponding card?
            These squares could make you lose a turn all the way to have the ability to move 3 times in one turn.
12) Gives players a chance to change their end goal while the game unfolds?
            Combine this with #7 to make it so that a player who has no gates left can pick a spot anywhere on the board and choose a player who has to reach that spot instead of their original goal.
13) When played with 4 people has a coop attribute?
14) Limits the distance a player can set a gate in relation to their position on the board?
15) Makes players second-guess the decisions they make?
16) Has magnets to make movement easier?
            The pieces in Quoridor are too light and always get knocked over.
17) Gives players a chance to redeem themselves late in the game?
18) Gives the players an ability to swap places with another player?
19) Encourages players to set down gates earlier in the game?
20) Penalizes players for not setting down all of their gates?