By paying careful attention to the brief set and using the research made, I have made three main game concepts. Traditional games, such as 'Tag', 'Hunt The Thimble' and more have been starting points for idea development. To ensure that I do not simply copy traditional games, I have tried to develop them so that only certain aspects have been incorporated into the new concept.
I met with Harrison to swap ideas and discuss which concept, we think, would be most effective in regards to the target audience. He presented a range of ideas that either focused on either drinking or social media use. The brief states that drinking should not be promoted, and that the use of screens and phones should not be a necessary part of the game. For this reason, we have decided to not directly use his ideas; but, it has inspired us to think about how we could get around incorporating such areas, as we have identified that 16-26 year olds use their mobile phones a lot, and that drinking games tend to be the most played/popular forms of games. The three main ideas that I presented can be seen below.
Idea 1 - Inspired by the traditional game 'Simon Says', this card game challenges the memory skills and reaction times of players. Before the game begins, each player is given 2 life tokens. These must be kept in sight of all other players.
Before the 1st round begins, all players draw a 'Deceit' card. Each player must read out their card to the other players. To start the game, one player draws an 'Action' card. This must be read out to the other players, who must do what is said on the card as quickly as possible. The last person to do the read action must do a consequence, set by the player who read out the 'Action' card. The card is given to the player who must do the consequence, and it must be displayed in front of the other players, next to their life tokens, for the rest of the game. Play moves in a clockwise direction for the remainder of the game.
The aim of the game is to try and trick other players by using the 'Deceit' cards. When reading out an 'Action' card, players can act their individual deceit to try and catch players out. If a player completes an action whilst the reader acts out their deceit, they lose a life token and must give it to the reader. If a player loses all their life tokens, they are out of the game. The winner is the player with the most life tokens left after 30 minutes of play. If players are tied, the player with the least 'Action' cards wins.
Idea 2 - This game has been inspired by the traditional games 'Snakes & Ladders' and 'Tag', alongside board game 'Frustration'.
One player is chosen to be 'It'. The other players pick a coloured character and take up their positions at the bottom of the board. The game begins by the coloured players rolling the dice in turn. Each player must move along their path according to the number thrown on the dice. The 'It' player must wait for 3 rounds of play before they can begin the game.
The objective of the coloured players is to make it to the finish line first, whilst the objective of the 'It' player is to catch the other players. If a coloured player is caught, they are out of the game.
If players land on a happy or sad face square, they must draw from the respective piles of cards and do what is written. However, if a question mark card is drawn, players can use it at any time. Players must use thee cards before they reach the end of the game, or they are unable to finish.
Idea 3 - Inspired by the traditional game ‘Hunt The Thimble’, this is an interactive game that makes players evaluate their surroundings carefully.
At the start of the game, all players are given a small object each. Players must remember their object and pass it to the player on their left. In turns, players must go and hide objects somewhere in the visible nearby area. The player whose object is being hidden must be blindfolded, and music should be played to make the guessing game even more challenging.
Players take it in turns to guess where their object is. They can not walk around the room. If a player guesses near to where the object is hidden, play moves clockwise to the next player. If they guess far away from the object, or are getting colder, the player who hid the object is allowed to create a rule. This must be written on the included blank cards and visibly placed in the middle of all players.
If a player fails to stick to a rule set, they must do a consequence. This is set by the player who made the rule. The player who guesses where their object is hidden first wins the game.
Feedback - I presented my main idea to a small crit of 20-22 year olds. The majority of people understood the game and thought that the consequences idea was clever, as it makes the game very customisable, where, for example, young people could makes consequences drinking-based. This way, Hasbro would not be marketing the game as being drinking-orientated - rather, players have the choice to decide consequences depending on their environment and social situation.
Further feedback highlighted that the game instructions need to be clearer, as some people were confused about the difference between 'Deceit' cards and 'Action' cards. For this reason, I need to reconsider the idea and develop it in into a final concept in the following stage.
One of Harrison's ideas was to make consequences social media based, making players do things such as change their Facebook name or upload an embarrassing picture. People liked this idea; but, the brief states that screens should not be a part of the game. Instead, this has inspired us to consider game add-ons.
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