Playing Well with Others the Design and Development of a Cooperative Board Game
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Playing Well With Others The Design and Development of a Cooperative Board Game By Grant Chen 1 Playing Well With Others The Design and Development of a Cooperative Board Game Grant Chen Presented to: Prof. Nancy Noble in Partial Fulfillment of DAI 505 Research and Development Summer Semester 2009 Design & Industry Department College of Creative Arts San Francisco State University San Francisco, CA 94132 2 Descriptors Mechanics, Dynamics, Aesthetics, Game Design, Ludology, Cooperation, Fun, Systems, Board Game, Playtest, Meaningful Play, Players Abstract Although some board games for adults involve teams, many of the board games for children between the ages of 7 and 10 are focused entirely on competition with no attention given to cooperation. The purpose of this study was to develop a set of rules for a board game for children between the ages of 7 and 10 in which cooperation is a core theme of play. By creating such a game, a new and significant method of play can be brought to children, teach them how to work in a team, and expand their perception of what a game can be. This research paper was written to provide a comprehensive review of the design process of the game and the review of literature and other factors of decision-making that contributed to the final project. Research methods included book research, internet research, communication with a panel of experts, data collection from surveys, and a study of mechanics found in childrens’ games and coop- erative games and the behaviors and feelings that rise from interaction with the rule sets. 3 Table of Contents Chapter 1: An Introduction to the Problem .................................................7 1.1 Introduction .......................................................................................................7 1.2 Problem Statement ............................................................................................8 1.3 Purpose of the study .........................................................................................8 1.4 Significance of the Study ..................................................................................8 1.5 Assumptions ......................................................................................................9 1.6 Definition of Terms ............................................................................................9 1.7 The Parameters of the Problem..................................................................... 10 1.8 Parameters of the Design .............................................................................. 10 1.9 Sub-Problems ..................................................................................................11 1.10 Hypotheses ....................................................................................................11 1.11 Research Procedure ..................................................................................... 12 1.12 Chapter Summary ......................................................................................... 12 4 Chapter Two: Review of Related Literature ..............................................13 2.1 Introduction ..................................................................................................... 13 2.2 Surveys ............................................................................................................ 13 2.2.1. Survey Results ................................................................................. 15 2.3 Book Research................................................................................................ 20 2.5 E-mail Sent to Panel of Experts..................................................................... 23 2.6 Shelf Research ................................................................................................ 23 2.7 Comparative Analysis of Board Games for Children .................................. 23 2.7.1. Monopoly .......................................................................................... 24 2.7.2. Clue (1986 Edition)........................................................................... 26 2.8 Comparative Analysis of Cooperative Board Games .................................. 27 2.8.1 Pandemic ........................................................................................... 27 2.8.2 Shadows Over Camelot .................................................................... 29 2.9 Chapter Summary ........................................................................................... 30 5 Chapter Three: Process of Design and Playtesting .................................31 3.1 Introduction ..................................................................................................... 31 3.2 Problem Statement ......................................................................................... 31 3.3 Purpose of the Study ...................................................................................... 31 3.4 Rationale.......................................................................................................... 31 3.5 Parameters of the Design .............................................................................. 32 3.6 Importance of the Hypotheses ...................................................................... 32 3.7 Constants ........................................................................................................ 33 3.8 Initial Concepts ............................................................................................... 34 3.9 “The Pirate Game” .......................................................................................... 34 3.9.1.The Pirate Game Design Notes........................................................ 36 3.10 Formulating a New Idea ............................................................................... 39 3.11 Escape from Midnight Mansion ................................................................... 39 3.11.1. Design of Materials ........................................................................ 42 3.11.2. Playtesting ...................................................................................... 45 3.11.3 Construction of the Prototype ....................................................... 47 3.11.4. Escape from Midnight Mansion Design Notes ............................ 50 3.11.5. Escape from Midnight Mansion Card Notes ................................ 59 3.11.6. Escape from Midnight Mansion “Spreadsheet” Room Notes .... 65 3.11.7. Initial Prototype Photographs ....................................................... 68 3.11.8. Photograph of Final Design .......................................................... 69 3.12 Research Procedure ..................................................................................... 70 3.13 Chapter Summary ......................................................................................... 70 6 Chapter Four: Conclusion ..........................................................................71 4.1 Problem ........................................................................................................... 71 4.2 Purpose ........................................................................................................... 71 4.3 Hypotheses ..................................................................................................... 71 4.4 Findings ........................................................................................................... 72 4.5 Conclusion ...................................................................................................... 73 4.6 Recommendations.......................................................................................... 73 Bibliography .................................................................................................76 Appendix A : The Panel of Experts ............................................................80 Appendix B: Panel of Experts Resumes ..................................................81 Appendix C: List of Games Referenced ....................................................88 Appendix D: PERT and GANT Charts .......................................................98 Appendix E: The Current Game Rules ......................................................99 Appendix F: Game Pieces ........................................................................102 7 Chapter 1: An Introduction to the Problem 1.1 Introduction The field of game design is a relatively new discipline, in spite of the fact that games have been a part of human culture for a hundreds or thousands of years. In fact, it may even predate humanity (after all, most animals engage in some form of play). Individual works of art such as Chess and Go have been studied in great depth, and team sports have held a prominent place in culture since at least the Roman empire, but the broader field of game design had not been subjected to critical study until computer technology began to help push games into a context where they could be extremely profitable. With games now occupying a much more prominent position in the public eye, game design is beginning to develop its vocabulary and conventions which may help drive design towards more sophisticated concepts than those currently on the market. However, it still very much lacks a design vocabulary (Church). Terms such as “mechanic” have commonly accepted definitions, but without a large and established series of terms and gameplay