Week 2 DEVLOG
This week has been a great way of seeing what we learned in our readings from Macklin and Sharp and Calleja. In the sectioned titled "The Basic Elements of Play Design" in Macklin and Sharp it talks of the importance of rules when constructing our game. With my group we adjusted the rules of group juggling numerous times due discovering what made the game alot more fun to play and not having the rules weigh you down. The more we put our rules to the proof they evolved along with player enjoyment. Playing from the player perspective allowed us to see what works, what doesnt and what needs adjustment. Even though our game still had some quirks when we played with other players, the foundation we set held up, just needs adjustment for when we have five or more players.
In the same section from Macklin and Sharp it discusses the use of objects in game play, so we started our group juggling game with the use of small rings and found ourselves, especially those not coordinated like me, to struggle catching those. So we adapted and tested the game with bean bags and the game flowed way more smoothly. This help constitute what tangible items were needed for play. Even though we settled on bean bags to play I can only imagine how creative people can get when adapting the game to their needs.
I was going to use a reading from Calleja in this last spot but my computer will not let me in this time for some reason, so I hope a third reference from Macklin and Sharp is okay, Dr. S! But the next thing I thought over this week was playspaces, particularly for our game. In the section "from Six Elements, Limitless Play Experiences" the reading says "playspaces can take many forms as well, depending on the intended play experience." We thought of what play space would be best to play Group juggling and came to the conclusion that universally it could be played in an empty space to avoid injuries or damage to property. We took into consideration how sudden moves to catch a bean bag may cause them to lunge in a certain direction to catch, which we countered that with an added rule that players cannot walk out of this imaginary square theyre standing in, to avoid them accidentally bumping into something or SOMEONE. Fun always but safety first!
Andyjeans Design Studio
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