2024-0512-1750 CFGD-CHAP4-CHALLENGE1-digital to non-digital-avatar
- type of notes
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To be fleeting notes
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To be literature notes (Understanding)
L-Origin
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Components Required
- Internet connection (for research)
- Copy of video game you plan to turn into a board game (optional)
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Deliverable
- Polished, production-grade board game complete with all components
- Prototype board game complete with all components
- Complete set of written rules
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Suggested Process
- Choose your game.
Make a list of the relevant games that you own, or at least have played.
There are two ways to approach this.
For an easier challenge, choose a game on your list that seems like it would make a particularly interesting board game.
If you are an experienced designer (or just feeling a bit adventurous), choose a game that really takes advantage of the digital medium so that a direct conversion to a board game is impossible. - Choose a method.
Literal, thematic, or mechanic?
Designing a board game based on a single core mechanic is different from starting with a narrative. Is a literal conversion even possible? Most of the time it is, but it may not make for the most compelling choice - Determine player expectation.
What will players of the video game expect when they play your board-game version of it? At minimum, they usually expect to see the same signs and symbols of the digital game, the familiar characters, and something reminiscent of the gameplay.
List everything you think players will expect in your game, and then determine which of those are actually possible to present. - Scavenge what you can.
List all of the elements you can lift immediately from your video game. This provides you with a starting point, either by giving you a narrative, a core mechanic, or an entire set of mechanics and dynamics. For instance, if your video game involves acquiring land, you can probably make the acquisition of land and the mechanics used to acquire it a central point of your board game. - Fill in the blanks.
List everything you’re missing before you have a complete game. You may need to design additional mechanics, or player goals, or a narrative, or several other things. Grow your game from your starting point in step 4, one item at a time, until you have enough of a game to play it. - Create deliverables.
Create a prototype and a tentative set of written rules. Use scrap materials, so that changes are easy to make. (You will be making many changes after your initial prototype, guaranteed.) Play the game a few times and see if you run into any situations the rules don’t mention, and make your rules more complete. Also pay attention to the experience. Is the game fun? Are players making interesting decisions? Does the game feel like a solid representation of the source material?
- Choose your game.
L-My Words
- Suggested Process
- Choose your game.
- Choose a method.
- Thematic
- 即借用阿凡达的主题和背景故事
- Thematic
- Determine player expectation.
- 玩家可能希望知道更多背景故事
- 希望见到更多没见过的来自潘多拉的奇特事物
- Scavenge what you can.
- Hunter's guide
- Map
- gameplay & challenge - 解谜玩法 puzzle
- gameplay & challenge - collecting
- 通过投骰子决定采集品质 但对于同种资源,每采集一次,基础点数+1
- gameplay & challenge - 制作玩法 crafting
- gsdata/saved/Unsorted/gameplay & challenge - cooking
- gameplay & challenge - 资源管理 resource management
- gameplay & challenge - 环境玩法 environmental challenge
- gameplay & challenge - map revealing
- gameplay & challenge - 需要探索发现的任务玩法 discovery-based mission
- gameplay & challenge - 全局变化玩法 global change
- Fill in the blanks.
- subjective feeling - 探索 exploration
- 叙事内容 narrative content
List everything you’re missing before you have a complete game. You may need to design additional mechanics, or player goals, or a narrative, or several other things. Grow your game from your starting point in step 4, one item at a time, until you have enough of a game to play it.
- Create deliverables.
Create a prototype and a tentative set of written rules. Use scrap materials, so that changes are easy to make. (You will be making many changes after your initial prototype, guaranteed.) Play the game a few times and see if you run into any situations the rules don’t mention, and make your rules more complete. Also pay attention to the experience. Is the game fun? Are players making interesting decisions? Does the game feel like a solid representation of the source material?
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