Week 7- Playing With Cards
Devlog Prompt: Using Altice's chapter as support, analyze [one of] the card game you were given to play in class. Describe the cards, the play space, what the deck is comprised of and how it works, and thematic elements. Then repeat this with the Watch It Played example you chose.
The Two Card Games my groups analyzed were Zombie Flux and Hanabi, and then we also broke into our main groups and analyzed how we could change different aspects of the game Bartok without turning it into Uno. Zombie Flux is a card game that starts off with each player getting 3 cards, and each player draws one card and plays one card. In Zombie Flux there are 5 different types of cards, such as: New rule card, Action Card, Goal card, Keeper Card, and Creeper Card, that each player can play during their turn with different assigned meanings for each card. For example, The Goal card changes how you win the game by collecting and Playing certain keeper cards, and the New Rule Card creates a new rule to the game, such as draw 2 cards play 2 cards. In Hanabi, players draw cards and work as a team to match cards with the same color 1-5, and work as a team because each player cannot see their own hand and have to show it to the other players. A player can play a card to start the matching, use a token to give another player a hint about what kind of card they have (either color or number), or discard a card and gain another hint token. In zombie flux the play space is a zombie apocalypse, and in hanabi it is a fireworks show. The theme of Zombie flux is using tools and friends to get through the apocalypse and win the game. Hanabi is matching/organizing fireworks by colors in order to have a firework show. "As a game mechanic, tapping worked because it multiplied a card’s base combinatorial possibilities without the need for supplementary art, text, or other physical alterations." (Altice). In both these games they do the opposite. Both Zombie Flux and Hanabi use physical text and art to illustrate to the player the mechanics and themes of the game. In the Watch It played example video for rock-paper-scissors, the game shows who goes first by who is the tallest player, and I think that is a fun element of randomness that can be added to the other games. In Rock paper scissors, each option defeats the other, and each player chooses a different option until there is a scenario where a player chooses an option that beats the other player. For example, Paper beats rock, Rock beats scissors, and scissors beats paper.
week 1- CMI 3377 Design to play
Status | Released |
Author | Andrew.Salvato |
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