Entry 6: first thoughts on mechanics

I’m starting to think through the mechnics of placing and/or moving the birds along positions. For now I have 2 ideas in mind:
whith levels and random.

Option 1: levels

Branches and positions are structured to form circular levels, that have more and more reduced positions from lower levels to upper ones.
The final level has just one winning position.

Levels influence on the potential combination mechanics and here are some initial thoughts on rules points that I can see for now for this layout:

  • amount of available positions reduce as players progress upwards. So the mechanics must take into account this reduction and be functional
    even with a small amount of positions.
  • there must be a rule (or particular combination) that controls and allows proceeding to the upper level
  • It can be possible to surround opponent’s bird and make it yours (what can lead to processing to the next level. Maybe players can form clusters
    of their birds, particular amount of which allows proceeding further. But this strategy may cause problems when the number of positions reduce. So there
    must be a way to either make opponent free a position or, again, make his birds yours, but in restricted space. Will think about that)

In general this option challenges not only agility, but strategy as well.

Option 2: No strict layering

First of all there must be a principle on when it’s allowed to claim higher positions. Idea of colour-code may be of use here and play major role.

Idea a) each “level” is marked with one colour and players can proceed to next color if all positions of the previous one are taken (UPD: the game will just turn into “fill the layer as fast as you can” with no significant challenge. I will playtest it, but even now I don’t think that will work out)

Idea b) positions are marked with different colours, and player can take a higer position of a particular clolur if all the lower ones of this colour
have been claimed. (For now I think it’s the most potentially workable idea as it simplifies the game understanding. Because it to compare it with strict layering system, the rules will be easier to master as they won’t work on particular combinations. Thus, to add some strategit thinking, but not just challenge for hands ajility, some combinations can still be introduced to allow bonuses, and players will be encouraged to place birds in particular places and orders instead of doing it randomly)

What about the app and how positions will be distributed?

I’m still sticking to the project goal that new feature (origami folding) must be the main or significant element in gameplay. So the game must be not only about taking positions otherwise origami birds can be substituted with figurines. Players must work for obtainig the units to place on positions as well. And that’s where speed of making origami takes place as a challenge. Time to make them is restricted, and,
since I chose to reduce the impact of digital element on the game, the app can still play a supportive role. Of a timer, for example.

First I thoight about turn-taking, but almost immediately rejected the idea as it will take some time to fold even an easy origami, and at the same time there must be allowed even more time to fold several and place them. So the time of waiting will have to be significant at least for a couple of minutes, what will slow down the game immensely, and the second player will get bored. So time of action must be simultanious for both players for everyone to be engajed, and it general it will make the game more challenging.

So, the app can still take up the role of positions distribution, but in a much simpler way, than I thought before. Just a timer with a colour changing screen (random or not? and show time or not? – to consider). Color is active for a set period of time, during which players must fold as many birds as they can and place them on any position of that colour they like (according to rules restrictions). When colour changes, the process starts over.

To consider:

  • the win position can be neutral, and before game starts, players can agree on what colour it will take
  • are players obliged to take a position during the time period? Or can they use one time to make some amount of birds and the next one to place them?

If we consider criterias of hybrid element in board games such as !!!, the app can be replaced with a simple timer and a Twister-like method to randomise colous.

What about time?

I started measuring the amount of time needed for making an origami bird. First of all it’s the queston of scheme itself. Ideally I would take one from the image, that inspired me for the project idea. But I tried it myself first without a timer, and it turned out to take too much time and hard to master. So I opted for a much simpler one, that I could memorize from 2-3rd time of folding.

I took into consideration that the first time folding will take more time and less as players master it. First forlding took me about a minute, while further ones around 40 seconds. I used ordinary printing paper and big square 21×21 cm. The simple bird scheme worked very well, so I’m keeping it.

But firstly, I knew it’s possible to shorten the time and, secondly, these birds are too big to play. So I tried a much smaller square of 6×6 cm, which game me time of around 30 seconds and a small neat bird. I’m satisfied with it, but also I can think that I can use other types of paper – softer ones – because printing paper is quite dense and struggles slightly with folding.


Like tissue or Chinese rice paper. (Which arises the question of cost for potential product, but that’s not a question to consider on this stage). Than can reduce folding time even more.

So, what am I doing next?
It’s time to make a prototype to make some playtests, if gameplay ideas will work out and what problems it may have. I can already make the app, finish experiments with types of paper and decide on the timer time (which can be random in length, but to less than the time to fold one bird, which is for now 30 seconds). Then I’ll make the tree with branches that can be altered to test both gameplay options. Till next entry! 🙂

Entry 5: After-pitch conclusions

The pitch discussion confirmed my fears over making the app the main part of the game. My idea requires to much technology that I never used or explored, and for my current coding skills that would be too much. I was advised to decide on the route to take:

  • digital game with board game features (like Hitman Go)
  • pure board game with minor digital elements if necessary

I will opt for the board game in that case because first of all I really want to move my focus away from digital games for some time due to academic and personal welfare reasons.

These alterations mean a slight shift in research and project objectives. In terms of research I’ll add “craft in board game mechanics” to find some relevant case studies and, maybe, get some more ideas, and “combination mechanics”, as the game will be based on strategy, claiming positions and (potentially) birds’ combinations that may have some effects on gameplay. As an addition it might be worth looking at 3D layered tabletop games as well.

So, what is novelty and experiment of my game?

  • This is a craft game based on origami as the main feature of gameplay
  • experimenting can take place with types of positions combination and rules for claiming positions. For example, positions can be distributed by levels or randomly. This can affect on how origami mechnics will function in the game.
  • I will still kepp digital part, but reduce it significantly to timer, showing folding scheme or colour code (if any).

To summ up all the decisions for the moment:

Entry 4: pre-pitch stage

The pitch day is coming and I have nothing else decent in mind. I got disappointed in my ideas so far, that’s why the best can do now is to continue the most developed concept – the origami craft game.

I tried to use a more familiar approach and to start with a setting or a story, which can give me hints on gameplay. I thought about a famous russian tale “An old man Mazai and hares”, where this old man was saving hares in spring, when nearby river flooded surroundings.

Hares can be origami units and the game is based on collecting as many hares as possible without drowning the boat. This could have worked as a concept, but I didn’t like that the craft technique doesn’t correspond with the setting. There’s no correlation between japanese origami and russian fairy tale. So I put this idea on hold.

Then I came back to the birds idea and tried to get it further.

Here I was thinking about sectors, one per each player, where somehow players must get to the center. (Actually even the next day after drawing that I can’t already recollect clearly, what I meant on these scheme) But the most important outcome here is that I understood that the process of creating origami doesn’t play any role here. Origami figures can be substituted with classic figurines and nothing would change. So I need to think about how to make the folding process be significant for the game. And this scheme was transformed into this:

So now it’s a duel game, where the agility in folding origami birds lets you claim more positions and move to the top faster. This is something we can work with already.

I tried to play more with narrative and to use a story about koi fish becoming a dragon.

But this required change in the core of the game which is “create as many as you can”, which contrantradicts the story a little bit. Or I just liked the bird story better, because it just gives a slight context, but is mainly about mechanics.

But still I didn’t abandon the app idea and still want to implement it somehow. What I’m thinking about is that the app being functional can take up the role of marking available positions and setting time to fold birds and claim the positions. But I have some serious fears about implementing that. Because ideally it should be augmented reality, where player can see highlited positions via phone camera. But I’ve never worked with that. That can be substituted with the 3d version of the physical tree, which can be rotated 360 degrees to reveal all posiible position. But again I’m not sure if my skills will be enough to make that. And my aim to make digital element blended with the gameplay works against me as falure to make the app means falue of the whole game. So I hope to resolve this issue during the pitch and get some advice. But for now my pitch page looks like this, which I find quite satisfactory, taking into account my previous problems with ideas.

Entry 3: Researching the topic

It’s time to dig deeper into the topic of hybrid games. A quick overview of related sources showed that hybrid games is not a new phenomenon, but it actively develops as technologies develop. In the very early and basic understanding hybrid games were defined as “games, combining physical and digital element into a single product” (V. Kankainen et. al, 2017) [p.2]. But definition has developed greatly since then. Kankainen gives a broad overview of evolution of hybrid game definitions. Main trend in defining hybrid games is that it’s not correct to focus on technological perspective. Hybrid games should be approached from perspective of playres’ experience or, as Kankainen states in their article “Games as Blends”, “as a blend of different conceptual domains, related to games”.

I agree that technological perspective is not relevant for all types of hybrid games. For example, ARGs, augmented games or location-aware games don’t correspond with this definition. But since my focus area is blending board and digital games, e.g. elecronic board games, the abovementioned definition fits perfectly.

Another Kanakinen’s work “Hybrid Board game design guidelines” provided me with some practical information, where they describe 17 guidelines for this type of games:

  1. Accesibility
  2. Added value
  3. Automation
  4. Aesthetics
  5. Recovery
  6. Availability
  7. Universality
  8. Obsolescence
  9. Scaleability
  10. Customizability
  11. Sociability
  12. Shareability
  13. Tutorials
  14. Modifiable rules
  15. Tangibility
  16. Parallel play
  17. Integration

While developing project concepts, I was already thinking about several of these points. For example, parallel play as a game feature, I’ve set up Integration (which means that digital element should be a justified part of the overall experience) as one of the main aims for the project, Automation and added value as subfunctions of digital elements. So for this project I want to keep up with the following guidelines:

  • Accessibility
  • Added value
  • (Automaion)
  • Availability
  • Universality
  • Integration

Accessibility means that my game would be easy enough to understand from the first play. I believe it’s especially important when including a hybrid element to the game. So that player understands the rules and functioning of digital element. That keeps interest in the game. Added values comes together with intergraton as digital element must have a particular function that makes playing experience unique. Availability is paired with Universality. The game should not use exclusive technology, created specifically for this one project. To make the game massively spread, it should rely on devices that have most people – smartphones or related technology. Automation is optional feature that I may or may not use, depending on how the concept will be developed further.

Case studies

Among electronic board games common case study example is XCOM: board game.

XCOM: Enemy Unknown board game announced, playable next week - Polygon

The game comes with a special app, which “controls some aspects of the game like determining the resources available on a particular round, amount and time of enemies and time to act” (Kankainen, 2017). The app also helps with set up phase, where it’s possible to choose amount of players, difficulty level and place cards. In general the game blends resourse management board game with features of digital games.

XCOM: The Board Game. Мобильное приложение — XCOM: Enemy Unknown — Игры —  Gamer.ru: социальная сеть для геймеров

Hitman Go:

Hitman GO - Launch Trailer - YouTube

This game uses alternative approach, where it transfers board game features and mechanics to a video game format. We can see 3D game field with static character figurines, that could potentially be implemented in material and played. But digital format allows more interesting puzzles and enemy behaviours that couldn’t be implemented in reality. So, the game blends game aesthetics with digital puzzle games.

World of Yo-ho:

This game is also more digital than board one, but it has interesting balance between its elements. It can be played both blended and analogue, what contributes to Obsolescence. Thus it can be flayed without an app, digital part makes the experience much more enjoyable visually and interactively. But in my opinion it relies too much on digital element, because most of the aesthetics relies on it as well as quests to complete. Problems with app can make the game unplayable or less enjoyable.

This is my basic research for now which touches upon basic topic of my project. Especially ‘methodological’ resource helped me to define some basic guidelines to follow. I believe they could support basic principles and aims I’ve set up for the project as well as become checkpoints of evaluation and critical reflection in the end, so that I can see if I manages to achieve these goals or not.

Among other possible areas of research, I might have a look at 3D board games with several spatial levels like 3D chess.

Resources:

  1. V. Kankainen , J. Arjoranta, T. Nummenmaa (2017) Games as Blends: Understanding Hybrid Games. Journal of Virtual Reality and Broadcasting, Volume 14(2017), no. 4.  ISSN 1860-2037.
  2. V. Kankainen, J. Paavilainen (2019) Hybrid Board game design guidelines. Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Available at: https://www.researchgate.net/publication/336687318_Hybrid_Board_Game_Design_Guidelines (Accessed: 07.05.2021).

Case studies

I’m currently in the middle of case study analysis. My case study games were defined long ago, so I’m making analysis of time in them.

First, I’ve made two schemes that represent what functions time has in game or which gameplay elements it has relation to. It turned out that in Pathologic time controls most game aspects. In the Void player’s actions trigger time, which has influence on resources.

Then I defined and analysed time frames according to Zagal&Mateas’s approach. It showed that mostly temporality of these games is present in game world time frame. But in general most of the time frames are featured in games.

Finally, I tried to analyse which time frame has relation to which flow condition. Again game world time frame has most relation to flow conditions.

The amount of case studies text already exeeds 2000 words, and I’m not sure how to crop it further. For now I’ll leave it as it is. Maybe most of it will go to appendix in case reader would like to see the analysis in details.

Sources

I can say that I struggled with finding sources at the beginning as I couldn’t find decent sources on flow for video games area. And even thought about changing the topic. But from second attempt I managed to find some relevant academic sources, most of which, I believe, would be useful in the long run. At least I have found major source on flow and two methodologies that will help me to build methodology.

As for research question, it hasn’t changed greatly and still conscerns flow in Pathologic 2 and the Void. I took it specific enough to additionally narrow it down. And since I have some sources now, I’m not going to change it.

Entry 2: developing route 2

Concept 2

Board game + touch screen technology. It mingt be an app that complements a board game.

Though I preferred this route, I was struggling a lot with coming up with idea. So after some time of effortless attempts to find something, I started over with asking a question: What can an app do in a board game?

  • sum up game results and show ending (maybe several, depending on the results)
  • define turns
  • one of the tasks, similar to special cards in Monopoly
  • Chalenge or obstacle
  • Drawing
  • Parallel play: to proceed in the analogue game player must pass a digital level
  • QTE reaction: app has a timer with random time period. As the analogue game goes, app suddenly sets off an alarm with challenge, which player has to solve fast. Player gets a bonus in case of success, or a punishment if not. Can be an element of strategy (player can willingly fail the task to get some benefit in future). Something like challenges in Among Us.

Interactive ending concept:

I decided to try and develop one of the previous ideas about narrative card game. App collects data from the game session (like what choice did player make), and according to algorythm shows one of the game endings (video, animation or even partly intercative thing). Digital element will make it easier to sum up game results and contribute to aesthetics.

Where can this be applied?

  • Create your story game with challenge elements (or even apply QTE mechanincs)
  • Strategy game, where it helps to manage resources and then, depending on the amount of them, give the result and ending

Thus, as experiment showed, this concept has a significant disadvantage, that contradics one of my objectives : new feature must be significant for gameplay. Here the app functions more as a supporting mechanism and partly decour to make the game ending more engaging and spectacular.

QTE reaction:

I thought that this idea is also worth trying to develop as it solves the issue of the previous concept – it is directly intertwined with gameplay and game process partly depends on it.

Again, I asked a start question: What can these QTE do i a game?

  • give access to special resources or features
  • hold up or give punishment for failing it
  • be an element of strategy

Players should be encouraged to complete these challenges, which can be either individual or collective. In case of individual, player is responsible for the choices and risks getting a punishment. In case of collective, players will compete to be the first one to take the challenge and get a bonus.

Potentially I liked this concept, but apart from above mentioned ideas I became completely stuck here. I had no other ideas of how it can be developed or even what setting it might have. I definitely didn’t want to copy Among Us, but nothing else came to my mind. So, I decided to put away this one for some time and try to develop

Parallel play

Where I completely failed again, but these time because I realized that even though that has potential and can be very interesting playing experience, that would mean creating 2 games simultaniously, one of which requires a lot of coding, which is my weak point for now. It would be impossible to handle for the time scope that we have for this project. So I rejected this idea completely.

Overall, I’m mostly going back to whiteboard. I have the craft game idea more or less developed and will try to get it further, but at the same time I still would like to try the blending route. Hopefully, I’ll come up with something decent till the pitch. One thing I realized is that I have major idea problems if I don’t have some kind of setting and story in mind. Maybe I can approach idea generaton from this side better.

Entry 1: Brainstorming

New term and we’re heading for experimental development. This time we have to think of something to experiment with, try new approaches and even new technologies.

To start with I have looked through the brief to define areas, where I can start with. And I found 3 areas:

  • Technology, where I have thoughts to experiment with touch-screen. For example, to intergrate app to a board game
  • Applying alternative mediums, like craft. Maybe also with applying digital elements
  • Custom game components: maybe a game can have a reworked concept of existing game with alternative elements

The main topic of this progect will be HYBRID GAMES. Combining analogue and digital mechanics. Also I defined some key points or goals for the game:

  • The game must present one relatively small, but playable experimental feature
  • This feature must be functional, but not just for decour
  • This time I want to focus development process on mechanics rather then visuals or aesthetics
  • Visuals must be stylish, but minimalistic (for time saving reasons)

After some time I decided to focus on 2 possible ways of development: touch-screen + board game or a craft game. And came up with 2 concepts.

Concept 1: craft game (Origami)

This is the mind-map I eventually came up with:

Red lines mark the ideas I particularly liked and can try developing further. They include setting – something related to Asia or Japan (if I opt for origami cranes) to support the play medium thematically, visually and even narratively. Clours could work as a suitable criteria for creating combinations (maybe even something random like Twister). During that process I was serfing through Pinterest to get some inspiration and ideas. And I found this image with cute birds sitting around that influenced further brainstorming:

At some point I event thought about a card narrative game

In general I see that as a nice potential concept, thus for now I’m opting more for a touch screen + board game route, which I’ll try to develop further.

Research question

I couldn’t decide for a long time what topic to choose for the essay, untill I accasionally ran into an article about temporality. I got interested and a thought came to my mind why not to analyse how temporality relates to pacing or flow. Since I was working with Pathologic for BA thesis, I was interested to analyse it from this perspective as it had issues similar to the issues of flow. But one would be irrelevant to analyse, so to make comparative analysis I chose the second game of the same studio, because time turned out to be one of the key features for all of their games. So the Void was my second option, which would be interesting because Pathologic is reported to be rushed, while the Void is often referred to as boring. I wonder if it has to do something with time mechanics.

Here I’m presenting some basic overview of the games I’ve chosen and potential areas of research.

Critical play. Entry 11: the Day has come

Finally the game is officially ready! I have spent around 20 hours non stop connecting the scenes together, adjusting transitinos and removing the bugs which I wasn’t attentive enough to spot before. Nothing much happened to document here. It’s just long manual work which is finally over.

A couple of words on sound design. I think that there is no need for many background sounds as title music makes it all to create the right mood. And I think I’ve found the ideal one. It’s light and sad, but gives you a bittresweet feeling. The one that I had when got the message that my friend made it home safe. I was happy that all went well, but at the same time we both were sad that the situation happended and there is more time (unknown amount of time) ahead of waiting till we can meet in person.

I also added simple titles at the very eng just to make the game look finished and deliberately omitted the start screen. I felt it right to make it similar to Journey, which starts right away without explaining anything. I don’t want people feel that it is a game. It’s just a small story which you can experience without getting ready for it.

As a little conclusion so far, this project exhausted me morally and physically (night shifts are becomig a habbit now). But I can’t say enough what a big leap forward for me it was in terms of game design and technical skills. Compared to all my previous games, that had only one simple mechanic and not a hint of narrative whatsoever. Here is the list of things I learned within this project only:

Timeline

Animation triggers

SetActive (true);

Spawning object in order with one button (lists and resourses folder)

Scene transitions

Particle system

Ragdoll mechanics

Sequence puzzle

Pong (and AI)

Custom cursor

Hide cursor command

Close application command

Yes, the game is not 100% polished. Apart from ragdoll, which is still a big issue, I’d work more on background assets and animations. But I can call the game complete and totally satisfied with it. It still has to undergo playtesting ( results of which, I guess, I’ll put in the report mainly) and a bit worried if playtesters understand the story, get the message and in general if they will like the game or not. Because I’ve spent so much effort here. And how will my friend react to it, because it was made due to and partly for him. But this 2 months experience I’m not likely to forget soon.

So I invite everyone to test it out yourselves or watch a walkthrough video below. Have fun and care for your loved ones.