Survive: Game Mechanics

So lately i’ve been researching multiple game mechanics, and by that I mean i’ve been playing a tonne of games and calling it uni work. There are some really interesting game mechanics out there, and they really (obviously) define how fun and enjoyable the game is. So i’ve decided to list some games and explain their game mechanics, and explain how i’ve taken my favourite ones and implemented it into my game.

Monopoly:

Everyone loves monopoly. It can define and destroy friendships and families. I think i’ve heard more people say that the game is ‘banned from playing’ than ‘we enjoyed it’ when playing with family members. The reason for the hatred of the game, is because of the negotiations of property and money, and that’s the best part of the game! If you’re a good negotiator, you’re in with a great chance of winning.

My strategy is to always…

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5 thoughts on “Survive: Game Mechanics

  1. It certainly doesn’t feel like work when playing games is involved, that was definitely one of the reason I was excited to begin this subject. The more games I play with others, the more I learn about the type of people I play with – for example, when I screw over people in one game, they are much more likely to try and screw me over in the next game. When you mentioned Monopoly, I laughed because I would definitely not say that everyone loves Monopoly, everyone who agrees to playing the game (and enjoys it) just wants to see the world burn. I think what annoys people the most is hotels, especially when they seem to land on them every time they go around the board. The second game you mentioned, Spyfall, is a good time killer when you’re waiting and all you have is your phone. I like games that involve talking because you’re forced to interact with everyone and, as long as you keep a decent poker face, it’s fun to lie and mess with everyone. I haven’t played Superfight, but I’m a big fan of the concept and again, any game that involves talking is my cup of tea.

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  2. You have an interesting list of inspirations here, particularly Monopoly as the first. Although I don’t mind a game of Monopoly here and there, I don’t think that the game is for everybody. In fact the reason why I put off engaging with card/board games for so long before this subject was because Monopoly was all I knew about board games. Like Chris mentioned in the lecture, it’d probably be a good idea to steer clear of Monopoly’s mechanics, and just use it as a conceptual inspiration of sorts. Turn-based board games have a capacity to lose their appeal quickly, if they aren’t implemented well.

    In regards to Spyfall, I think that is a fascinating inspiration. The game itself relies entirely on the players that are engaging with it. If your opponents have horrible poker faces, the game is over very quickly. But in a room full of competitive straight-faced people, it’d be extremely difficult to identify who the Spy is.

    I haven’t played Superfight, but from what you have described it sounds quite intriguing!

    I came across this website during my own research into game mechanics. While I’m sure your game mechanics are pretty much finalised by now, these tips might benefit your general interest: http://www.leagueofgamemakers.com/building-your-game-mechanics-tips-from-the-league-of-gamemakers/.

    I look forward to seeing your final product!

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  3. It’s interesting to see your inspirations behind your game. I’ve played Monopoly and Spyfall and I’ve loved playing both. I definitely prefer Spyfall though because of it’s simplicity and the fact that it takes under 10mins to play. It seems like you’ve got the main mechanics of your game working well. Have you thought of recording a video of a game test? It would be really interesting to actually see how the game is working and developing. Great job.

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  4. I can’t wait to see your game in it’s final form as I am a MASSIVE Spyfall fan, but love the long-winded strategy and subtle mind games you can play with Monopoly. You seem to be pulling an interesting mix of game mechanics together and I’ll intrigued to see how you fit them all together, sometimes too many rules can make the game feel stilted BUT sometimes it can be exactly what’s needed. This is a weird one but I’ve found that implementing some ‘house rules’ (similar to these for Monopoly: https://games.thefuntimesguide.com/2012/12/monopoly-rules.php) into games can stop them from feeling repetitive, maybe you could through some extra suggestions into your game box for dedicated players? Or have them as easter eggs online as a marketing ploy?

    Good luck!

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  5. Would be nice to see some more details of your game fleshed out, sounds like an interesting compromise between the ones you’ve described like Monopoly and SpyFall. Upon further reflection, Monopoly IS a kinda terrible game but it persists because of its accessibility and namesake. I usually play the guy who brings the in-game economy to a stand-still with my refusal to trade property for mutual benefit and just watch the others slowly bleed money. That kind of behavior I realize does not a good board-game make; but it is fun! Finding a balance between that and maintaining the peace between other players can be a real task, but it sounds like you realize that.

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