In my card game I wanted to create a game that got people to bring out that competitive edge that some games now don’t really capture while also making it fun and light. The social utility of my game was going to be about bringing the competition and strategy that comes with games like chess and adapt it into a card games and also give players a sense that every moment counts and that how you play is so crucial to your victory that you must play ahead and get you thinking of how you will use your opponents head against them.
Along with this i wanted to make it friendly competition and make the game a place for fun social interaction between the players. In the article “Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design” by Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy and Blair MacIntyre they state that the “key ingredients of successful social interaction, including bodily presence, mutual focus of attention and synchronization of emotions are all seen in tabletop board games.”(Xu,2011) And through this way that board games facilitate social interaction i wanted to adapt the idea of manual focus and attention into a fun game to play.
Because my game is a turn based game where players have to make quick decisions and plan ahead it really uses the idea of work and play that is heavily used in the article and shows that even through a turn based game where one player is playing at a time, the other player is also playing a different game completely. They are thinking about how much time they have left on their clock, the cards in their hand and their opponents, how they will win the game and how the remaining cards on the field are going to help them. Another quote from the article says that, “During the game, players share common interests about the game, its rules and their gameplay. Every player can comment on or laugh about these topics, the accumulated interaction history that reinforces synchronization of emotions among players. With a turn-based structure, players take turns becoming the group’s attention center; when it is not a player’s turn, there are different ways that they can engage with the group’s activities, such as learning new rules, checking results during others’ turns, reflecting on someone’s move or partially participating in the decision-making for another move.”(Xu,2011)
The idea of players having a synchronised emotions is key to the game and its social utility as the game would work a lot better if both players are invested in the game and are both thinking about how they will play to the best they can and that leads to a game where people are going to want to come back and bring it back to the idea that this game an be extremely competitive while also being fun.
Chores Are Fun : Understanding Social Play in Board Games for Digital Tabletop Game Design