Expo time = crunch time. It’s time to make sure all of my game logs are in order, finish the directions and make my paper prototype as polished as it can be. I’ve playtested, polished, revised, replayed, reworded, and generally made my game as fun and efficient as possible. All I can do now is hope that it is ready to go when it’s time to present it to a real audience at the expo on Thursday.
Speaking of the expo makes me realize how much I have learned throughout this semester. It’s been stressful, for sure, no doubts there. It seemed that at times, I would have no work to do at all, and the next day an entire pile of work would be sitting on my desk staring me in the face.
Nonetheless, working on this game has taught me how important details are. The details of the game were cloudy in my head for a long time as I tried to work on developing it, then as I began to fix each one in place, they started to fall into place. Each step was a little more complicated than the last, but at last, the game is done and I have a workable prototype ready to be presented.
I am certainly not sure how the expo will go, and I can only hope that people like the game that I made. However, I am so glad to have had this opportunity to learn about the game-making process, and I look forward to using the feedback from the expo to make my game “The Story of Esther” as ideal as it can be.
It’s time to share now, and everything is coming together. It’s a bit scary, honestly, because I keep wondering if there is a glitch that I missed, or an error that simply hasn’t come up yet. I’ve never really made a game before, so this is a new experience for me. I can’t say that it is something that I would pursue again, but it was definitely an interesting experience and one that I am glad to have had.
As I prepare for the expo, I’m working on fine-tuning my game. I added the changes and improvements that playtesting showed me that I needed, such as the color key for the game spaces and the longer board for a better play. I am hoping to play it one more time before the final expo, but if I don’t have time I am still fairly hopeful that the game will go well.
My final few tasks are lining up in preparation for the expo. I still need to get the last few logs in order, and type up all of the information for the board and the table. I’ve gotten a great deal done for the expo in the last few days, though, so the workload hopefully won’t be too rough.
The game is my main concern, even as I work on the expo information. I plan to go back over the instructions and the board one more time to be sure it is as polished as possible. Even if it is still in the prototype stage, I want it to look as refined as if it were ready to be published. I am both excited and nervous to present my game, and I can’t wait to see how it goes!
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What is fun/playful about the topic?
- I’m looking into exploring the idea of overcoming obstacles, the way that Daniel, Shadrach, Meshach, Abednego, Ruth, and Esther did. I’m considering the idea of obstacles such as “Back to Start” and such, to add an element of fun to the story. The stories will be made into a game in which the player has to overcome obstacles themselves, putting themselves into the shoes of the characters.
Where does ‘freedom to experiment’ emerge within and around your topic?
- In overcoming obstacles, there are multiple ways to get around them. The players will be free to try different means of reaching the end to find which way works best for them.
Where does the ‘freedom to fail’ emerge within and around the topic?
- In the potential to fall prey to the obstacles, players will have that freedom to fail. They will not be successful every time, or the game won’t be fun. They will have the opportunity to fail, in different ways with each obstacle.
What ‘freedoms of identity’ does your topic inspire?
- In offering different paths for each story, the game allows players a freedom of identity. They can choose to play as Daniel, or as Ruth, etc. For each path, there would be a slightly different sequence of obstacles, etc.
What ‘freedoms of effort’ emerge around the topic?
- Players can choose different modes of play. They can choose to help each other to reach the end, to share points and cards along the way, or they can choose to go the solo route and play ‘every man for himself’. This will change how hard it is to play.
What vocabulary, definitions, and facts are critical to understanding the topic?
- There would need to be some sort of background knowledge on the Bible and the stories involved in the game. Perhaps the basic story could be included in the directions as a side note, or it could be advised that players read the stories themselves. There is little vocabulary needed or definitions, but the stories are fairly important.
What processes and procedures are important to grasping your topic?
- I suppose it would be important for players to understand the process of overcoming obstacles in the Bible. The players will learn through the game as they face obstacles, overcome setbacks, and eventually reach the end.
My first post for Part Play, Part Game!