This week l have been developing a prototype for my Dog Escape board game. Last week’s blog post detailed my initial ideas for the game. Some of these ideas changed and were modified, after testing them in class.
We were first tasked to choose material components in order to begin our first prototype. I picked up, paper, a deck of cards, dice and meeple’s. At this point l was set on using a board during gameplay. On a piece of paper, l drew a simple aerial suburban view as this is the setting of the theme.
Last week’s blog post, l mentioned two different gameplay strategies. One being a competitive approach, the other being cooperative play. I decided to use both strategies. One player will take on the role of the dog, trying to escape from the family, where as the other players will aim to find the dog. Even though the family members take turns and decide on their own strategy in order to find the dog, they all have the same end goal, to find the dog. This gameplay may change, however, as l playtest my prototype.
Over the course of the class and consulting my tutor, this changed. The game will now be played using a tile movement mechanism, where players build the ‘board’ as they play. This allows for the game to be different each time it’s played.
Players will build the landscape of the street, in order to reach the player taking on the role of the dog. Figures will be used to move around the tiles.
In this week’s seminar we discussed philosophical carpentry in relation to board games and their objects. Objects are not just objects, they have a purpose and a philosophy. For example, the Meeples allow the players to become those characters chasing after the family dog. Players may relate to those characters if they’ve been in a similar situation. The tiles are used to chase the dog or run from the family, they reflect real life movements and actions.
Two different decks will be used to enable these movements. Street Cards, where players choose one card to build on the street and Move cards that can be positive or negative, for example, “Skip a players turn”, “Only move left”, “Pick a street card already used and move elsewhere”. This brings in a strategic element. I will playtest the game this week, which will most likely change the current mechanics.