MS2-Play-Project-Heros of D12
In game development, designers usually follow a process called “Cerny Methods” intentionally or unintentionally. Cerny Methods is similar to the idea of MVP (minimum viable product) in product design, which requires a functional low budget prototype to validate if the user would be satisfied or not in a very early stage of development. Cerny Method is a modified version of MVP that it focuses on a “playable” prototype to testify if the gameplay is working.
That is the reason our team abandons the first idea about a meta-game of the buttons since a game focusing on story-telling would require a more completed prototype to go through this process, and like the “Environment” and “Object” projects we only have around 2 weeks to work on it. According to Jenova Chen, the director of the award-winning game Journey, he founded out any of their prototypes for Journey cannot present the idea or the emotion they expected on the players unless they fully polished the game to a certain level.
We switched to a traditional board game quickly so we can put more time on iterating a solid gameplay instead of trying to solving a bug in Unity. And this time we have a new member Radu onboard (Yessss) who is an awesome UX designer. In this play project, I am taking care of the gameplay design, Nick and Radu are focusing on the illustration and digital version of the game. So I will focus more on the gameplay design in this documentation.
The iteration of the basic gameplay is designed by following steps, each iteration I added a layer to the game so it could have more diversity:
1. In the beginning, I was trying to create a simple minimal guessing game - a card is placed in front of the player, and the player has to guess whether this card is black or red.
2. Then, providing meaningful feedback to the player’s choices. This is the process that defining this product really as a “Game” instead of a generic interactive experience. Following the iteration#1, by getting the black card player will get 1 point; getting the red the player would lose 1 health. When the player has x points, claim the victory; when losing y health, the player is defeated. The X and Y require play-test to decide how much it should be.
3. Adding the possibility of “Bluff”, which is one of the core experience of any guessing game. Let another player giving out the puzzle (a card facing down) so the rest of player can use the card giver’s previous behaviors to anticipate his/her next move.
4. Dealing with the situation I assumed that some player will abuse the rule by only giving out red cards during the game. So if other players don’t wanna guess this card, the card giver would take this card by him/herself. By adding this layer, it established a punishment for the players since he/she has to take this card and lose health if no one wants it. At the same time, a player can use this rule to play smart so he can take back his black card by making others believe that is a red one.
5. So far a playable prototype is done! I used memo card and put black and green colors to represent the “good cards” and “bad cards”. By executing playtest I have to solve 2 problems:
 - What are the X and Y should be in the iteration#1?Â
 - How many good cards and bad cards should be in the deck? What is the best ratio between these 2?
6. After several playtests, I decided to let the player start with 3 health and the winning condition is 6 points. And I realized that the number of each of the colors could affect the macro level of the progress during a game.
7. After more playtests the deck ended up with 25 black cards and 15 red cards. As long as the game keeps on playing, black cards would be restored as points with the players so the number of black cards in the deck will significantly decrease. Hence the players will meet more red cards when they are approaching the end of the game so they have to be more careful deciding whether they should take a card or not. This mechanism will automatically speed up the overall progress in each one of the games making the game gradually becomes more challenging. This is a crucial requirement in “Flow Theory” that a game can keep its player engaged. Also, by having more black cards than red at the beginning, the players won’t be instantly killed at the early stage so the overall game is more involving and friendly.
Right now we have a stable and balanced gameplay. At the same time, it is still super easy to learn because all you have to do is to make choice should I take this card right now and what color should I give out this round. The points and the health would be recorded by the cards and calculator so the players don’t have to remember extra information but can spend all their attention focusing on guessing and bluffing.
Obviously, it is still not so fun playing with blank cards with a black dot and green dot. We create a story for this game which is “Heros of D12″ that you are actually a student of DT. We want to make fun of the little subculture on this floor and the people working here (because why not). By giving out a card you are “presenting a project” to the others and this project can be good or bad. If it is bad it will hurt your sanity(the health), if it is good the others will learn something from it(the points). And we design 6 professors with different abilities so they can help you once during the game to give you more advantages(actually 7 but Gina and Claudia are always teaching together so unlike the others they are on the same card).











