This blog is dedicated to Jesse and Tori's Monday evening section of Principles of Experience Design at the Ontario College of Art and Design, Winter 2008.
heejin i really like the first idea. i think the blocks are a good idea. how will you make them?? will they be the same colour? i really like the others too but i think that even though the first idea requires less "stuff" (darts and dice? i think more can be left for exploration when playing the game. i like that theres less stuff because its paying more attention to your inital idea without involving too many steps... i find that when games get too complicated, people often ignore all of the rules and make up their own. way to go heejin!!!
looking at them all...i think you could almost combine them and make one big game/ set of games. i really think the balancing ideas are great. many sucessful games are also based on blancing. i really like different variations you have created. for example the maze. i think the fifth idea, which was the different dice may be a bit harder because it doesnt look like it woul be very easy for most people since the odds of rolling the right numbers are highly unlikley. i really like the idea of the base and the special die which dictates what piece to use. i think that its a great game for this assignment. i think it could be really sucessful.
i think that your strongest ideas are the ones that can be played with finesse..the building ones...and the others which are left up to chance may be harder. but overall i think that they are really fun!! i think that they would appeal to many ages too which is really important.
The notion of a "kit of parts" that creates multiple games has an appealing design elegance. . . especially if it's presented so as to highlight the open-ended possibilities. There's significant potential "ideo-pleasure" here for our OCAD audience.
Having said that, the earlier concepts seem to provide the most interesting possibilities. The third concept with the special die seems especially promising. Each instance of play would generate a new form. Take some care in the design of the blocks themselves - make sure they're heavy, accurate and ergonomic enough to permit a satisfying structure to emerge.
4 comments:
heejin i really like the first idea. i think the blocks are a good idea. how will you make them?? will they be the same colour? i really like the others too but i think that even though the first idea requires less "stuff" (darts and dice? i think more can be left for exploration when playing the game. i like that theres less stuff because its paying more attention to your inital idea without involving too many steps... i find that when games get too complicated, people often ignore all of the rules and make up their own. way to go heejin!!!
looking at them all...i think you could almost combine them and make one big game/ set of games. i really think the balancing ideas are great. many sucessful games are also based on blancing. i really like different variations you have created. for example the maze. i think the fifth idea, which was the different dice may be a bit harder because it doesnt look like it woul be very easy for most people since the odds of rolling the right numbers are highly unlikley. i really like the idea of the base and the special die which dictates what piece to use. i think that its a great game for this assignment. i think it could be really sucessful.
i think that your strongest ideas are the ones that can be played with finesse..the building ones...and the others which are left up to chance may be harder. but overall i think that they are really fun!! i think that they would appeal to many ages too which is really important.
Hi Hee Jin
The notion of a "kit of parts" that creates multiple games has an appealing design elegance. . . especially if it's presented so as to highlight the open-ended possibilities. There's significant potential "ideo-pleasure" here for our OCAD audience.
Having said that, the earlier concepts seem to provide the most interesting possibilities. The third concept with the special die seems especially promising. Each instance of play would generate a new form. Take some care in the design of the blocks themselves - make sure they're heavy, accurate and ergonomic enough to permit a satisfying structure to emerge.
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