Games Studies - Project 2: Tabletop Game Information & Data

03.10.2023 - 14.11.2023 / Week 6 - Week 12
Lim Rui Ying / 0358986
Game Studies / Bachelor of Design (Hons) in Creative Media
Project 2: Tabletop Game Information & Data


INSTRUCTIONS


PROJECT 2: Tabletop Game Information & Data

We are to conduct playtests phase by phase to collect primary data on the tabletop game we have created including responses, feedback, findings, observations, etc. All evidence and support data should be organised well.


WEEK 6 | Pre-Alpha Playtest
Fig. 1.1 Game prototype, Week 6 (3/10/2023)

Before carrying out the Pre-Alpha playtest, we prepared the game prototype with alphabet labels and power cards handwritten on paper.

We conducted the playtest among our group in class during week 6. It was an intense and thrilling experience as we had to deal with the tension of the Jenga tower shaking and falling when removing the Jenga block from the tower :D.  Overall, we had fun during the game and it went nicely, with only a few minor adjustments needed.

Video 1: Pre-Alpha playtest, Week 6 (3/10/2023)
[Players: Georgina, Rui Ying, Vincent]
Findings:
  • Change 5 blocks to replace a letter.
  • Wait until the person finishes their turn before moving on to the next player, including putting back the block and choosing the letter.
  • Need to say out the word taken on that turn
  • The use of a power card counts as one turn.
  • Players can use both hands, but only the first 3 fingers.
  • The player who makes the Jenga tower fall loses, even if they have formed the most words.


WEEK 7 | Alpha Playtest
During Alpha playtest, we joined other groups to play their game and Vincent remained in our group as the moderator and observer to facilitate our game. Two playtests were conducted with different groups of classmates.

Video 2: Alpha playtest 1, Week 7 (10/10/2023)
[Players: Cai Wei, Yi-Tyng, Qian Qian, Vincent]
Findings:
  • Instead of losing all points, a player who causes the Jenga tower to collapse will lose half of their points.
  • Players will have more freedom in forming words by allowing them to reuse letters, preventing the game from ending after forming a single word.
  • To use two identical letters in a word, players must pick the Jenga block with the desired letter once more.
  • Power cards are only valid when the game is still ongoing.

Video 3: Alpha playtest 2, Week 7 (10/10/2023)
[Players: Aziera, Jacquline, Konomi, Koh Xin Yee]

The notable change of rules was tested in the second playtest, which allowed players to reuse letters they collected to form words. However, the situation became chaotic and the abilities of power cards became less effective.

Findings:
  • Remain the original rules and game mechanics but implement four different colours of stickers to indicate various point values for different letters.

As for the game rules, we had Jenga blocks filled with 108 letters on both sides and the remaining 10 sides were blank tiles initially. After Alpha playtests, we decided to include 5 blank tiles and 5 power cards for the remaining 10 sides. This is to increase the chances for players to get power cards.

Revised rules:
  • 5 one-sided blank tiles 
  • 5 one-sided power cards 
  • 2 points: E ×12, A ×9, I ×9, O ×8, N ×6, R ×6, T ×6, 
  • 3 points: L ×4, S ×4, U ×4, D ×4, G ×3: 
  • 4 points B ×2, C ×2, M ×2, P ×2, F ×2, H ×2, V ×2, W ×2, Y ×2 
  • 5 points: K ×1, J ×1, X ×1, Q ×1, Z ×1


WEEK 12 | Beta Playtest
During the Beta playtest, each group exchanged games with others, requiring us to engage in playing assigned games following the provided game guide. Our game was assigned to Group 4 for evaluation. As for the game prototype, we got the packaging and game components including the game guide and power cards printed out for this playtest.

Fig. 1.2 Final game prototype, Week 12 (14/10/2023)

Video 4: Beta playtest, Week 12 (14/10/2023)
[Players: Samer Muhamed, Yusuf Shan, Michelle, Reenahshee]
Findings:
  • The absence of dice.
  • Inclusion of points along with letters.
  • No mention of the function of white stickers and blank-sided blocks.
  • Failure to specify that players can only choose one side of each block during their turn.
  • Rephrase: Change "Game ends when blocks can't be removed" to "Game ends when a tower falls."

Further Improvements:
(based on feedback and observation)
  • Clarify colour coding and point indication.
  • Indicate that using blank/symbols/ stickers allows players to receive a power card after forming a word.
  • Address the question: If a player makes the tower fall and plays the Revive Card, does it halve their total points?
  • Add a mention of a minimum of 4 letters required.
  • Players can choose only one side from each block during their turn.


REFLECTION

Throughout the playtests, I acknowledge that playtesting is very crucial in the iteration process. It helps us improve our game in terms of the prototype, rules and mechanics. During the Pre-Alpha playtest, I observed that different players exhibit various styles while playing the game. I played carefully, focusing on collecting letters and forming words. While Georgina focused more on acquiring power cards than collecting letters. In the Alpha playtests, thanks to Vincent and Georgina, who guide the players as the moderators and observers, they made the playtests go smoothly. In the second Alpha playtest, they implemented new rules for further discovery to see if the rules worked. From the Beta playtest, we noticed that there were still rooms for improvement as the players did not understand the game rules very well. For instance, in cases like the continuation of the game if the Jenga falls, we did not explain clearly in the game guide.

These playtests serve as a progressive approach to the iteration process, allowing us to improve our game bit by bit from the findings from each playtest. Comparing three playtests, I realise that it is important to find other players to try out our game.
Playing as the game creators, we actually enjoyed so much during the Pre-Alpha playtest and thought there were no significant issues. However, when other players tested the game, problems were addressed. Overall, I learned about the iteration process, and this project allows us to analyse, discover new insights and improve our game.


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