Professional Documents
Culture Documents
ebsite -Yecheng
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The game's title
“The ‘Great’ Artist”
A short and succinctcore statement(one sentence)
In “The ‘Great’ Artist”, players embody online artists to create and borrow artworks to
compete for fame and wealth.
board gametrailer(search for examples on YouTube to emulated), under 3
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minutes long. The video can be as simple as a TikTok-style video and doesn't
need to be highly produced. Do the best you can with your team's video
production skills. -MASSIMO
A short paragraph contextualizing the game in terms of similar games you
drew inspiration from.
rom Monopoly, the game was also made to mock some social issues in
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the first place. This game also has a deck of cards full of various events
you might encounter. Similarly, the game ends when someone is broke or
their accumulated asset reaches a certain point.
statement of your three-game pillars(for example: What, How, Why),
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one sentence per pillar.
What:Accumulate popularity and money.
How: Create and borrow artworks by using Opportunity Cards.
hy: The game’s social dynamics and strategic interactionsimmerse players in
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the competitive world of online artistry.-AMRINDER
hematic backstory(characters, story world, premise of the action, etc.).
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You are an online illustrator, and there are many illustrators like you striving to
make a living by sharing their creations online. You all work day and night,
hoping to accumulate enough popularity and money. Relying solely on your
inspiration is far from enough. As Wilson Mizner once said, "If you steal from
one author, it’s plagiarism; if you steal from many, it’s research." So, you turn
y our attention to other online artists like yourself, hoping to be enlightened by
their artworks. There you stand, with bare hands, dreaming ‘bout how things
ever end.
A visual galleryof all the game components other than the main playing
board (e.g. cards, dice, pieces representing players, etc.). It is ok to use
generative AI platforms to produce visual elements for your board game. -
YECHENG
- Opportunity card
- Plastic erasable cards to write on
- 2 dice
- board
The Rule Book(if you are submitting a world-facing website, this can be a
link to a separate downloadable PDF from the web page). →Need a
within-group review for the final posting -CLORIS
Group meeting log:this should show minutes and summaries of each group
meeting (if you are submitting a world-facing website, this can be a link to a
separate downloadable PDF from the web page). The first page of each
meeting's minutes is sufficient for this document.
Playtesting log:this should show what you learned during playtesting and
how you revised the game based on insights gleaned (if you are submitting a
world-facing website, this can be a link to a separate downloadable PDF from
the web page). -YECHENG, CLORIS, AMRINDER
Flowcharts(please look ahead to the Flowchart lecture in Week 11 for an
understanding of how these are made) showing the game the primary
mechanics outlined as a logical structure tree (if you are submitting a
world-facing website, this can be a link to a separate downloadable PDF from
the web page). -CLORIS
A quantitative analysisof game balance, showing how probabilities and
other design factors were used to achieve a balanced outcome (if you are
submitting a world-facing website, this can be a link to a separate
downloadable PDF from the web page). For example, in play testing the
game, you may have made discoveries about probabilities that had to be
adjusted to make for more fair or interesting gameplay, so you can discuss
intentional changes made to the quantitative aspects of the game. You can
also discuss other quantitative items,such as how long a full gameplay takes
(e.g. start to win), the average time taken per turn,ranges of scores
(high-to-low), probabilities for certain cards to be drawn compared to die rolls,
etc. Every game will be a bit different, so the goal here is to present a
quantitative profile of your game, and how you used quantitative information
in your design process to make a better game.-YECHENG
description of the main game Dynamics(i.e. successful strategies that
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emerged).
○ Artwork Acquisition and Management: Players must strategically acquire
and manage their artworks to build their portfolio and increase their
assets. Successful strategies involve balancing the acquisition of new
artworks with defending against potential thefts.
○ Resource Optimization: Players must optimize theirresources, including
money, fame, and opportunity cards, to maximize their chances of
winning. Successful strategies involve efficiently converting resources into
assets, leveraging opportunities for popularity surges, and mitigating
losses from theft or unsuccessful ventures.
○ Opportunity Card Utilization: The opportunity cardsprovide players with
various resources and opportunities, such as stealing, defending, or
enhancing popularity. Successful players must analyze the current game
state and choose the most advantageous cards to play each round,
considering both short-term benefits and long-term goals.
○ Risk Management: Since theft is a core mechanic ofthe game, players
must carefully manage the risk of having their artworks stolen while also
taking calculated risks to steal from others. Strategies involve assessing
the likelihood of being targeted for theft, implementing defensive
measures when necessary, and identifying opportune moments to strike
as a thief.
○ Public Opinion and Reputation: The Public OpinionCard introduces an
element of social interaction and reputation management. Players must
consider how their actions, such as stealing or defending against theft,
may affect their reputation among other players. Both the artist and the
thief roll dice, and the outcome determines whether the artist retains the
artwork or the thief gets it.-AMRINDER
A description of trade-offs and dilemmas that emerge in gameplay.
rade off:Players often face decisions between aggressiveexpansion of their art
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collection at the risk of becoming a target for theft or focusing on defense at the
expense of growth. Choosing whether to create new artworks or "borrow" others'
introduces a dynamic where short-term gains might lead to long-term vulnerabilities.
ilemmas:A common dilemma arises when deciding touse a defense card to protect
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against theft, potentially forgoing an opportunity to gain fame and money. Similarly,
employing the Rumor Card might protect an artwork but also draws attention, making
one a more likely target in future rounds. -YECHENG
description of how long a typical play session lasts. -Generally 3-6
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players, for 6 players we have 6-minute rounds, at least 5 rounds to get to the
end point of 60 fortune points, approximately 30-minute games. -YECHENG ,
CLORIS
The last part of the submission needs to detail exactly what each team
member contributed to the project, beyond general ideas or conversation.A
record needs to be produced of exactly which game deliverables were
worked on by whom and by approximately what percentage, in case a
dispute arises as to the fair assignment of the grade to each team member (if
you are submitting a world-facing website, this can be a link to a separate
downloadable PDF from the web page).IN PROGRESS
our goal is a preproduction prototype, which means that it doesn't have to be quite
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ready to be shipped as a final product, but should be more or less 'good to go' for either
of the following scenarios:
print-to-play game
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a prototype from which a real board game can be produced
a prototype for a digital board game.