BCM 300 - Game Experience Design

Unboxing my Game Experience

James McTaggart
Mar 14, 2024
10 min read
Midjourney: "game experience design --ar 7:3"

As a kid with little access to the internet or devices to access digital games, I grew fond of playing tabletop games with friends and family. I enjoyed mass-market games such as Go-FishMonopoly and even a bit of Chess. I loved any game that was interactive and involved another player. Unfortunately, as I've grown up, I've drifted away from these games simply because I haven't the time. So when I saw that for BCM300, I would be required to play games such as Rhino Hero, Codenames and Back to the Future: Dice Through Time... in class... I was pretty excited. I look forward to experiencing new games and discovering what makes them successful... or not.

Mass market games (Interactivity Board Game Cafe, 2020)

Defining a Game

Games encompass a broad range of definitions, but one particularly resonant perspective views them as integrations of systems and narratives. This view, notably supported by game studies professionals Simon Egenfeldt-Nielsen, Jonas Smith and Susana Tosca, suggests that games involve more than just rule-based mechanics and are rich with narrative in the form of stories, themes, and visual narratives (Egenfeldt-Nielsen, Smith, & Tosca, 2008). The integration of this means that while the mechanical foundation of games are essential for gameplay, including narratives deepens the experience, injecting it with emotions of suspense, achievement and investment, which encourages further engagement. It's important to note, however, that narratives are not a requirement for a game to be successful (Chen, Dowling, & Goetz, 2023). There are numerous successful games that either lack a narrative or where the narrative is notably disconnected from the game's mechanics. Mojang's sandbox game, Minecraftlacks a traditional storyline but boasts 166 million monthly players, highlighting how a game's success can originate from providing a blank canvas for creativity rather than a structured narrative. Roger Caillois, a French ludologist, describes this style as Paidia, meaning games that are not bound by rigid rules and thus enable open-ended exploration of creativity (Caillois, 1961).

Huizinga's "magic circle" theory suggests that games create a psychological separation from reality. I believe this theory to have merit, however, could be better defined as, games typically overlap reality and the boundaries between them are often porous (Moore, 2021). This concept could explain the sensation of a temporary escape from real-life concerns (Fraser, Slattery, & Yakovenko, 2023), and a clear distinction between in-game consequences and real-world outcomes. This detachment is crucial for the enjoyment and psychological benefits of gaming and the game's success, allowing players to experiment and fail without real-world repercussions.

Expectations

Time Management

  • I felt apprehensive about the speed of learning game rules, worrying it might hinder the flow for other, more familiar players. Most players shared this concern, which led to a collaborative approach, ensuring everyone was on the same page.
  • I was anxious about the potential for lengthy gameplay sessions, questioning if we’d manage to explore other games within class time. This feeling was further amplified as I have quite a busy timetable and schedule currently.

Competition

  • Questioned whether a competitive edge was necessary or if strategic planning was expected for victory; however, competitive tension dispersed upon realising all players were novices, prioritising fun over victory.
  • I Initially approached games with an individualistic mindset, but as mechanics became clear, a collective effort towards success emerged.

Social Expectations

  • Hoped that the game sessions would facilitate a sense of team spirit and serve as a medium for social engagement with peers. These gaming sessions became a key factor in forming new friendships, more so than in any other class, and were especially valued during my first semester doing face-to-face classes on campus. 
  • The experience confirmed that shared activities like tabletop games can be powerful in creating social bonds.

Cultural Expectations

  • I was sceptical of the Back to the Future game’s ability to authentically represent the film franchise and the respective historical periods, but I was pleasantly surprised to find the game intricately woven with accurate film references and culturally relevant content.
  • Approached Rhino Hero with low expectations, assuming it to be simplistic for its young target audience, yet it proved to be surprisingly engaging.
Midjourney: "games offer an escape from reality --ar 7:3"

Simple Rules, Challenging Gameplay

After the gameplay session, Rhino Hero, an interactive card game by Scott Frisco and Steven Strumpf, was my favourite. The instructions for the game were relatively straightforward, as evidenced by a 98.2% light difficulty and complexity score from BoardGameGeek. This led to an enjoyable setup experience without the usual impatience, differing from my experience with Back to the Future: Dice Through Time and Codenames, where the wait to start playing was a source of frustration. I am confident that instant access online has impacted my tolerance and patience for learning curves in such games. The packaging, crafted from sturdy cardboard with vibrant full-colour printing, delivered a premium feel. Its simple design effectively captured the game's themes, while the unusually thick roof cards, embedded with foil accents, further added to a quality experience as well as functionality.

(Greene, 2015)
The First Impression Game: Crafting Eye-Catching Board Game Packaging - High Tower Surprise
Discover the captivating power of first impressions in board game packaging, and how to master this delicate art to make your game stand out.

Game Mechanics

Check out my audio below, where I explore the game mechanics of Rhino Hero.

Audio Transcription w/ References

BCM300 Game Experience Design - Script

Rhino Hero's game mechanics are pretty complicated for a card game, but its rules are straightforward to learn. Reflecting on Roger Caillois' notions of 'agôn' and 'alea', the game merges the thrill of competition with the unpredictability of chance (Caillois, 1961). Players engage in the strategic construction of a tower using specialised playing cards, illustrating Caillois' idea that such games require sustained attention, training, careful application, and the desire to win. (Caillois, 1961). The goal is to add new levels to the tower without causing its collapse, incorporating special action cards that can dramatically change gameplay by reversing play order, skipping turns, and forcing extra draws—highlighting how Rhino Hero pairs Caillois' categories of play (Caillois, 1961). Both competition and chance in this game are governed by the rulebook, showcasing the blend of strategic planning and the randomness of outcomes, where players must navigate both skilful strategy and the unpredictability of the draw.

To complicate the game even further, players also have to place a weighted rhino figurine on specific spots across certain levels, challenging both the tower's stability and the players' agility. In my initial gameplay, players all worked together to see how high the tower could go, however, it naturally evolved into a more competitive strategy, pushing players to outmanoeuvre each other and avoid being the one to topple the tower.

The physical element of stacking and bending cards, and moving the rhino, added a tactile dimension that differentiated it from other card-based games that I have played and also offered a unique experience that digital formats cannot replicate. The innovative use of cards not just as game tools but as integral parts of the game structure, allowed for creative manipulation that I believed enriched the overall gameplay.

As the tower grows, so does its instability, ramping up the tension with each round a card was added. This instability built anxiety, which in my case was marked by an elevated heart rate and shaky hands when placing cards, with the dread of causing a collapse looming over me every round. As this game revolved around turn-taking mechanics, I noticed that due to each player taking a turn in front of all other players, it created a stadium arena style suspense, as I watched each player attempt their round, hoping they would topple the tower, before it was my turn again.

The extra thickness of the game's cards was crucial for its overall success. This density both provided a solid base for each level of the tower and added additional weight which helped to maintain structure. I found the setup and ease of restart to promote continuous gameplay, happily engaging in multiple rounds, which also didn't drag on like other games I had played.

The combination of game mechanics is very likely one of intention. Game designers undergo various processes to create experiences which are both engaging and fulfilling for players, this is called Satisfaction Engineering. Rhino Hero balances strategy, physical skill, and luck, to deliver a niche family party game. It's combination of tactical play, physical interaction, and the thrill of chance all work together to create a compelling, multifaceted experience that was both challenging and enjoyable.

(ProZD, 2022)

Theme

Rhino Hero features a superhero rhino aiming to climb skyscrapers to fight crime, portrayed via game artworks created by Scott Frisco and Steven Strumpf. This theme is also depicted via the rhino figurine and skyscraper-building gameplay, focusing on constructing the initial tower for the hero rhino's first leap. I found the game's thematic foundation enhanced gameplay, fostering a shared aim to help the rhino climb up, without toppling the tower over. It was genuinely disappointing when it collapsed. I felt a sense of futility over the wasted effort but triumphed as the tower grew. This theme enriched the game's mechanics and ludemes, adding purpose beyond a basic stacking challenge. Although it's fair to assume that Rhino Hero is targeted towards a younger audience, the simplicity of the ruleset, combined with its themes, allows for a broader appeal.

Conclusion

Delving into these games has provided a nostalgic experience and deepened my understanding of game mechanics, narratives, and their cultural impact. The collaborative and competitive experiences have highlighted the significance of games in fostering community and enhancing social connections. Moreover, exploring game design and packaging has offered valuable insights into what makes a game appealing and will inform my game design project throughout the remainder of this semester.

Disclaimers

  • Field notes are based on average gameplay over 1-2 hours per game.
  • I have never played any of the games listed above before.
  • I am a Communication & Media student, which may shape how I perceive and critique gameplay elements.

References

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Last Updated: 14 March 2024 @ 5:27pm