REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
T231 Analog Game Theory GAME DESIGN DOCUMENT (GDD)
- TETRIS CLASS E35Q
TEAM 1: YEO MIN YI KHAIRUL AZFAR B SHUHAIMI RAPHAEL ONG KOK LEE FITREE B RAMLE
All work Copyright ©2011 by Team 1™
This is a concise document of our team’s GDD on our game, Tetris.
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Table of Contents 1. Design History (Documentation – This is a change listing quickly describing each major version and changes) 1.1. Ideation Process (Sketches, Images, Photographs, Inspiration) 2. Game Overview 2.1. Game Concept (Core Statement – what your game is about) 2.2. Asset List (Brief description if necessary – e.g. board, 3x d6s, player tokens, etc.) 2.3. Target Audience and Rationale 3. Gameplay and Mechanics 3.1. Gameplay 3.1.1. Objectives (What are the objectives of the game?) 3.1.2. Play Flow (How does the game flow for the game player) 3.1.3. Decision Tree/Flowchart (What meaningful decisions can a player have?)
3.2. Mechanics – Mechanics – What are the rules to the game, both implicit and explicit.This is the model of the universe that the game works under) 3.2.1. Movement (do the players move using representative tokens or playing pieces? How?) 3.2.2. Actions (What meaningful player decisions are there?) 3.2.2.1.Switches and Buttons 3.2.2.2.Picking Up, Carrying and Dropping 3.2.2.3.Talking 3.2.2.4.Reading 4. Management (What was the project timeline like? What were the milestones and deadlines?) 4.1. Detailed Schedule 5. Playtest Results (What were your findings from playtesting?) 5.1. Feedback from Game Design Playtesters 6. Appendix 18.1 Playtest Results and Observations
2
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Design History Our team is trying to convert the famous ‘Tetris’ game from Digital version to Analog version. The challenge that our team faces is that we need to make sure the key elements of the classic digital ‘Tetris’ game will not be changed during the conversion and still making it fun to play with.
Version 1.10
During our first conversion of the Tetris game, the game that we created turns out to be quite boring. The game that we created does not have the ‘thrilling’ part where the Tetris block falls from above; instead our game depends on the player, they need to time themselves and another player needs to time themselves and move the Tetris ’ block from time to time. time. However, the key elements of the original Tetris remain. We had a few tweaking since our game is not fun: 1. Going back to play the original ‘Tetris’ game and see what makes it aesthetically pleasing. 2. Uses feedbacks from our classmates to improve the boring parts such as the redundant action of rotation. 3. Changing the material from paper to a smooth surface. 4. Using the force of gravity, gravity , like the digital ‘Tetris’ game.
Version 2.00
After having the improvements made, we had a totally new game on our hands. The game play is different from our first prototype and thus, adding more challenges to it. We had made improvements in the MDA’s philosophy thus thus overall, we consider our game to be fun. The changes that we include are: 1. The design and the layout of the game. 2. Game play of the game as we implement the use of the forces of gravity (Digital version ‘fun’), ‘fun’), in order to make our team’s game more fun and challenging. 3. Remove any redundant steps. 4. Uses of color codes for each block (for more precise differentiation)
3
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Version 2.10
After implementing the ‘forces of gravity’, gravity’, we still find our game to not be that challenging although it is fun to play with. We decided to add in more elements to the game to make our team’s game more challenging than it already alread y is. The changes that we include are: 1. Adding in ‘bomb’, a new element element to the game. 2. Different mode (Easy mode, Normal mode, Hard mode) by adding 2 more line on the Tetris’ board. This allows us to target to beginner and advanced player. After the change was made, we find that the game is more challenging that the previous one.
4
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Game Overview Game Concept Our team’s game is a conversion conversio n of a classic digital ‘Tetris’ while keeping the ke y elements of the game. Player needs to place the Tetris’ blocks and form as many complete lines as possible by moving the Tetris’ blocks, either left or right. Player can also rotate the Tetris’ blocks to fit the Tetris’ blocks nicely and not leave any gaps in between. The game ends when one of the Tetris reaches the finishing line. (Depending on which mode player play, will have a different finishing line.)
Game Components 1 Tetris board (Play area) 7 different kinds of Tetris shapes o Square - 18 pieces o Straight - 12 pieces o L shape - 18 pieces L shape (Reversed) - 18 pieces o o T shape - 12 pieces o Z shape - 16 pieces Z shape (Reversed) - 16 pieces o 5 Tetris’ bomb(s) Score board 1 Game rule 2 Players
Target Audience
Our team’s target audience is for people of age 6 and above. Different age group people have different ways of seeing/analyzing our game.
For younger generations aging 6 to 12 years old, they would find our team’s game to be interesting as this may be the first time playing ‘Tetris’, ‘Tetris’, and in analog version. For teenagers aging 13 to 20 years old, they can challenge to play the normal or hard version. This will bring more mode version version of our team’s game instead of the easy mode version. challenge to the players as another element is being introduced to player, which is the ‘bomb’. Lastly, our team’s game will also interest the adults aging from 21 years old and above as it creates a nostalgia experience for them. Tetris is a known game to the older generations.
5
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Gameplay and Mechanics Gameplay 2 players will be needed for this game. Player 1 (AI) needs to pick up the self- arranged Tetris’ blocks and drop the Tetris’ block on the Tetris’ board for Player 2. Player need to give the random Tetris’ block in random, one at a time at different time intervals (depending on the mode and level) in to the designated position, and form as many man y Player 2 needs to place the falling Tetris’ block into complete straight lines as possible/ leave as little gap as possible. Player can do so by rotating and moving the Tetris’ block either block either left or right. The game ends when one of the Tetris reaches the finishing line. (Depending on which mode player play, will have a different finishing line.) s core; player can do so by getting the bonus point, Player Player 2’s 2’s objective is to get a high score; will get bonus points if there are completed lines; lines which are next to one another.
Play Flow The game will only end if the Tetris’ blocks reach the finishing line from the game area (Depending on which mode the player play, will have a different finishing line). If the Tetris’ blocks are still able to fall without reaching the finishing line from the game area, the game continues.
The longer the game is being played, the faster the random Tetris’ blocks will be given from player 1 (AI), thus adding more pressure and challenge to player 2.
Decision Tree/ Flowchart During the game, the player has a few courses of actions/ decisions that can help him/her to earn more points. The player can choose to let certain Tetris’ blocks go while concentrating on the desired blocks that they want.
The Tetris’ blocks can be rotated thus a decision must also be made by player. Player can make use of the random Tetris’ blocks that they receive. Player can also use both of their hands to help him/her out during the game. However, only one Tetris’ block can be held in one hand, thus a decision must be made on what blocks to keep or just letting it go.
6
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Mechanics The mechanics for our games are simple. Using the hand as a controller, player needs to move/ drag/ rotate the Tetris’ blocks blocks and place it at the positioned that they desired. The players are allowed to use both of their hands but one hand could only hold one Tetris’ block. However, when the Tetris’ block gets in contact with another Tetris’ block(s) or the base of the game area, rotation or repositioning of the Tetris’ block is not allowed anymore.
Movement Player 1 (AI): Pick up the Tetris’ block at random, and drop the Tetris’ block on the Tetris’ board.
Player 2: Movement of the Tetris’ block is created by the player itself. Player can choose to use either one or both hands to move the Tetris’ blocks. Player will experience ‘Tetris’ like never before. Rather than using analog sticks, the hand is used for easier movement and rotation of the block.
Action The actions made by the player could affect the overall results of the game. For example; Scenario 1: Player may choose to play it safely, slow and steady trying to make as much complete straight lines as possible. However, this player’s strategy will end up being a problem towards the later stage, when the blocks will fall at a faster rate.
Scenario 2: If player choose to rush through the game, it will make the game more difficult for him/her to earn points because there might be gaps in between the Tetris’ blocks. Thus the action made by the player is also important. Other actions that the player can make will be the rotation of the Tetris’ blocks.
7
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Management Detailed Schedule 24.10.2011
During T231 Analog Game Theory week 3, Problem 3, team did our first idea and prototype of the Tetris game in Analog version. Team members think of how we should convert the digital version of Tetris to analog version of Tetris. Team did a prototype and play test the game, which find the game to not be fun. Team discussed on how we can improve on the Tetris game, and decided to implement the ‘forces of gravity’ which were in the digital version of Tetris.
26.10.2011
Team discussed on how to implement the ‘forces of gravity’ inside the analog version of Tetris. Team decided that they should: Change the prototype material into something which is more appealing and smooth in order to implement the ‘forces of gravity’ approx imately bend 45 degree to allow Tetris’ shapes to fall Have a standing board of approximately (implementing the ‘forces of gravity’)
28.11.2011
Team bought the materials needed beforehand and did the improved prototype together based on the previous discussions. Activity includes: Planning out the size of the Tetris’ shapes and board Measuring and drawing out the 7 dif ferent dif ferent Tetris ‘shapes and board. Cutting out the Tetris’ shapes Making of the Tetris board
31.10.2011
During T231 Analog Game Theory week 4, Problem 4, team completed the improved version of the analog version of Tetris and the game was being playtested by members of the team. Team was introduced to Game Design Document (GDD) and Rulebook. Team documented their gameplay and did a GDD and Rulebook for their analog version of Tetris.
8
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
08.11.2011
During T231 Analog Game Theory week 5, Problem 5, team was introduced to the effects of games system tweaking. Team tried to change 2 of the game rules to find out if the rule change works or the rule change is redundant. Team adds in the different mode (Easy mode, Normal mode, Hard mode) to target different audience (Beginners, Advanced). Team changes the original one finishing line to three finishing line (Easy, Normal, Hard). Team finds out that the rule change (different mode) results in a positive feedback loop, which cause the game to end faster. Team also also adds in a new element into the game, which is the ‘bomb’. Team finds out that the ‘bomb’ results in a negative feedback loop, which cause the game to take longer time to end.
15.11.2011
Team’s analog version of Tetris was playtested (not b y team members). members). Team receives feedback from playtesters.
18.11.2011
Team discussed on how to improve the analog version of Tetris based on the feedbacks. Team change the score calculation, where players will be introduced to bonus points if they get completed straight line next to another completed straight line(s).
28.11.2011
Team decides on a play testing method to find out the ‘fun’ in the game. Chosen method is ‘Think Aloud ’ ’. Team plans out the questions to be asked during the playtesting.
02.12.2011
Team improved on the questions so it allows people to elaborate in order to get more information.
14.12.2011
Team carried out their play testing method on testing out the ‘fun’ on more than 10 people which was first introduced to the analog version of ‘Tetris’. However, team decided to carry out more play test to find out the ‘fun’ on targeted age group instead.
22.12.2011
Team did a final documentation of their analog version of Tetris gameplay, which is to be included in the GDD. Team also, updated the GDD and Rulebook of the changes made overtime.
9
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Playtest Result Feedback(s)
Feedbacks for our very first analog version of Tetris: Players are not willing to time themselves, or sometimes forgot that they are supposed to be timing themselves. Players find it unnecessary/ troublesome to move the Tetris’ blocks around. Some moves, like the rotation of the Tetris’ T etris’ block is redundant. Positioning of the Tetris’ blocks is difficult. Players don’t find the game to be challenging/ exciting. The feel of the game is not good, very much different from the digital version of Tetris.
Feedbacks after first improvement made: During the gameplay, the cork material background will sometimes become an obstacle as the Tetris’ block(s) will get stuck, and not slide down the way that it was intended to. The Tetris’ blocks fits perfectly when aligned to the Tetris’ board when forms a straight line, which makes it difficult for the Tetris’ blocks to be slot into the desired position of players, in order to fill up the gaps in between. This affect the player as they needs to spend more time on adjusting the Tetris’ blocks rather than concentrating on the falling Tetris’ block(s). Player 2, the the ‘AI’ often did not/ forgot that they the y are supposed to time themselves and give the random Tetris’ block at the time interval as ins tructed. This resulted in the Tetris’ blocks be given to player/ falling at different timing, which confuse the player.
Feedbacks after making some rule change/ implementing new rules: The ‘bomb’ makes the game slower, as pla yers need to so call ‘stop’ the game when they activate the ‘bomb’ (as players are required to remove all the others surrounding Tetris’ blocks after activating the ‘bomb’) Players may sometimes forget that the ‘bomb’ when not activated is not considered a Tetris’ block. The hard mode makes the game faster than the easy mode as the finishing line is the nearest.
10
REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS
AY2009/2010, Semester 2
Appendix Results and Observation Overall, the analog version of Tetris that our team created is considered to be fun. Negative feedbacks from playtesters were improved on. The mechanics had been improved as there are no more redundant actions. The dynamics had also been improved as the game is more challenging which makes the game more exciting and further improves the aesthetic experience of the game.
11