corruption

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CORRUPTION The backside of capitalism! Cecilia Boström, Vasileios Golematis, Mylène Mengual, Juntima Nawilaijaroen, Axel Pelling

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CORRUPTION The backside of capitalism!

Cecilia Boström, Vasileios Golematis, Mylène Mengual, Juntima Nawilaijaroen, Axel Pelling

INSPIRATION

Economy and

Corruption Resources producing

income

Different kinds of income

Positive Income

Negative Income

Different Goals and

ways to reach them

Missions Actions

Gold Trust

CORE GAMEPLAY

RESOURCES

GOLD

WORLD

TRUST

ACTION CARDS

MISSION CARDS

Players

Players

Interaction

Goals

●  Turn Based ○  Various Actions

per turn

●  Resource Management ○  8 main resources

scattered in the map ○  Gold and trust

(income and credibility)

●  Random Missions ○  Different strategic paths ○  Race and Competition

ALPHA VERSION ●  Tokens:

o  gold: printed o  trust: physical token

●  Regions were removed

●  Defined a clear travel path

●  More than one action per turn

●  Balancing game element

ALPHA TEST

●  One action per turn

●  Lots of action cards

●  Unequal starting point

●  Tokens to count trust and gold

●  World divided into regions

●  No defined travel path

1st PLAYTEST SESSION Main critics ●  Action card is not as powerful as

it should be.

●  Trust doesn’t seem to be valuable.

●  Number of gold player received double in the latter part of game make game unbalance.

●  Some missions are easy to fulfill.

Second version ●  Change some action cards and

remove others

●  Redesign game tokens

●  Remove some missions and change some details

●  Consider to have more options to use trust and gold

2nd PLAYTEST SESSION Main critics ●  Trust still not used effectively

●  Missions collisions resulted in dead ends

●  Specific combos of resources were too powerful

●  Some action cards were too powerful

Final Version ●  More dynamic missions by

using trust to discard and change them

●  Block is more expensive

●  Trust used for more offensive actions

FINAL PROTOTYPE

TARGET AUDIENCE Kinds of fun (from the MDA Pattern): ●  Challenge ●  Expression ●  Submission From a commercial perspective: ●  people older than 10 ●  may be used in companies, for educational purposes

What is original in our game ●  Real World Setting: World Economy, Politics and

Corruption ●  Non Linear movement in the map ●  Different player goals but paths collide ●  Action Cards intervene unexpectedly in players strategies

●  Monopoly → non predefined path, predefined missions

●  Risk → pawn, “free” movements on the map ●  Pandemic → non cooperative

COMPETITORS

CONCLUSION What we should focus on in further steps: ●  Corruption

o  Maybe make it more obvious

●  Balance o  Gold/trust o  Missions/actions

●  Maybe complexify the gameplay o  Missions could be more complex, but it would affect the timing o  Change the number of missions