Brief 2
— GAD171 —
— GAD171 —
In this project, me and my group members—Ronan Gray and James Ryan—were tasked to create a playable board game, completely from scratch, with the theme of a random choice (between 1-12) of a handful of action movies, and write up a pitch document. My group chose the option that would be The Matrix (Lana and Lilly Wachowski, 1999).
After brainstorming between the group on several ideas and considering feedback received on our ideas, we decided to go with a play-style that was similar to Justin De Witt's 2009 board game Castle Panic, but with a few twists such as a 1-on-1 competitive play-style instead of a 1-6 player co-operative play-style. One player plays as Neo, the protagonist of The Matrix, and must defend themselves against the onslaught of clones controlled by the other player who plays Agent Smith, the antagonist of The Matrix.
(Prasilarts, n.d.) [1]
We created a document for this brief which contains important information on the brief itself and what's expected to be delivered, our brainstorms on the game concept including those that were scrapped/unused, and further explanation on our chosen iteration of the game.
Once we brainstormed some ideas for what exactly our game is going to be and settled on an iteration in our brief document, we expanded on our idea in a properly formatted game design document.
The whole group contributed to constructing this document by filling out each individual section, with Ronan formatting the document to make it look like an actually presentable and professional game design document.
Once our document was finished with further information on our chosen iteration of the game, we used a pitch deck template to present our board game concept. The slides talk about the main premise of the game, as well as things like its inspiration (Castle Panic), the look and tone, the targeted audience, etc.
Each of us created the slides sequentially using information from the brief document. We split the workload up into sections so that it would be evenly distributed across the group.
This is the final video for our pitch that we will be presenting in the project delivery.
Each of us in the group took turns (sequential order) in voicing over each of the slides. I then took all of the slides (via screenshots) and voice-overs recorded, and edited them all together to make this final video.
This video is unlisted, meaning only people with a link can view this video.
[Header] GETWALLPAPERS. (n.d.) Matrix Binary Code Falling Wallpaper [Image]. https://getwallpapers.com/wallpaper/full/6/9/8/1479602-matrix-binary-code-falling-wallpaper-1920x1080-for-windows-10.jpg
[1] Prasilarts. (n.d.). Computer Matrix Icon [Image]. https://icons.iconarchive.com/icons/prasilarts/claire-monitor/512/11-Computer-Matrix-icon.png
How did it go?
This brief was a truly interesting brief. Me, Ronan and James came together with the task of making an original board game, and we didn't just have to make any old board game with our own completely original ideas—we had to base it off of an action movie, more specifically, The Matrix (Lana and Lilly Wachowski, 1999).
This is actually the second ever time I had to make a board game in my life. The first time I had to make a board game for an assignment was back in year 3 when I worked with my old friend to create our own board game that I forgot the name and MDA of, but considering the education level difference, I obviously didn't need to do as much work on that board game as I did with this.
After settling on The Matrix as our chosen action movie theme, my group went to brainstorming on some ideas for gameplay styles. We created the brief document to record all of our ideas, and we came up with a few ideas, but we couldn't really decide on a good idea, so we asked Mark for some feedback. Looking at our ideas and how they would play, he said that—in the least meanest way he thought was possible—our ideas, frankly, looked boring. He then brought forward the idea of having a gameplay style similar to that of Castle Panic (Justin De Witt, 2009), and we decided it was worth a shot to try and make this work—after all, this was pretty much the best idea we had.
We spent the next weeks trying to make this game concept work, which contrary to what people might think with The Matrix being a popular and well-received film, was actually more difficult to try and get to work than we anticipated, or at least I anticipated. In the end, however, we did get a concept up and running that actually seemed solid enough for a passable board game, albeit not a board game that is as solid and engaging as a massively known board game like Monopoly; still, we were happy enough with it.
I think the best part of the experience was working with the group to come up with and solidify ideas. There was true satisfaction from coming up with an idea, testing it and finding out that it could actually work.
There are a couple of things I took from this brief that I would like to touch upon.
Firstly, working with this new group—working with Ronan and James compared to my group for brief 1 (that being with Frazer Dearlove and Kailis Bellanger/Tabi Wyvernfire) was an overall better experience in my opinion. While Frazer was very good to work with, Tabi tended to put the experience down considering the complaints I made in the previous brief's reflection—he wasn't terrible to work with, but while helping us with the task, he also at times hindered us. Ronan and James, on the other hand, were both reasonably responsive and did not hinder the production of the brief. They did really well with their parts in the brief's production and were generally just better to work with.
Lastly, about how I feel I went with the brief—I think I did alright in this brief, honestly. Because contact with the group was reasonably good, I was able to keep track of what needed doing most of the time. Unlike with brief 3 for my GIM110 class, I actually knew what was going on most of the time. We also did well at splitting up sections of the brief production evenly so everyone benefits. I feel that I contributed a fair amount to the brief, which I am pretty happy about compared to other briefs, where I feel I didn't contribute enough. There is of course the odd thought of "I didn't do enough" even in this brief, but I should remember to be realistic about things, considering that not only do my other teammates need to do some of the work as well, but I also have two other classes that need my time and attention.
Oh, how I wish I had the Time-Turner from the Harry Potter series.
From this point forward, the objective is to make sure this game works and is fun to play.
In our next brief, we will be making this board game a reality. We will need to create final designs for all parts of the game such as the board, cards and tokens, as if they were to be printed off and used for a selling copy of the game. We will also need to create a rulebook for the game which has the instructions and rules for how to play the game. I will need to continue to work closely with my group to get this done.
Now that we've gotten the hard part of actually coming up with a solid idea out of the way, things shouldn't be too hard from here considering we know what we're doing from here. The playtesting sessions for the game will take the longest as we have to play and record a lot of sessions to get accurate enough data with and without changes we make, but that's not to say it's hard.
I am looking forward to working with this group again, and I hope we can finish up this board game and make it something we're proud to call "ours".