For this part, the students need to use various methods, such as conducting playtest responses, observations, interviews and surveys by questionnaire to collect primary data for their study. All evidence to support data collection is to be organized well.
Students are to:
Select and justify suitable primary research methods relevant to the study.
Carry out the research and collect data.
During weekly tutorials, students must present their progress through Tabletop Sim gameplay sessions. Every student would be expected to record and note the feedback from the facilitator by written for as posts in their blog or vlog posts embedded in their blogs.
The table summarizes our observations and findings of our game from rounds of playtesting and feedback. It involves observing problems faced when playing as well as the solution to improve upon them.
Our first playtest was among our group. We tested out our game for the first time, and noted down changes we needed to make as well as any improvements.
Added New Rules:
Self-sabotage cards:
Self-sabotage cards should be put in a different deck
Each character card can only have one self-sabotage card at any given moment
Limit on self-sabotage card, one player can only draw 3 in one turn. One self-sabotage per character
If you draw a fourth self-sabotage card, and all three character cards are with self-sabotage card, put it in a discard pile
Maybe: 3 self-sabotages in total = immediate self-destruct
Self-sabotage should be unblockable
(Problem: unsure if nullify card can nullify self-sabotage cards)
Others:
Self-sabotage cards should be put in a different deck
Discard a card for a new card, but it takes one turn
Tactical card “SPY”: Look at another player’s cards and then discard one
Design Changes:
The design needs to be illustrated
Separate tactical cards from other cards
Change overpowered card colours/design to another colour, it looks too similar to attack cards
Self-sabotage and attack into different colours
E.g. a different accent or shade. Self-sabotage makes the inside red
Change the duck character card design to look like other character cards
Rainbow color card
Colours look too similar, a lot of cold colours
Prototype problem: cards are too small
Hard to differentiate character cards from specific character attack cards
Suggestion: Make it pastel to make it easy to differentiate
Wording Changes:
Change the word “MEMBER” to “CHARACTERS”
SKIP: Skip a player’s turn
This week we did two rounds of playtesting and creating new rules to the game to make it last longer. We then did a playtest round with Dr. Charles.
Added New Rules:
Self-sabotage cards:
Attack or self-sabotage cancels out a shield
Skip can be for any player, not necessarily the next player
Each player can have 4 character cards to make the game last longer
No stacking of self-sabotage card
Heal can remove any attack, not necessarily the latest attack
Design Changes:
The purple is too close to the dark blue
Change the dark purple to light lavender purple
Wording Changes:
Tactical card ‘SPY’: add “remove a card after spying”
Overall: The mechanic is great: but think about the theme
What is good?
It is fun to play, and the mechanics are fun and interesting
Likes the idea of skipping, how many times can it occur? When you skip, it speeds up the game
Likes the trade idea
Self-sabotage is horrible but is brilliant
Nice work, good job. Just polish up the narrative and the theme.
What needs to be changed?
Design:
The font is too small, even on prototype cards
Rules:
Whenever you attack the character classes, you keep picking cards that you cannot use because it prolongs the game. Those specific attack cards shouldn't be put back into the deck.
Put specific attacks for character classes in a separate pile when done: what cannot be reused cannot be reused, and the deck that can be reused can still be in play
Gameplay changes:
Don’t use the actual names (e.g. Arisan), so you can call it any name you want
Speed up the gameplay (skipping, trading)
Heal is hardy used
Not a lot of shield - may not need the shield
Power-up is very rare
Tactical is used quite a bit
Needs more power-up to balance the self-sabotage
Narrative changes:
Add a sense of purpose to the game. The game started really vague. It is hard to understand the real purpose in the beginning. Why are you attacking, what is the purpose? What are we doing with the game, what is your role as the player?
What are we doing with the specific attack on class and person?
What is your role in the game? E.g. Be the last weirdo standing?
Explain the fun of it (eliminate the weirdos, and bad people in the university? All the characters are committing things)
You, as the player, are the head of the faculty. You are the dean with a faculty of weirdos.
“Welcome to “poop” university, and we have some weird shit. You can play up to 6 faculties. Whichever characters you have here are the members of your faculty. Your goal is to destroy your other faculty members, and the winner rules the university!”
The game is a parody and a spoof. The theme of “WEIRD”
Quirky things and stuff you say to lecturers, faculty members
Have defend word cards
Stick to the theme
Maybe: Problem with a specific character attack that eliminates the character immediately: maybe don’t need them just focus on the action
Remove the color-coded attack
Play with just the action
Be creative about the attacks (terminologies: “This character is disgusting, he didn’t wash his hands, so -2)
Try to play without the colour, play with funny terminology
Make the narrative more concise
Sabotage and Self Harm: Rename attack cards to sabotage cards (aka you’re trying to sabotage the other faculties)
Attack Cards: Need to change to things where you’re attacking the other team (e.g., hacking into their system, cutting the elevator wires, sending a fake notice)
From Dr Charles: Be creative about the attacks (terminologies: “This character is disgusting, he didn’t wash his hands, so -2)
(Change the ones in blue)
Don’t use the actual names (e.g. Taylors, Arisan), call it any name you want
“Welcome to ‘??? university’, and we have ‘some weird shit’. You can play up to 6 faculties. Whichever characters you have here are the members of your faculty. Your goal is to destroy the other faculty members. The winner rules the university!”
University Name Ideas
Anarchy Academia (anarchy)
Clown College
Rules
Put specific attacks for character classes in a separate pile when done: what cannot be reused cannot be reused, and the deck that can be reused can still be in play
Gameplay: Attack-only Cards
Power-up / Heal cards:
From 4 to 8 - repeat each one twice
Remove the color-coded attack
Play with just the action
Try to play without the color, play with funny terminology
Playtest with another group on Thursday to get feedback
Change narrative and attack cards after
Playtest Plans
No attack only cards.
With no color coded attacks.
More power-up and heal cards.
Can discard any amount of cards in your hand (1 turn) during your turn.
Increase to 3 turns per player.
During this playtest we did a round of gameplay implementing the following changes and feedback from Playtest 2.
Changes for Playtest 3:
No ‘attack only’ cards
No colour-coded (except for ‘attack entire class’)
3 turns per player
4 character cards
9 self-sabotage cards
List of ideas:
Not used: Use the entire character card deck no matter how many players. E.g. for 2 players, 12 character cards each, etc.
Added Rules:
If you play an ENERGIZE card, it takes a turn
You cannot HEAL a dead character
Design Changes:
Lighter colour (reduced opacity) for printing
Wording Changes:
Change description: ‘SKIP next 2 actions’ to ‘SKIP next 3 actions’
Change description: SHIELD- ‘From next attack card’
One-time only label: UNBLOCKABLE and INSTANT DEATH (‘Instant death’ change from 'Attack to Overpowered)
Swap and Trade feel similar.
Change name: SELF-SABOTAGE to SELF-HARM
Conclusion:
The gameplay is better without the ‘Attack Only Cards’ - using Use ‘Attack Cards’ only
Little to no discarded cards because there are no ‘Attack Only Cards’
Change ‘Attack cards’ to match our narrative
Stick back to 2 turns only per player
Stick back to 4 character cards, no matter how many players
Another round of playtesting but with different conditions implemented from the feedback from Playtest 3
Changes for Playtest 4:
Discard your entire hand for one turn
Comments:
Faster with 2 turns
Playing a x2 card with an attack card is 2 actions; Additionally, if you heal your card you can take off the (x2 and attack card tied to it)
Over-powers cards are all one-time usage and unblockable
Discarding multiple cards is considered one turn; good for later in the game where players draw cards they dont want.
CARD DESIGN: the power up + sign and the attack card - sign is hard to distinguish. Make the circle around the -/+ sign red or green.
9 Self-sabotage cards out of the 65 total cards (excluding character cards) is a good ratio. (Aim to keep it that way)
Playtest 4 Timelapse
A round of playtesting with another group from our class (Pikachu Group). Playest took around 30 minutes.
Playtester Comments
Do the colours have any meaning?
Did not know about the instant death card and its effect - The player just colour-coded the attack
Suggested putting the “discarded” tabled cards underneath the character card
Can self-sabotage be blocked by the shield? Even we were hesitant to reply lmao
“Is there a different colour blue?” Colour distinctions among blues were not too obvious
Does the ‘x2’ card take one or two actions? Even we were hesitant to reply AGAIN
Self-sabotage cards are interesting
Prefers the ‘self-sabotage’ name. The name ‘self-harm’ sounds too gruesome.
“Can I revive?” - Slightly unsure of whether the character can be revived
Overall: They said it was fine, just the design needs work
General Observations
Seemingly unsure of how the game works at first glance - the learning curve is present, unsure if steep
On the first turn, all of Hui Yi’s cards were already self-sabotaged - problem introduced, self-sabotage too likely?
(It could be a card shuffling issue)
The learning curve is still present after a few rounds of playing - causing the game to be slow
Playtester immediately knew how to use ‘Double Attack’ - that’s good
Quickly understood that self-sabotage can only be tabled once per character - that’s also good
After a few rounds during the entire game session, haven’t commented on character card names/descriptions
(Maybe the printing is just too small or there is no illustration, or they are too occupied by the game to notice)
Confusion of colours occurred twice within the same game session
‘Kidnapping’ card was used to finish off player - kind of unexpected
Be as outrageous as you want
You can make the R-rated drawings but work with the design style, not make it so realistic
Similar messages in terms of theme and artwork
E.g. Beavis and Butthead, Happy Tree Friends
A round of playtesting between creators and two external playtesters (total 5 players). Playtest took around 40 minutes.
Settings:
Two-turn player rounds
4 character cards per player
1 - 5 discards count as 1 turn
Playtester Comments
“What does the colour indicate?”
State in pamphlet: Add colour categories to the pamphlet
“I don’t have any more attack cards” - Options not obvious enough to suggest discarding / healing?
“What does these two colours mean?” - Wasn’t sure multi-class attack cards were meant to be for those coloured classes only
“Attack class” card can reflect on the border instead
“There are different tacticals?” - Didn’t know that tactical cards are a general category
“Spy” card is powerful
“Why are they drawing from two different decks? Isn’t that unfair?”
“How many times do we play?” - when using “Energize” cards, the player with it can play 4 turns
Likes the names “self-harm” and “suicide”
Some labels need clarification and description
Power-up card to power up other opponents characters (self-sabotage card that heals other players) - Could be interesting, suggested by player
“I think I’m still a beginner so I couldn’t say if it’s taking too long”
Old colours are not easy to distinguish. The new colours are nicer
“Some of the descriptions are confusing”
“The colours are nice, I like the darker ones”
General Observations
Generally understands the rules
New players take time to make decisions
Player #1 forgot to play two turns for their round
Player #1 forgot to lay down self-sabotage
Player #1 didn’t know players need 5 cards in their hand at all time
Player #2 thinks “attack entire class” attacks everyone
Forgot to put overpowered cards in a different pile
Thought “Heal” heals the attack cards and not the self-sabotage/ character cards
Out of everyone, the playtesters haven’t tried discarding any cards, 3 rounds in
The instruction makes sense but unsure where to put the cards
Player #1 eventually remembered to draw cards until 5
Player #1 tried to give power up to an opponent
State in pamphlet and rules: Power up is only for your characters and not other characters
State in pamphlet and rules: You cannot block a block
State in pamphlet and rules: “Double Attack” is one turn
Recurring trend across all playtests, the ultimate duckie faces the most abuse (traded, kidnapped, attacked, instant deathed)
Player #2 knew how ‘Attack X2’ works without asking - that is good
A round of playtesting with a nearly finalized version of the card game within our group.
Comments:
The illustrations really help bring the card game together
Design changes to the power-up cards
Change power up to a white border with a black stroke.
The flow and duration of the game is good
The pamphlet needs to be redone because the font is not the same size and there are some corrections to be made to some of the wording
Add unblockable label to self-sabotage cards
Add that Ultimate Duckies is vulnerable to all class attacks.
Based on the feedback given by Dr. Charles as well as the comments from the playtest, we made a few changes to the card distribution. Initially, we were playing with around 32 attack cards (-3,-2,-1), but had to keep shuffling so we needed more to replace the lost ones.
Original Card Distribution
Reworked Card Distribution After Playtest and Feedback
Final Card Distribution
We reworked the game narrative to add a sense of purpose to the game. We also removed any relation the game had with Taylors to reach a larger audience.
Initial Narrative (Taylor's Timeless Thrills):
‘Taylor’s Timeless Thrills’ is an engaging and competitive card game that blends the fast-paced nature of ‘Exploding Kittens’ with the distinct characters and narrative depth of ‘Angry Indians’; offering players an exhilarating experience that introduces players to the world of Taylor’s University, enriches players’ game strategy, and encourages social interaction and (un)healthy competition among friend and family.
Final Narrative (Anarchy Academia):
Welcome to Anarchy Academia, and it’s total chaos. You can play with up to 6 faculties (players). Whichever characters you have are the members of your faculty. Your goal is to destroy the other faculty members. The winner rules the university!
After changing the storyline/ narrative of the game to have more purpose and changing the card distribution, we adjusted the card names to match the theme better. Some card names were also changed to be more entertaining and some were removed because they were too boring or made no sense.
Initial Cards - Names, Classes and Colour
Final Cards - Names, Classes and Colour
This is the process of card design and illustrations from start to finish, from sketches to the final product. A lot of iterations and changes were made along the way.
Hui Yi made some game sketches and card layouts for our proposal presentation. From this, we would continue to expand and improve to get the final version.
We did a few mockups of the cards during class, as requested by Dr. Charles. From this, we got a general idea of how our card would look physically, following the first card layout we had.
This is the new card layout design. There are a total of 5 colours for characters, and some backups in case we need to add more. Self-sabotage and power-up cards do not need colour.
This is an improved, new layout. This new layout included the card title and descriptions, as well as the class/ colour-coded attacks. It also had the attack card's damage and character points. A folder was added to our shared Google Drive, including images & Ai design files, so changes could be made if necessary.
For the attack-only cards, a version was made with the character name highlighted or unhighlighted. We voted in the group that we liked it better when the name was highlighted.
The self-sabotage cards were designed to better differentiate from the rest of the cards. We wanted to design it like a warning sign, thus the black and yellow stripes.
New self-sabotage cards in playtest
A few card layout variations were created in order to make the purpose of each card more noticeable. For example, the "power up" card had different shapes for the points, a different border, etc.
As per the feedback, we changed the overpowered card colours/design to another colour because it looks too similar to attack cards. We added an unblockable and one-time use label to all of them.
Some draft ideas were created for the card backs during the same time. When these were created, the game name was still "Taylor's Timeless Thrills", using the current colour palette.
When we changed the concept of the game as well as the game name to something more general and not specific to Taylor's University, we had to change the card back design. These are some of the design ideas we had as well as variations using the bright, colourful color scheme of our game cards.
Since the concept of our game is to kill other faculties, we used a 💀 for the card back/packaging cover. When you flip the card when your character dies, it shows the skull. Below are some initial variation designs for bringing the concept to life.
We decided to use black and white for the normal cards, and the colourful design for the character cards.
We found some art style references for inspiration for our character designs. We then created a guideline so all our designs looked similar. We decided upon a simple black and white illustration as they are easy to draw and everyone could replicate. Only the character cards would have coloured illustrations.
We printed out a few variations of card designs for gameplay. This helped us to better compare and contrast the cards physically, especially in terms of colour and design. By doing so, we can easily tell which colours were too similar and needed changing or which colour palette worked better overall.
Card Variation #1 - Initial Cards
Card Variation #2 - New colour palette for better differentiation during gameplay
Card Variation #3 - New colour palette for better differentiation during gameplay
Card Variation #4 - Final colour palette and some illustrations
These are the printed-out card versions we used for playtesting throughout the weeks. We printed out multiple versions on paper as well, after gathering feedback and making any necessary changes and improvements.
Before doing a massive order with all the finalized cards, we test-printed a few of our card design illustrations through Shopee. We got the glossy art card ones that are easy to shuffle.
These are the final printed cards after everything.
We made a few designs and variations for the card box. Ultimately, we decided to combine all the characters from Anarchy Academia and use the colour scheme we had. We also decided to save money and use a box we have on hand, rather than having it bought.
While the cards were being finalized, we worked on our pamphlet design which would include our rules and instructions, how to play the game, etc. We made a few variations and changes before arriving at the final design.