Worked on Questions 4,6,7,14,17,18 in the GDD. Participate in developing gameplay rules and mechanics, visual design of the game prototype and made refinements to the game after play testing
Worked on the player experience goal and atmosphere in GDD. Participate in developing game prototype and game test
Worked with teammates on designing premise and game mechanics. Participate in developing the game prototype and game testing, analyzing the feedback from playtesting, brainstorming suggestions for further improvements, as well as designing the poster.
Worked on design challenge and gameplay design in GDD. Participate in developing game prototype and game test
Overcome hardships and work together to collect water for the family!
Try your best to survive during a water crisis!
Living in Africa, where more than half of the population is suffering from water scarcity, access to clean water is far and limited. Walk for water is a time based cooperative role playing game where players experience the life of children living in Sub-saharan Africa helping their family fetch water. Children’s dreams run dry as they have to sacrifice their education in order to help their family fetch water needed for their daily activities. The journey to fetching water is not easy, you will encounter many events and accidents that can affect your health and chance of going to school. You must work together with other players to make smart decisions in order to overcome all the difficulties and get to school on time.
Summary
Our current player experience mainly sits on People fun and Serious fun based on Lazarro's 4 Keys 2 Fun. Based on Yee’s player motivation taxonomy, we will focus on the role-playing components and mechanics to optimize our game’s player experience. Accordingly, the fun player should experience from our game could be listed as Expression, Narrative, and Submission refer to the aesthetic from the MDA framework.
Our desired player experience goal:
Let players connect to their role play characters and interact with other players through the game.
Informative experience where players acquire new knowledge through the game’s mechanics and storyline
Let the players empathize with the situations their role play characters are facing during the game play.
Our desired atmosphere:
Exciting and engaging atmosphere where players are having fun but also critically thinking about each decision they make in the game
We hope to invoke an intense and emotional atmosphere at times when players make sacrifices or emphasize with other players.
What’s the underlying challenge/problem your game aims to tackle, and how could addressing this help make this world a better place to live?
The underlying problem our game aims to tackle is the water scarcity in sub-Saharan Africa where both the governments and the water management system are weak while also facing the polluted water caused by the overpopulation. Clean water is a scarce resource, many people struggle to get access to the quality and quantity of water they need just for basic everyday activities. Through this game, we hope players understand how difficult it is for children to fetch water everyday and how much it is impacting their health and education. This is an important topic of discussion because most of us living in first-world countries can get access to clean water easily and therefore it is easy to forget that not everyone in the world has this privilege. Addressing this issue will encourage players to support and donate to water projects that can help these communities get access to water more easily.
Background research on underlying problem/challenge that your game aims to tackle
The key factors of people living in sub-Saharan Africa having water scarcity that we would like to focus on:
Lack of water resources
Frequent disasters such as drought, happen in such area
Lack of water sanitation
To be more detailed, the real reasons should be:
1. Surface-water is highly polluted but groundwater is the best resource for people. However, the governments do not have enough funds to deal with the technical challenge to filter the water and find sources that are large enough to serve the population in need.
2. Overcrowding in the area leads to large volumes of water being extracted from existing sources. Besides, the influx in human waste outpaced the development of the wastewater management system, and leads to pollution of water and unintentional use of wastewater.
3. The transboundary water laws are not well legislated to provide enough water for the people in sub-Saharan Africa to get water from other colonials. The tense relationship between states affects this.
4. “Students no longer have any energy and aren’t really learning much,” he says. “I have students who have to get up at 1 a.m. to take animals somewhere for water, and they don’t get back home until 5 a.m.”
5. 20% of the school’s students have dropped out since the beginning of the year, or that physical education classes have been cancelled: there isn’t enough water to give to children who would be exercising.
References:
https://www.cfr.org/backgrounder/water-stress-sub-saharan-africa
https://thewaterproject.org/water-crisis/water-in-crisis-rural-urban-africa
https://www.globalcitizen.org/en/content/water-and-sanitation-crisis-sub-saharan-africa/
https://www.unicef.org/stories/where-drinking-water-90-minute-walk-away
Team motivation
Our team cares about this topic because it is a relevant problem that is happening today. Our members feel that there is a lack of awareness about water scarcity as all of us are living in first world countries where the access to clean water is not a big problem. We use water daily for different purposes without realizing that not everyone can get access to water easily. People in other parts of the world have to sacrifice their health and education to get water for everyday basic duties.
Why would a game be a suitable approach to tackling this challenge/problem?
Game is a good approach to tackle this challenge because the players can experience a different worldview in our game without having to create an actual experience in real life, so it also provides us with a high degree of freedom to express the topic and underlying message in different forms. Furthermore, a game is an immersive experience where players can learn through action which is more interactive and easier to grasp about the problem. Besides, a game expresses emotions so that players could understand the message easily when their emotions are triggered during gameplay.
Desired “transformation” and impact of game on players
The desired transformation we hope players experience is a change in thinking and understanding about the issue of water scarcity and encouraging them to help out (ex. donate) to people in other countries suffering from water scarcity. We chose this aspect because we believe that player’s will change their perspective of water usage by first understanding the severity of the issue and emphasizing it with people who are experiencing this problem. To do this, we set the premise of our game in Sub saharan Africa, a country that is dealing with severe water scarcity. Each player will role play a child living in that environment and they will have to experience the dangerous journey of fetching water and how that can negatively impact their education.
How would you assess the game’s impact?
The potential indicators of success is observing whether players are immersed or focused during gameplay because in each round, players have to make decisions on how their clean water is being used which will lead to issues that pertain to real life consequences. At the end of the game, we hope to see players go through their role play and resource cards and understand the scope of the problem through the storyline of their role and much water they are able to use daily. Observing the player’s emotion would be a good indicator during playtest to see if the game worked in communicating the underlying message.
This is a water conservation game that teaches players about how their everyday actions can harm Lake Michigan. This is a very interesting game as the use of each bead in the centre represents the water In Lake Michigan and every action the players take that wastes water, they will need to take out a bead which represents water being wasted. In the end the beads can be used to form a bracelet that can be worn by the player. I thought that this is a very unique use of mechanics because players can visually see the effects of their actions and the bracelet can remind them about conserving their clean water. Through the use of simple mechanics and rules, the game was able to stimulate a discussion about the importance of water conservation. https://www.chicagobotanic.org/blog/plant_science_conservation/play_game_learn_about_water_conservation
Water for tomorrow - This is a game about the importance of managing water resources. An interesting element to this game is that each player is role playing someone in the city (ex. farmer, environmental advocate, or a small town mayor etc.) and they are given a set of cards that shows a different storyline based on the character. Our game also incorporates storytelling and this is a good inspiration for our game. Role playing puts players into someone else's shoes and sees the situation from a different perspective. The visual design of their mechanics is also very inspiring because they incorporated a lot of images, quotes, and descriptions which is very informative and helps players be more immersed in the game. https://www.tesacollective.com/portfolio/water-for-tomorrow-creating-a-game-for-the-nature-conservancy/
Flow - This game is also about water conservation in particular the competitiveness of water in the world. What is inspiring about this game is that there are interactive mechanics where players can collect pipes that connect to each other that represents their water amount. This is another way of allowing players to visually see the impact of their action which I believe is a good way for players to reflect on their behaviour. This is something I want to also implement in our team's game.
https://mspratt.myportfolio.com/flow-water-conservation-board-game-design
Our project focuses on water scarcity in sub-Saharan Africa, which is a novel theme. Our game allows players to learn about the seriousness of the local problem by experiencing the real life of African children fetching water every day, so as to arouse people's attention to the problem. The selling point of our game is the environmental protection and public welfare attributes of the game itself. Environmentalists, people who are enthusiastic about public welfare, people who are concerned about water shortages in Africa, and people who are suffering from water shortages will care about it and want to play it.
Premise : Children in Africa live in a water crisis environment which is disrupting their education. However, for most children, they spend the early mornings travelling miles to the water well to fetch water for their family’s daily activities. As a result, children do not have time to attend classes, are forced to miss school or simply do not have enough energy to learn.
Setting: Sub-saharan Africa
Objective: The goal of the game is to ensure everyone fetches all the water and reaches home before school starts within the 40 min time limit.
Core gameplay: 3 African children attend the same school. They all have the task of fetching water at the water well every morning. Players have to work together to fetch all the water ( 10 droplets per child) within the 40 min time limit before school starts. If the time runs out or they lose all their energy (health points) before the players reach home, players will not be able to attend school.
Unique: What makes this game unique is that it involves strategy, luck, and teamwork and the gameplay allows players to immerse in a new environment and think from a different perspective about the value of water.
There is no narrative or story
Number of players: 3-4 players
Target Audience: ages 8 and above, suitable for all genders to play at gatherings or for educational purpopses
Game Mechanics:
Core: reward cards, event cards, resource cards, role cards, container cards
Secondary: timer, dice, points counters, figures
Game Setup:
Gameplay Procedure
Each of our players will have their own figure to move around the path on the board. Players roll the dice to decide how many steps they could move. When moving along the path to get water, players have the chance to land on the square where they need to draw an event or reward card. When a player reaches the well, the container will be filled with a certain amount of water and the player has to bring it home to gain the points. The players who reach the 10 points in the limited time will be the winners.
Basic Ideas of the Rules
Our basic idea of the game is to make a board game which could educate players and evoke sympathy about the harsh life of people living in sub saharan Africa facing water scarcity. We want the game to raise more awareness about the problems of water scarcity. Moreover, we intend to let beginners put their hands on our game easily, hence, our team decided to make our rules as simple as possible, which should be understood and remembered after going through it once or twice.
For this game, chances are very important to players, it depends on how many events you encounter, how many rewards you get, how many steps you take, and what resources and containers you get at the beginning of the game to deal with possible events. But in the same way, the game also requires mental skills to make the right decisions to help you win, such as whether to replace resources and containers.Our game is a tabletop team strategy game that requires mental computing and almost no physical dexterity.
Theme of the game:
Time - based cooperation survival game
Premise
Children in sub-saharan Africa live in a water crisis environment which is disrupting their education. Many children are excited to learn and eager to go to school to chase their dreams of becoming a doctor, teacher etc. However, for most children, they spend the early mornings travelling miles to the water well to fetch water for their family’s daily activities. As a result, children do not have time to attend classes, are forced to miss school or simply do not have enough energy to learn.
Goal of the game - How to Win + Results:
Every player has to fetch all the water droplets they need using their chosen container. Every player has a different container that holds a different amount of water so players have to go multiple times around the board depending how much water their container can hold. Throughout the game, players can choose to help each other through trading resources/water containers and giving water to other players. The goal of the game is to ensure everyone fetches all the water and reaches home before school starts within the 40 min time limit.
The game ends when the timer is up or if all players fetch their water before the timer is up.
Rules
Set up the game board and have every player choose a game piece. Put the game piece on the starting point of the board.
Pick a role card: Every player rolls the dice. Player who rolls the biggest number can pick the roll card first. Player who rolled the smallest pick last.
Everyone picks a container card in the same order as #2.
Distribute 2 resource cards for each player, the resource cards can be shown to others.
After each player finishes picking the role and distributing resource cards, take some time to read your role card. Do not flip the role card until the end of the game.
When everyone is ready, set the timer to 40 min.
The player who rolled the biggest number can begin rolling the dice and take the number of steps shown on the dice. The player who rolled the smallest go last.
When players encounter events/rewards along the way, pick one of the representing cards from the top of the stack. Follow the instructions on the card. Put the card back into the deck and shuffle the deck when finished with the card.
* The player cannot get extra health points when it already reaches the maximum 12 health points.
Once players pass the water well, increase your water droplet count based on the number of droplets your container can hold.
Players can choose to skip a turn anytime they want if they want to wait for other players to land on the same square.
If players land on the same square, they can discuss whether to
Trade containers
Give / exchange resources
Give some water droplets
Nothing
Examples of how it works - players can discuss and decide on one
* You are not limited to these circumstances, decide based on the player’s situation. Beware of the time when discussing.
Trading containers - if one player has a container that can hold more water than they need, they can choose to exchange with the other player.
Give/trade resources - If one player does not have enough health points, they can trade or give them resources.
Give water droplets - if a player has extra water droplets, they can give it to the other player.
Example: if a player filled their 6 droplets-container but they only need 4 droplets, they can give the 2 extra to the other player.
Nothing - Players can choose not to help if they want to win the game for themselves or when it is not necessary. If one player chooses not to help, the other player cannot benefit.
Strategy: players can try to find ways to meet at the same point such as skipping their turn to allow the other player to get near their square.
Once a player reaches or passes the home:
Each player gets one resource card
Transfer the water amount from the container to the reservoir counter. Player should start at 0 count in their container when they go for their next round around the board
Player’s movement will be affected based on their stamina count
Stamina 12 - 8 players can use the standard 6-dice
Stamina 8 - 4 players can use the 5-dice
Stamina 3 - 0 players can use the 4-dice
Players can increase their stamina count by 1 point by skipping a turn. Players can choose to skip a turn anytime they want if they want.
Once a player finishes collecting all 20 L and reaches the home square, they are not allowed to help anyone else.
The game ends when the timer is up or if all players fetch their water before the timer is up.
Once the timer is up, players can flip over their role card and read what the children’s dreams are. Players that were able to fetch all the water and reach home means that the child was able to go to school and is one step closer to reaching their dream
Players that lost means that the child is sacrificing the chance of reaching their dream.
Game Setup Game Board and Game Mechanics