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We originally looked to carnival games for inspiration for our game. We pulled out 3 to research.
Items Needed
Darts with Stabilizers
Dartboard with Double + Triple rings and a bullseye
There are many variations of how to use a dartboard and do not take up a lot of space, and can even be played alone, and they are affordable
All these combined together show how there are many different parts to darts, and makes the game have many options, but it is simple to play, something we want to accomplish.
Skeeball consists of many bulls eye rings which a player rolls a ball into, collecting more points as the game goes on
Skeeball is fun as you get to hold the ball, and interact with it directly, and it is simplistic, as anyone can play it, and is intuitive. In addition, the psychology of the game, getting elated when you score the big points, and getting sad, when you get the least or none, make it more fun, and would stimulate that drive to win and make it more fun.
There are five holes and a large mallet given, where once the moles come up, the objective is to hit them.
Whack a mole is completely opposite to the theory of strategically planning, as everything is randomized. It forces players to be attentive every second, as the moles could spring up in multiple areas of the board at once. This makes the game challenging, upsetting, but fun as well
Low-friction and the puck can glide in a straight line with a constant velocity.
There are goals and a puck, and two paddles
These are fun because of the lack of air-resistance which makes the puck move very fast, and the fact that the puck rattles in the goal
Played by when the ball strikes different targets in the field launched using a plunger and is protected from falling by flippers.
There are bumpers, kickers and slingshots
Other objectives are to maximize time and earning bonus games
We could utilize sensors if the ball falls in a hole and when the ball falls past the flippers
From this article, we found that what makes for an interesting game are the interesting situations the game has which challenges the person’s skill, and the interaction the player has with the game to beat the “perceived difficulty” of the game to the player in the time fraction the game is given to play. Games could even have player profiles which helps to create games better suited for individuals.
These two concepts are closely linked together, and it talks about the framework for how certain decisions should be taken, with factors involved like the risk and profit of that decision.
Game theory is the science of strategy, and the ability to maximize the payoff of any decision taken in a game.
The “Nash Equilibrium” is when a player has found the best possible strategy to take with no regrets, which is something we need to make hard to find in our design.
The Decision Theory is the approach to how a decision is made given unknown factors, using psychology, statistics, and mathematics.
A common example is the prisoners dilemma.