Game Design Theory and Team Design Discussion
Chapter 1: Game Design Theory
1. Combining Education and Entertainment (Edutainment)
Theoretical Basis: Games can transform complex scientific concepts (e.g., glucose metabolism pathways) into playable mechanics, lowering the learning barrier and sparking players’ interest in biology. This approach is grounded in situated learning theory, which embeds knowledge within immersive game contexts.
Implementation:
- Each faction corresponds to a metabolic pathway (e.g., Elves represent glycolysis, Dwarves represent glycogen synthesis), intuitively reflecting biological functions through faction mechanics.
- Victory conditions are tied to biological goals, such as collecting 3 ATP fragments for the glycolysis pathway, simulating energy balance in living organisms.
- Event cards (e.g., “Insulin Surge”) and areas (organelles, like the mitochondrial matrix) reinforce the intuitive understanding of biological concepts.
Design Significance: Players subtly learn the functions, interactions, and importance of metabolic pathways during gameplay, making this approach ideal for educational settings or players interested in scientific themes.
2. Theme-Driven Mechanics
Theoretical Basis: Game mechanics should serve the theme, and a strong alignment between theme and mechanics enhances immersion and narrative depth. This design philosophy is common in thematic board games (e.g., Pandemic).
Implementation:
- The game re-themes traditional fantasy elements (e.g., Elves, Dwarves) as metabolic pathways, retaining familiar faction structures while infusing biological significance.
- Game resources (fragments) directly correspond to metabolic products (e.g., ATP, NADH), aligning resource management mechanics with biological processes.
- Event cards (e.g., “Hypoxia”) simulate external disruptions in metabolism, strengthening the integration of theme and gameplay.
Design Significance: Thematic mechanics make the game unique and help players grasp abstract scientific concepts through intuitive analogies.
3. Diverse Player Experiences (Player Agency and Variety)
Theoretical Basis: Based on Bartle’s player type theory (Achievers, Explorers, Socializers, Killers), games should offer multiple gameplay paths to appeal to different player types. Diverse victory conditions and strategic choices enhance replayability.
Implementation:
- Different factions (metabolic pathways) have unique mechanics, e.g., glycolysis (fast energy gain) suits aggressive, fast-paced play, while the TCA cycle (oxidative phosphorylation) favors long-term strategies.
- Victory conditions vary: glycolysis focuses on ATP collection, the pentose phosphate pathway (PPP) emphasizes NADPH accumulation, and the Undead faction achieves “metabolic collapse” by disrupting others.
- New characters (e.g., Catalyn, Insulina) offer unique abilities, adding strategic depth. For example, Catalyn’s “Detox Aura” suits defensive play, while Insulina’s “Glucose Redirection” leans toward manipulation.
Design Significance: Diverse mechanics and objectives allow players to choose strategies based on their preferences, increasing the game’s inclusivity and replay value.
4. Risk and Reward Balance (Risk-Reward Dynamics)
Theoretical Basis: Drawing from behavioral economics and game design’s risk-reward theory, players should weigh high-risk decisions against potential rewards to maintain tension and strategic depth.
Implementation:
- The new “Peroxisome Wasteland” area introduces a dice-rolling mechanic, where players may gain NADPH (reward) or suffer oxidative stress damage (risk).
- Event cards (e.g., “Antioxidant Shield”) and character abilities (e.g., Catalyn’s “Purification Burst”) provide risk mitigation, encouraging players to pursue high-risk strategies.
- Boss battles (Metabolic Locks) introduce uncertainty through random traits (e.g., “Toxic Aura”), forcing players to balance resource investment against combat risks.
Design Significance: The dynamic balance of risk and reward makes the game challenging, encouraging thoughtful decision-making and deepening strategic complexity.
5. Narrative and Mechanics Integration
Theoretical Basis: Narrative-driven game design (e.g., Death Stranding) combines mechanics and story to enhance emotional engagement and immersion.
Implementation:
- The game board is designed as a eukaryotic cell map (forest = cytoplasm, mountains = mitochondrial matrix), with each area’s mechanics aligned with its biological function.
- New characters and bosses (e.g., Metabolic Locks) have rich backstories. For example, Metabolic Locks symbolize threats like hypoxia or enzyme inhibition, tightly linked to their mechanics (e.g., “Lactate Curse”).
- Event cards and victory conditions use metabolism-related terminology (e.g., “Insulin Dominance”) to reinforce the narrative theme.
Design Significance: The integration of narrative and mechanics makes players feel immersed in a living cellular world, enhancing engagement and immersion.
Chapter 2: Team Design Discussion Phase
1. Initial Concept (Scrapped)
1.1 Initial Design Concept
1.2 Reasons for Scrapping
The mechanics were overly complex, with intricate action cards, dice-based combat, event cards, and final battle rules creating a steep learning curve and heavy operational burden. This impacted the new player experience and game pacing, failing to meet the market demand for quick-to-learn tabletop games.
2.1 Worldview
Lance of Longinus is set in a fantasy world where six races (Elves, Shamans, Dwarves, Undead, Orcs, Sirens) vie for control over a land composed of six terrains (forest, swamp, mountain, ruins, plains, coast). Each race is tied to a specific terrain, gaining unique terrain bonuses that reflect their culture or survival traits (e.g., Elves excel in forests, Sirens dominate coasts). The game centers on area control and combat, presenting strategic racial conflicts with a simple yet vibrant fantasy theme, akin to a lightweight Risk or Shogun.
2.2 Game Objective
Players aim to control the map’s six areas (forest, swamp, mountain, ruins, plains, coast) to achieve victory. Main victory conditions:
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4 Player Mode |
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6 Player Mode |
- Area Control Victory: Occupy all 6 areas.
- Score Victory: After 10 rounds, the player with the most points (1 point per controlled area per round) wins.
The game recommends the 10-round score victory to avoid overly long sessions and ensure a fast-paced experience. Player Count: Different map layouts are designed based on the number of players.
- Board:
- Composed of 6 connected areas (forest, swamp, mountain, ruins, plains, coast).
- Layout varies for 4-player or 6-player modes (see map design).
- Areas include racial starting points, specific terrains, and Free Spaces (can be occupied by any race).
- Troop Markers:
- Each player has 5 Troop Points, represented by markers (e.g., pieces or flags), with a cap of 5 points.
- Troop Points represent combat strength and can be allocated to different areas.
- Control Markers:
- Used to mark controlled areas (e.g., flags or pieces).
- Six-Sided Dice:
- Used for the Shaman’s “Life +1” ability and the Undead’s “Resurrection” ability to determine if special effects trigger.
- Scoreboard:
- Tracks each player’s points from controlled areas (1 point per area per round).
- Action Points:
- Each player has 2 Action Points per round for troop movement.
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