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Page 1: Board Game Project

Whispering Pines Campground

Alana Fusaro

Hunter King

Lincoln He

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Contents

Project DescritionConcepts & PrototypePlay TestingFinal Game DesignReview & Reflection

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Project description

To start to develop our camping theme our group brain-

stormed about what part of camping we wanted to focus on.

We decided on “telling ghost stories around a campfire”.

From here we wanted to make the game a bit scary or at

least creepy. We looked at different scary board games

online and even bought one called “The Last Night on

Earth” and took inspiration from it. From this game we

realized that in order for the game to scare people it had to

accomplish two things it needed to immerse the players in

the world of the game and it needed to have a large amount

of player interaction. So we worked to make every part of

the game as immersive for the players as possible. At some

point we realized that trying to make the game scary through

graphic imagery was really an impossibility so we instead

tried to make it a more tongue and cheek type of creepy.

Alanna stumbled across the aesthetic of old Boy Scout

manuals and we tried to develop that style into our game,

mostly into the rulebook and character cards. Being a Boy

Scout I was able to get some of my old uniforms mailed to

us to use for our imagery. By combining a clean and orderly

look with tongue and cheek violent imagery I think we were

able to accomplish our aesthetic quite well.

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Play testingPlay testing played a very important role in creating our

game. Our original idea was to have ghosts and campers

battle on a grid, and consider the entire are the camp ground.

The problem with this idea was that the ghost players ended

up being afraid of the campers and were running away from

them. Logically this didn't make any sense. So we changed

it so that the ghosts were more powerful, and campers had to

rely on cards in order to survive. We also were struggling to

make our game more interactive and dimensional. So we

changed our game objective to having the campers go out

into the forest and bring wood back to the fire. This allowed

our game to be more dimensional because the campers had

to leave the campground (a grid) and travel down paths

(similar to candy land, which adds another layer of creepi-

ness). Also, it allowed us to keep the fire the main focus. It

was important for us to have the players connect with their

character, so that out game was more interactive and com-

petitive. So, we gave each character and identity and

allowed the player to choose who they wanted to play as

based on their unique advantages during game play. We

prototyped this idea and then tested it out. We found that

people became more involved and excited about the game.

After this play test, we only needed to change a few

things.in order to make our final game fair and enjoyable.

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First concept & prototype

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Second concept & prototype

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The rulebook played an important

role in our game. We designed it to

look like an old fashioned boy scout

manual. This adds a creepy aspect to

our game. Inside the rulebook there

are photos of members of our group

and class dressed as boy scouts. This

adds humor and helps make the infor-

mation more interesting. We designed

the packaging for our game to be as

compact as possible. The canvas

wraps around the game board and

then ties. Also, there is a bag made

from canvas to keep all the small

pieces.

Rule book

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GHOST DeckCAMPER Deck

Play to move a ghost using a die instead of its normal move.

Ominous Advance

Matches

Campers may use an extra die in a fight. On the roll of I or II, the light burns out (discard)

Ominous Advance

Play to move a ghost using a die instead of its normal move.

Matches

Campers may use an extra die in a fight. On the roll of I or II, the light burns out (discard)

CAMPER Deck GHOST Deck CAMPER Deck ` GHOST Deck

Play to move a ghost using a die instead of its normal move.

Matches

Campers may use an extra die in a fight. On the roll of I or II, the light burns out (discard)

Ominous Advance

Play to move a ghost using a die instead of its normal move.

Matches

Campers may use one extra die in a fight against one ghost. On a roll of 1 or 2 , the light burns out (discard)

CAMP

ER Dec

k

Ominous Advance

Use a die to determine how many spaces your ghosts may move.

GHOST

Deck

Development of cards

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Going off our minimal and clean aesthetic we developed

from the old boy scout manuals, we designed our board to

be simple to understand, with clear divisions of sections.

This is important for our game because, player strategy is

highly dependent on the players ability to understanding the

different sections and the ability navigating them to his or

her advantage. In the final set of rules we changed the game

play so that campers and ghosts were not directly pitted

against one another, in this way we were able to avoid some

of the problems we discovered in our play testing, such as

ghosts being afraid of campers. We accomplished this by

giving the campers the objective of collecting wood to make

a bonfire that would drive away the ghosts, and the ghosts

the objective of killing all of the campers before they could

accomplish their task. In this way the campers would have

no incentive to hunt ghosts because they could not be killed,

only fended off, and the camper would receive no reward for

fending off a ghosts. What this also accomplished, but what

we didn’t intentionally plan for, was to create two very dif-

ferent and fun play experiences that the player could choose

from depending on what type of game he or she wanted to

play.

Final game design

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Reflection

Overall we feel as though we succeeded with our

game. We created something that people were

eager to play. Every single detail was thought

through, from the wording in the rule book to

making game play completely fair. Making this

game challenged us to use everything we knew

about design and rely on each other's strengths. We

made a great group because we were all dedicated

to the project and respected each other's ideas.


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