dev.log entry Blue
Option 1:
This week I had to work on a board game, modify it and change its aesthetic. This project was a bit harder than the last because I am used to thinking up things from scratch rather than working in a more constrained environment. I feel this was really good practice and tried to pretend the board game I started with was more like a client. I also decided to make this a group project with another student in my class, which I found to be excellent practice. We had to agree on a concept and idea while also working in the constraints of the board. It was nice to have another head with another set of opinions to work with.
Objectively, in order to change a game like Sorry! into a different aesthetic style was pretty difficult. In the end with both decided that “Fellowship.” would be a perfect 180 to the usual “Challenge” and “Competition” of Sorry! It also felt nice to think about the people who might actually play our new version of the game, and perhaps if we wanted to we could completely build the game up without Sorry! being part of the constraints. Regardless, I like the change in aesthetic we decided and I enjoy the new game. I like working with my fellow players rather than working against them.
Option 2:
That being said, this week I also tried out a plethora of new board games too. But I’ve decided to focus on only one of the board games. “Clue” is murder mystery the board game and it’s a wonder why I’ve never gotten to play it before! Mystery is practically my favorite genre and trying to solve problems (specifically something as intense as murder) entertains me so greatly. I played a lot with my partner this week and I won each time. It was thrilling! It really made me think how intense board games really could get.
The feeling this game gives me is a mix of anxiety, rush and excitement. I want to catch the killer before anyone else but I need to be cautious because if I’m wrong I will lose. There is sort of a way to work with the other player but it’s more fun to play mind games with them. In the end, we never really got frustrated but intrigued. Each time the killer, where they did it and with what was different so it kept a level of excitement and re-playability that I believe is important for board games specifically.













