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WEEK EIGHT DEVLOG

This week has been a long one, thank god its Friday. Our teams card game Got To Go took on different idea after different idea. I felt sad sometimes because new ideas would come in that I didn’t see fitting into the vision for the game but like Chapter 8 in Macklin and Sharp says DONT GET ATTACHED. Things are going to change.  The text says “whether you like it or not, the first version of your system is not going to be the finished product, but really a prototype” and its fine to think like this, especially if its your idea. But change is good for the betterment of the game. Through the play tests we had (from what I was told from what I missed on Tuesday) and on Thursday, the changes worked out and the game was more fun to play.

Along the lines of play testing our group did a soft version of a formal loop. In chapter 8, the text describes the process of finding and working out a problem. When we found out that some of our specialty cards were useless or redundant, we explored how they were redundant. We played and brainstormed and decided one of our cards should just be scrapped from the game entirely since it wasn’t adding any value to the game.

Again, Calleja’s readings wont open for me so I hope another Macklin and Sharp reference will be okay to close with. As our team approached the deadline for the final play test, anxiety was running high. The text closes with a reading about Passion Checks, saying if you’re no longer excited for your game, then something in the process has gone wrong. For me personally, I was always excited to see the game grow and to reach the end. Even though our cards may not look as flashy as other teams cards, it had our personal touch on it and the other students who got to play it had fun with it, and that makes it all worth it. The excitement held true, from prototyping to the final play test. 

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