Game studies Task 1: Field Research Report

20/04/26 - 15/05/26 (Week 1 - Week 4)

Choong Yee Leng || 0381980

Game Studies || Bachelor Degree in Creative Media || Taylor’s University 

Task 1: Field Research Report

TABLE OF CONTENT
1. Instructions
2. Game review
3. Reflection 

Instructions

Document 1.1 Module Information

Game review

Figure 2.1 board games in Meeples

We went to one of the most popular board game cafes, named Meeples in SS15. They provide varieties of board games with different languages and genres. Since there's only two of us in the group, we invited friends of us to make the player of 4, so that we get to experience more games.

1. Wavelength

Figure2.2 Wavelength game set up

Wavelength is a social party game where players need to read other's mind or think in their perspectives, so that players are in a same 'wavelength', and score points by guessing where a hidden target is on a scale.
  • 2-12+ players
  • 30-45 minutes per game
  • social deduction, communication, party game
  • Skilled based
How it works:
  1. Player in A team sees a hidden target location on a scale.
  2. Player in A team gives one clue to help their team guess where the target is.
    • Example: If the scale is Hot ↔ Cold and the target is slightly on the “Hot” side, they might say “coffee.”
  3. Their team discusses and places a guess on the scale.
  4. Then the actual target is revealed, and points are awarded based on how close the guess is (range from 4-2 marks).
Why this game?
Wavelength is currently viral on the Internet due to its unique game mode. Unlike other boardgame that require us to complete tasks and play roles, wavelength allow us to be ourselves. Thus, we think it is perfect for warming up and get close to each other before getting into 'real game'.

Strengths:
  1. simple and short rules: which anyone can play the game by given a 1-minute brief. It is suitable for people who don't like to go through long rules. People do not need to 'prepare' to start the game, instead they can start it casually. Thus, this is why it has been viral on the Internet, because even people who don't engage with board games and games well can get into the game easily.
  2. high flexibility: Players can play in 2-12 players and even more, in either competitive way or casual way. Players can also decide the theme by themselves which make the gameplay more engaging.
  3. high social interactivity: Since it is a communication-based game, it allows players to build chemistry through interactions, which make every game play more enjoyable. From my own observation, I think the enjoyment created through these human connections tends to be more meaningful and memorable than surface-level elements such as visual design or even the originality of the rules.
Weaknesses:
  1. cultural and context bias: if the players came from different background and cultures, the guessing may be more random. The clues given might also not be understandable for people with different background. For example, there's a theme called bad music and good music, people with different music preference and listening range might fail to give clue to each other, they don't even know the existence of the given clue.
  2. heavy communication-based: the game might be boring to people who has less opinion on the subjects and usually talk less. 
  3. limited depth: compared to strategy-heavy games, it’s more about fun than skill progression, so it may feel shallow over time.
Inspiration
The clue spectrum is given like "Overrated ↔ Underrated" or "Good ↔ Evil". These polar opposites allow creative, subjective thinking rather than factual answers. It's a great way to generate endless repayable content easily,
  
2. Who Did it?

Figure 2.3 Who did it? game set up

Who Did It? is a fast-paced party card game which players aim to blame each other on their animal to poop and avoid getting the poop. 
  • 3-6 players
  • 15 minutes per game
  • Party, real-time, reaction card game
  • Skilled based
How it works?
  1. Each player has a set of animal card (hamster, bunny, fish, parrot, cat, turtle).
  2. One “crime” card is revealed, such as:
    • “Who pooped on the floor?”
  3. Everyone must immediately deny the accusation and blame another player by placing an animal card while speaking.

    • Example: “Not my hamster, it was your cat!”
  4. Anyone with the blamed animal card must quickly continue by denying it and blaming someone else.
  5. However, if someone accuse the animal that is not with anyone, then the person will receive a poop
  6. The first person with 3 poops will lose the game.
Why this game?
Among our group, there is someone who don't find long board game interesting, so we decided to try games that people who don't usually play games will get along with. We choose this game because of its short gameplay time and easy rule, as well as the lightweight and cute packaging that differ to other heavy strategy games.

Strengths
  • Easy rules: new players can understand the rule easily and play immediately without long set up, even kids can engage in the game well.
  • Short game time: the game is carried out in fast pace, so there is no waiting time during the game because players have to react fast (like halli galli)
  • Players get to immerse into the game quickly, which is perfect for ice breaking
Weaknesses
  • Skilled based: player with slower reaction always lose the game, since the game's goal is to give out all the cards, the slowest one will always be the slowest in each turn, player might feel stressful, which lower the game experience.
  • Repetitive gameplay loop: easy to get bored when all players already get familiar with the rules. Our group stopped the game after the third game, which is less than 30 minutes after the first game.

Inspiration
Even though the game has a minimal setup and is mainly card-based, the small poop-shaped figure enhances interaction between players and also serving as a remark visual element. More importantly, the figure sparks our curiosity and increased our interest to try it.

3. Bomb busters

Figure 2.4 Bomb buster game set up

Bomb buster is a cooperative party game where players work together to cut all the wires and defuse a bomb.
  • 2-5 players
  • 15-30 minutes per game 
  • Problem-solving, teamwork, communication game 
  • Skill > randomness
How it works?
  1. Wire tiles are shuffled and each of the players take the wire tiles randomly and place it on their own stand in ascending order.
  2. Wire tiles are labeled with numbers, and each number has 4 wires tiles. The wire tiles can only be cut in pair. Therefore, players have to think where the respective wires are (the exact location on other players' stand)
    • There are also some restricted rules like (if the red wire is cut, the game end, or cutting the number tile in specific order).
  3. In first round, everyone is allowed to give a clue by labeling a number tile on their own stand.
  4. Starting from second round onwards, everyone has to make decision based on their communication (without revealing own number tile), and thinking skill with assistance of some skill tools like (skip turn, detect specific wire, etc.)
    • Player can cut their own pair on their stand if the first pair is revealed
  5. After all wire number pair is cut, the game finished. If player cut the wrong wire, their lose one life, if the life is worn out, they lose the game.

Figure 2.5 font and back view of Bomb busters packaging

Why this game?
We were attracted by the game’s interesting, modern, colourful, and cute packaging. Compared to the surrounding board games with heavy story-based designs that seemed to say, “This game is complex, so get ready to spend time reading long rules,” Bomb Busters felt much more approachable and lightweight. The packaging has the game's objective clear, which is to defuse a bomb. The overall setup also looked simple and manageable for new players.

Strengths:
  • Clear instruction book: In the instruction book, instructions are given with many graphics, as well as labeling some key words with colours, which make it easier to read. Importantly, they provide a quick set up page, which player allows to learn with playing, avoid long reading process that will let player feel dull before the game even start.
  • Diverse gameplay: There are 66 levels of gameplay with different rules. As the level going up, players will face more restrictions and increase the difficulty. Thus, players will not be dull even if they are already familiar with the rules.
  • Game card organization: The game cards are clearly organized into boxes according to different difficulty levels, with specific skill cards assigned to each stage as well. This organization helps players easily locate the cards for their current progress, reducing time spent searching for previously played levels and minimizing setup time before gameplay begins.
Weaknesses:
  • Relies heavily on logical thinking and careful decision-making, some players may struggle especially during more difficult levels. This could slow down the gameplay pace and reduce enjoyment for players.
  • New mechanics and rule are introduced in different stages, which may cause confusion, particularly for beginners or casual players.
  • Potential for players to unintentionally spoil solutions: Players may accidentally reveal important information to others, which can reduce the overall engagement.
Inspiration
The instruction booklet, which includes many visual graphics and a quick setup section, is highly effective in reducing setup time and making the game easier to understand for new players. How the game cards are systematically organized also creates a smoother gameplay experience and inspired us to consider a more user-friendly packaging and organization design in our own project. The game also includes several visual reminder elements, such as the life-counting wheel and green markers used to indicate cut wires. These physical components help reduce confusion during gameplay which allow players to track progress clearly.

Reflection
The field study was a genuinely enjoyable experience. I do not usually engage with board games apart from a few classic ones, but throughout these few weeks, I had the opportunity to play around six different board games. Some were mainly card-based, while others included more interactive elements.
What surprised me most was how many games were built on very simple mechanics yet still felt highly enjoyable and engaging. For example, Walk the Plank! uses a straightforward concept, but the interaction and reactions between players make the experience exciting and memorable. After experiencing these games, I realized that the element that consistently makes a game enjoyable is the interaction between players. Meaningful communication, reactions, competition, and shared moments often create stronger enjoyment and lasting memories than complex mechanics alone.

Comments

Popular Posts