Games Studies - Full Compilation : Tabletop Game Development

13 October 2025 - 7 November 2025 // Week 4 - Week 7

Racheal Tan Tze Rou // 0381005

Advanced Typography // Bachelor of Design (Hons) // Creative Media

Games Studies - Full Compilation : Tabletop Game Development

TABLE OF CONTENT


LECTURE NOTES

REFER TO EXERCISE 1


MODULE INFORMATION



WEEKLY PROGRESS

This blog post focuses on the development process of our tabletop game.

Individual report works can be found in the following blog posts: 
Week 1
In Week 1, Ms. Anis briefed us on the task requirements. Afterward, she provided several games for us to play with our classmates. We had a great time playing Scrabble.

Figure 1.1 ; Scrabble in class

Next, we formed a group for our future tabletop game group project: 

Group Forming: 
Ye Ying Ying (0364398) (Group Leader)
Wong Mei Yee (0367857)
Racheal Tan Tze Rou (0381005)
Areeya Foo Xue Ting (0368211)

After forming the group, we began exploring different types of games individually. We conducted research to gain a clearer idea of the type of game we wanted to create.

Week 2
This week, we held group discussions to brainstorm ideas. We chose Cluedo as our primary inspiration but decided to adapt it into a cooking game blended with Malaysian food culture.

Week 3
This week, our group had the chance to spend some time playing games together at the Student Life Centre. Although the selection of games was limited, we still tried out a few different ones. It was a good opportunity to explore various board games and gather ideas that could inspire our own project. Through playing, we also discussed what worked well in these games and what can we learn from them.

Figure 3.1 ; Cluedo Playtest
Figure 3.2 ; UNO Playtest
Figure 3.3 ; Blokus Playtest

Playing the games together gave us a clearer vision of how our game should function.

Week 4
By the fourth week, we had developed a rough draft of our game rules; our project is finally starting to take shape.

Week 5
This week, we created a lo-fi prototype and conducted our first mock-up test. This initial playtest was done internally within our group. Using the prototype, we played through the game to see how the mechanics worked in practice. Because we were testing it ourselves, we were able to quickly identify issues and discuss improvements on the spot.
Figure 5.1 ; Mock Test
Because we were testing it ourselves, we were able to quickly notice issues and discuss them on the spot. 

Week 6
After completing our internal test last week, we identified several issues with the gameplay. This week, we focused on refining the game based on those findings before finalizing the card visuals.

Our refinements included:
  1. Adjusting Card Quantities
  2. Simplifying the Rules
  3. Finalizing the Card Designs
In the class, we presented the our initial game design including the components, mechanism, and rules.

We then continued working on Final Card Design as shown below 
Figure 6.2 ; Design Development Progress

Week 7
Figure 7.1 Physical cards cutting
This week, we printed the physical cards and cut them to size. Once the physical deck was ready, we conducted our first external playtest with our friends.

Figure 7.2 ; Playtest #1

Date: 5/11/2025 (Week 7)
Duration: 1 hour 38 minutes

Refinement after Playtest #1:
  • Too easy to guess certain meal card → When guessing other players' meals, player can only guess one time for the same person (can not guess the second time if they have guessed it right before) 
  • Too many Ingredient Cards compared to Action Cards (imbalance) can make players focus on collecting ingredients over using strategy → Reduce ingredient cards and add more action cards to make it balanced
Week 8
This week, we did another round of playtest with one of the group in our class.
Figure 8.1 ; Playtest #2 (with new players)
Date: 10/11/2025 (Week 8)
Duration: 1 hour 03 minutes

Week 9-11
Issue (Group 2 Feedback): 
  • Players were confused by the one-action-per-turn rule
  • Compared the game to UNO, where multiple actions are allowed
  • New players needed time to understand the turn structure
  • Gameplay would feel limited without Action Cards
  • Action Cards are essential for:
    • Sabotage
    • Delaying opponents
    • Creating tension
Refinement after Playtest #2:
Figure 8.2 ; Reminder

  • Added a clear rule reminder: “Only one action per turn” 
  • Reinforced this rule during explanation and gameplay
  • No mechanical removal or simplification of Action Cards
  • Decision made to retain and emphasise Action Cards as a core strategic element
  • Ensured Action Cards remain frequent enough to affect gameplay meaningful
Figure 8.3 ; Playtest Report

Week 12
Final Playtest
In Week 12, we conducted our final playtest to evaluate the latest refinements made to the game. This session helped us observe whether the clarified rules and adjusted balance improved player understanding, strategic use of action cards, and overall gameplay flow.
Figure 12.1 ; Playtest #3
Date: 8/12/2025 (Week 12)
Duration: 35 minutes

Week 13
Issue (New & Returning Players Feedback): 
  • New players needed time to:
    • Understand rules
    • Learn action card effects
    • Some rules were difficult to memorise at once
  • Completing the final meal felt too fast
  • Quick wins reduced tension in late game
Refinement after Playtest #3:
Figure 12.2 ; Rule sheet
  • No mechanical removal or simplification of Action Cards
  • Decision made to retain and emphasise Action Cards as a core strategic element
  • Ensured Action Cards remain frequent enough to affect gameplay meaningfully
  • Rule change:
    • For the third (final) meal, players must collect
    • FOUR ingredients (“MAKAN”) instead of fewer
    • This prevents overly quick victories
Week 14
In Week 14, we finalised all aspects of the game, filmed our final presentation video, and submitted all required materials. 
Figure 14.1 ; Presentation Video

Figure 14.2 ; Google Drive Submissions


FINAL SUBMISSION 

Link: Weekly Logs







REFLECTION

This module has been the most enjoyable one for me so far, as it gave us the freedom to brainstorm and develop a new game from scratch with minimal limitations. Starting with a blank slate encouraged us to think creatively and work collaboratively as a team.

The most challenging part of the process was deciding which version of the game to move forward with, as each design decision directly affected other aspects of the gameplay.

I am very thankful to my teammates for their strong commitment to achieving the best possible outcome. Although designing was not required, we chose to do so in order to make the most out of the project. I also appreciate our classmates who tested the game and provided constructive feedback, which allowed us to improve it efficiently.

Overall, I felt a strong sense of achievement seeing how well the cards turned out and when receiving positive feedback from our classmates.




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