Tuesday, 30 October 2012

Battleships

Today we had a very fun lesson. Firstly we discussed our thoughts on the previous reading 'I Have No Words & I Must Design'. A few of us didn't read it so we paired up to help each other out. I actually thought this worked really well and made you think what your trying to say to help your classmates. After we discussed what Costikyan's definition of a game, in pairs we played the famous 'Battleships' game.

We played it on a bit of paper with grid because that is all you really need to play the game. The task was simply taking a game and performing iterations so that it can be improved. 

I was paired with Elliot who I get along with really well and we started playing. He was the better player, I was useless at destroying his ships. After I lost we discussed how we could improve it. 


  • We found destroying the smaller ships till last makes it more difficult.
  • Players try to read others for the reaction they make so its important not to give anything away.
  • We found the game is fair apart from who goes first. A player could win by having that extra go. 
  • The game is re-playable because the player has a choice where to put their ships.

Here are our iteration ideas:


  • Get rid of the 2 square ship and replace it with a 2x3 ship
    • This gave us the idea of different shapes, like other groups in the task, however we were put off by unusual shapes because it didn't look like a ship. If I were to re-do this I would like to do different shapes because it would make it more fun. 
  • Enlarging the grid to make it 12x12.
  • After destroying a players ship you are given a choice to capture it and replacing it with another ship that you own. This would either give you more squares for your opponent to destroy or depending on your strategy, harder for your opponent to find a ship. Consequently, exchanging a ship allows your opponent to move one of their own ships. 
    • This idea we found difficult to implement on a paper based game, but if it were an actual board game with pieces, it would be easier to move ships. 
There was a good idea from another group which I would use is firing a pulse which detects a ship with in a 3x3 radius, but does not conflict damage. 

Overall it was a good exercise to get us thinking of improvements and play testing over and over to get it right. 


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