Design Thinking U101 – Game Design

 

 

My third assignment for Design Thinking was to design a board game based on a service provided in the local area.  The game I designed was to be used as a staff training tool, and based on a city alarm service.  This was my submission:

 

The game I’ve chosen to design is Dispatch! It is a board-based game to be played by between 2-4 players. Players work their way round a board, which is a street map of a small town, attending and resolving alarms which are received at a control centre and ‘dispatched’ to them. Players move around the board by rolling a single die, and must count out the full amount of places they roll. Once at the alarm property, they must roll an outcome die which will determine any delays they suffer dealing with the alarm. Three out of the six sides of the outcome die will show that the alarm has been resolved without issue. However, the three other sides will have a three-tiered penalty system based on various degrees of severity. For example: An injured resident will result in a 4 place deduction in the next roll of the die; a confused resident in need of reassurance will carry a 3 point deduction, and a resident who has challenging behaviour carries a 2 point deduction. This outcome roll only needs to be carried out once, and if the next roll is less that the deduction does not carry over. Each player must pick five blind ‘resident’ cards which carry the addresses that need to be visited. There are 20 residents in total. The player must then choose another 5 blind ‘alarm’ cards which detail the help required by that resident. They are displayed facing up and cannot be swapped or mixed. Alarms must be attended to in the order of priority P1 and P2, with P1 being the most urgent and the one being dealt with must be nominated and stated as the ‘current alarm’. This cannot be not changed unless the alarm is cleared or the wardens diverted. Whilst moving around the city, players will encounter penalty and bonus spaces on the board. If a player lands on one of these spots (the red ones), they must role to find out the outcome. Rolling an even number, an alarm is cleared, and rolling an odd number, an alarm is added. If a player is attending a P2 alarm and a penalty P1 alarm is added to their list, then the wardens must divert to that alarm and the P2 goes back into the queue of jobs to be done. If they are already dealing with a P1 alarm, then the new alarm goes into the queue. The game is won when a player’s jobs have been completed and they have made his/her way back to the home base from where they started. I have designed the game to give newly hired members of staff an insight into the roll Telecare plays for service users, whilst remaining playable. The game’s function is to teach how the alarms are handled and dispatched and how some alarms (P2) may be held in a queue for periods of time while the higher priority alarms are dealt with. It also hopes to give an idea of the difficulty the warden’s face manoeuvring through city and making decisions on directions to take and the order in which to do the alarms to resolve them the quickest. I also believe the game holds features that would see a successful player combining skills of strategy analysis, problem solving and luck, and could also be used as a team building tool if players are partnered up.

 

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