Iteration of Battleships
For Rob's Lesson we had to group into pairs and play a paper version of Battleships. We were given two things to make notes on, during and after the game.
- What kind of emotional experience am I getting from the game.
- Where in the game is that experience coming from.
Using these I experienced Happiness when I got a hit, disappointment when I got a miss.
Second guessing where they would have put other ships in relation to the ones I had already hit.
Excitement when I had two hits as I had an Idea of the direction their ship was going in.
The game gave me this experience by the rule set of taking it in turns, the interaction aspect of battling your opponent and the size of the grid with the probability of the squares being accommodated by an enemy ship.
Iteration process
Using this information I decided to take away some of the disappointment triggers and increase the happiness of a hit by adding strategy and logic to the way you narrowed down the enemies grid.
Instead of going of the obvious choice of simply adding more ships or reducing the size of the grid I decided to add a radar effect to the torpedo you fire. If for example you chose B2 as your target and it was a miss, the opponent would have to tell you if it was a cold or a hot miss.
Second guessing where they would have put other ships in relation to the ones I had already hit.
Excitement when I had two hits as I had an Idea of the direction their ship was going in.
The game gave me this experience by the rule set of taking it in turns, the interaction aspect of battling your opponent and the size of the grid with the probability of the squares being accommodated by an enemy ship.
Iteration process
Using this information I decided to take away some of the disappointment triggers and increase the happiness of a hit by adding strategy and logic to the way you narrowed down the enemies grid.
Instead of going of the obvious choice of simply adding more ships or reducing the size of the grid I decided to add a radar effect to the torpedo you fire. If for example you chose B2 as your target and it was a miss, the opponent would have to tell you if it was a cold or a hot miss.
- Cold Miss - If your opponent chose B2 it was a miss and every square next to it (in all directions) did not contain a ship, you would state that it was a cold miss, this would eliminate 9 squares from the grid. The aim was to stop those 9 squares from being any cause of disappointment.
- Hot miss - As before if your opponent chose B2 and if it was a miss but there was a ship in that radius you would tell them it was a hot miss. This turns the miss Into partial happiness as it hasn't wasted the player's turn, instead they have gained information about one of your ship's location.
I'm glad to say after bringing this fairly simple change to the game, my opponent gave good feedback on the changes and we both agreed it was a good add on for a classic.
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