Documentation: Intense Connect 5 is a modification to the popular game Connect 4. It's about using strategy and logic to place five tokens in a row on a moveable board before your opponent. The necessary pieces are four pieces of paper with a 3x3 grid drawn on them and tokens or pieces of two different colors seeing as how this a two-player game.
Rules: 1. The player with the lighter color makes the first move 2. On each turn the player may either place a piece on any open square or move one of the boards to any other position so long that all four boards are still connected in some way 3. Players may not put a piece on a board two turns in a row unless their opponent also places a piece on said board 4. Players may not overlap boards 5. The goal is to get five pieces in a row (or diagonally) before their opponent
Iterations: Our first iteration, as shown in the first picture, was designed with more consideration towards the original Connect Four game. We had a direction of gravity, the rule of having four pieces creating a line, but the only difference was that columns could be switched with one another. After some play testing, we soon realized that this was too easy and thus decided to switch from columns to four grids that could be moved in a number of ways. More play testing helped us realize that connecting five pieces was a much better idea due to the many possibilities of creating a row of four in such a small amount of time.
Reflection: We started off with the idea of having a moveable board that came with the thought of using chess, however we soon realized that moving a chess board wouldn't really have any effect on the game. We threw out the idea of checkers, but that was also a bit of a weird idea because there was no real reason to move the board other than to get a slight advantage which the opponent could easily change during their next turn. We soon settled on the idea of Connect Four because it seemed like the most plausible option. Most of the play testing was done by the designers, which was actually pretty useful due to our larger group. Two would play the game while the other two would observe and take notes. Each of us had different types of input which helped us create our iterations. Outside play testers were also a huge help. While watching others we came up with Rule 3 due to the fact that players would stack all of their pieces on one board and would completely disregard their opponent and this made for quick rounds that didn't have a whole lot of excitement. With this new rule, players have to pay more attention to what their opponent is doing and thus draws out the game. This was definitely an interesting way of going about designing a game. I liked that we had to work with an already created game idea. It taught me that even if you are given some starting parameters, they don't always have to be the base mechanic of your game. For example, we didn't use the chess dynamic at all in our final game. I think, in the future, I will look at all of my options and do a bit more exploration before I decide on what my game will look like.