10/2/2020
Game mechanic – forming alliances
Cooperation – Accepting no
Game idea – You are a selected nation that neighbours 3 other nations that you will have to trade with to help your own nation survive. Each nation will have their own unique set of chance cards which can signify an event, action or … Event cards can either favour you with for example: a good harvest or destroy you: with a bad harvest. Each nation will have to trade resources to gain or get closer to a set goal or winning condition.
Cooperative play allows players to not get kicked out of the game, if a player is having a rough time they can always make a comeback with a good event card. This allows players to not worry about waiting for the other players to finish the game while they wait of the sideline for another round to begin.

Game design canvas –
Inspiration – Nation alliance, Drawing cards, Trading
Outcome – Negotiation, tolerance
Resources – Home school clubs, cards board tokens
Audience – Community, group of friends, family
Preparation – Each player, a game master, rule book for infomation
Assessment – If a player can take away from the game and learn about working in collaboration and accepting no for an answer regarding the circumstances of the situation, this can help with social situations. Regarding Thomas this will help with his selfasteam and not make him feel like its his fault for someone saying no but also cheer him up as he will be helping others by forming an alliance.
Debriefing – For Thomas he can reflect on his experience as a helpful one has he was able to trade and help others out within the game which can make him feel useful.
Generalising – The trading system within the game allows for players to learn how to share items and also realise that no doesn’t mean no forever but just for now.
Enjoyment – For Thomas especially, (him playing Minecraft) it allows him to choose a certain skill that others will rely on throughout the game. Like Minecraft you can only have one task at a time otherwise you don’t progress.
Goals – Players win by finishing a win condition card which will be stored in a random position within the deck. Complete the cards task to win.
Actions – The players will have to communicate and compromise to get what they need to build their nations, they will receive 1 card per turn which could make or break their nation. Trade resources to help yourself or others.
Feedback – Whether your winning or loosing the game has peaks within it which are stored within the random deck, picking up a card could get you back into the game so there is at no point one player will always be at the bottom.
Relating the game idea to the persona –
Thomas suffers with self esteem and anxiety issues, he only has one true friend and he enjoys playing Minecraft. I feel like our game would help Thomas with his issue with communication and selfasteam issues by allowing him to meet new people while playing a cooperative game, leading him to talk about his views on a certain event or express his needs of what he wants from another player i.e resources.
Audience of game.