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Game analysis, Activity 3.

Activity 3: Reflection. 
Q1. The 2 games I've chosen to have a more in-depth analysis of are Monopoly and Jenga. 

Monopoly. 

Q2: Originality. Monopoly is very original, it has unique mechanics that have been mimicked in other games, its originality is the combination of using money and moving pieces across a board. 
Q2: Freshness. The game is different each time you play the game, you will buy different properties each game, you will roll the dice differently each game, and you will get different community chest and chance cards each game. 
Q2: Surprise. You cannot predict the game because there's 11 different places you can move on the board in one move, then you could land on a spot that gives you a different interaction. 
Q2: Equal Opportunity. Each player has the chance to win at the start of the game because everyone has $1,500 dollars and starts from the same place, this chance is quickly increased or hindered based on properties purchased. 
Q2: Winning Chances. Every player has a different chance of winning near the end, this is based on properties purchased, houses and motels built, and amount of money. 
Q2: Kingmaker effect. The game doesn't have a kingmaker effect because a specific tactic or set of tactics doesn't guarantee a win as you can easily avoid those spaces if you roll a different set of numbers. 
Q2: Early Elimination. It's incredibly difficult to be eliminated early as players start with lots of money and can mortgage their property for additional money to pay for fees they have, they're only eliminated when they don't have enough money and cannot mortgage properties for money, or enough money from mortgages to pay the fees. 
Q2: Uniformity. Monopoly sticks to its economy and cartoon theme, expanding on this by having items add to your money and keeps the community chest and chance cards similar with this theme. 
Q2: Component Quality. The components are various objects used as the player pieces, thin pieces of a paper like material used as the chance and community chest cards, and the board itself, all the pieces will survive if you drop them down your stairs, spills of water, though the cards may look discolored afterward and everything looks nice except the cards have background design to them. 
Q2: Target groups and rules. Monopoly's strategy is what properties you buy and when you should build housing on it, however, if someone is lucky they can just avoid all your properties and you could lose because they never lost money, so it combines both. 
Q2: Complexity and Influence. Monopoly has complex rules so I've never fully read them, the game is simple if you read about half of them and understand how the money works and how properties work. 

Game 2: Jenga. 

Q2: Originality. At the time of its release Jenga was original, now they're many games using the mechanic of doing something wrong and losing because of it. 
Q2: Freshness and replayability. Each game of Jenga is different from the last, and the next time you play it will be different as well because of the multiple starting options you can pick, and the multiple moves you can make each turn. 
Q2: Surprise. The game becomes increasingly predictable the longer you've played because there's less options for a player to make. 
Q2: Equal Opportunity. The game isn't biased to one side particularly at the beginning because there's lots of moves that can be made. 
Q2: Winning Chances. Jenga doesn't have a equal opportunity for each player to win near the end, it has the snowball of effect, if you played well at the beginning, you're likely to win. 
Q2: Kingmaker effect. There's likely a kingmaker effect in Jenga as early game matters a lot later in the game, if there's a kingmaker effect, I'm unaware of it. 
Q2: Early Elimination. The game ends when the tower topples, the player whose turn it was when the toppled tower is the one who lost, so no one is eliminated until the game has ended. 
Q2: Uniformity. Jenga is just blocks, only blocks, it's very uniform by sticking to its theme of blocks.. 
Q2: Component Quality. The components used in the game are blocks, they're only going to break under heavy pressure, or could be unusable if you burn them, they do their purpose of building a tower and aren't appealing at all, though they're smooth to the touch.  
Q2: Target groups and rules. The game is aimed at people 7 years of age and older, this is so they can make precise movements and understand the rules, the rules are simple. 
Q2: Complexity and Influence. The game is very simple, the rules specify how to build the tower, and some more, the rules a player needs to know are to take 1 block on their turn and how to build the tower. 
Game analysis, Activity 3.
Published:

Game analysis, Activity 3.

Published: