My rulebook has not adapted from my last post, because choose-your-own-adventure game rulebooks, by convention, are barely necessary. Because they’ve adapted from novels – which obviously do not contain a rulebook – and are self-explanatory, very few rules are needed. Feedback from Richard reinforced to me the importance of keeping this simple, and that it is perfectly okay to state the staple mechanics.
I knew my artefact would take a long time to build and so I began it at the beginning of the semester. As I learned about game design and my ideas shifted, I’ve been updating the prototype consistently. Thus this subject has effectively taught me to build a plane while it’s flying. The constant development and goal of continuous improvement is something I will take forward in my public relations studies and future career.
Initially, I’d been planning to separate The Simulation Game into two components: the first to illustrate simulation theory for BCM325, and the second as a comical, exciting tale for BCM300. As I progressed through the subject, I realised that combining the two would add thematic value to the game.