Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 11

Project Proposal

Lacey Casel, Van French, RaShonda Alexander, Tanner Lemrick


April 5, 2020
1

Table of Contents
Introduction………………………………………………………………………………..…..…2
● Graphics 1 and 2
Proposal Summary……………………………………………………………………….….....3
Methods………………………………………………………………………………..…..…..4-5
● Graphics 3, 4 and 5
Results……………………………………………………………………………………….…..6
Proposed Project………………………………………………………………………….…….7
Plan of Work…………………………………………………………………………….……….8
Design Memo……………………………………………………………………..…....………..9
References…………………………………………………………………………….……….10
2

Introduction
The following document is the project proposal for the Cobalt
Cobra’s Game of College Life. The proposal follows the
methods, results, proposed project and plan of work in full
detail. The game would be marketed at adolescents and
college students (ages 16-22), as they would either be able to
relate the most to the situations and scenarios within the
game, or they would use the game to roleplay and get excited
to transition to college. However, we would also target middle-
aged adults (ages 35-44) that had attended a college
previously, as they would be able to relate and reminisce on
their time spent in college. We would also focus on these two
age groupings because according to a study conducted by
Paul Booth of Meeple Mountain, middle-aged white males are
the highest consumers of board games (Booth). Yet, an article
published by Luke Graham of CNBC has indicated that
millennials are the driving force behind the growth of the board game market. Millennials
prefer board games because they are looking for smart investments due to massive
college debt and other autonomous expenditures, and they believe board games are a
great way to socialize, while also getting value for your money spent, as they can be
reused over and over again with different outcomes and scenarios within the game
(Graham).
3

Proposal Summary
The proposed game is a take on the original game of Life, but it will exclusively focus on
life in college. This is a four player game based on the creators and their lives. The
different characters will be faced with setbacks based on who they are (African
American, Homosexual, Financhially Independent, etc.). This will add a difficulty
multiplier to the game that will be up to chance and be out of the player’s controls. Yet,
this will also allow the players to develop a deeper understanding of the struggles and
the obstacles that different people go through in life. The proposed game aims to show
its players how each college experience is different for each person in terms of financial
aid, personnel, job/internships, etc. We seek to build inclusivity and acceptance through
our game, and make it fun and enjoyable to our players.
4

Methods
Game Elements
● Gameboard
● 3 Mountains
● 1 Bridge
● 7 Buildings
● Label Sheet
● Spinner Base, Ring and Dial
● Stack of Play Money, Federal Aid Loans
● 25 LIFE Tiles
● Deck of 54 Cards
● Banker's Tray
● Story Sheet

Cards
At the start of the game, the players will separate a deck of 54 cards into five different
stacks: the financial aid stack, the
job/ internship stack, the
organization stack, the housing
stack, and the personnel stack.
The players will know which cards
to place together by the color-
coding on the backside of the
card: green for financial aid, blue
for jobs/internships, purple for
organizations, yellow for housing,
and orange for personnel. Each
stack’s role and purpose is listed
below:
○ Financial aid- This is
one of the most
important pieces. It
will determine if the player will need additional financial assistance, and if
so, how much assistance they will need, and from whom they must
borrow.
○ Job/internship- This card is optional and is based around the players
lifestyle and financial situation. Having a job will reduce the amount of
time players will have to dedicate to their school work and organizations,
this will have a negative impact on both of these areas. Yet, the extra
money and work experience will help with debt, and have extra benefits at
the end of the game.
5

○ Organization - This card is optional, but will benefit the player player at the
end of the game if they choose to stay in the same organization during the
entire game and if they move up in the organization. However, being
heavily involved in organizations will cut out time that can be allotted to
jobs or school work.
○ Housing- This card will determine where the player will live. These cards
can be switched out at the end of each year if the player chooses to, there
is even an off campus option. It will determine how much the player has to
pay in rent.
○ Personnel- this card is chosen at the beginning of the game and will
display the quality of the players life including their major, personality type
(introvert vs. extrovert), gender, and sexuality. This is the card that will add
certain benefits and obstacles to the player that are beyond their control.
Players can try to build characters like them if they want a more realistic
experience, or they can leave it up to chance and pick randomly.
LIFE Tiles
Each tile will have an accomplishment that will be added at the
end of the game. These tiles will have benefits that will help the
player earn more money, get better grades, pay off their
student loans, or move up higher in an organization. These tiles
will be randomly placed upside down on the board. When a
player lands on one, they get to collect it and their benefit.
There is no limit to the number of LIFE tiles any one player may
collect.
6

Results
The results of our research led us to find that our target market should be middle-aged
adults and millennials. We found this from two different sources, both referenced in the
introduction. The age range of 35-44 plays the highest number of board games (Bloom).
Yet, according to CNBC, millennials are reviving the board game market and using
them as a cheap and wise way to have fun (Graham). This allowed us to design a game
that would appeal to both of those consumers.

We were also able to find sources that told us what makes a fun board game. According
to an article published by The Board Game Family, we learned that for families and
friends to enjoy a casual game, the game should be easy to understand and remember,
and all rules should serve a purpose within the fundamentals and dynamics of the
game. From an article written by Erin Baez on modernboardgaming.com, games should
also allow us to be able to connect and spend time with others (Baez). This connectivity
and unity is an essential part as to why board games are fun and what makes them
replayable. Without this aspect of the game, the game will struggle to be successful and
fun.

However, before we delved deep into the process of making the game, we decided to
figure out the purpose of making a game. We found out through research that playing
board games has health benefits. Board games help reduce stress, build connectivity
with other players, reduce risk for mental diseases (Field), can be used as therapy, and
help with the development of memory formation and cognitive skills (Benefits of Playing
Board Games). This allows us not to only see this as a grade, but know that there is
actual purpose behind this assignment.
7

Proposed Project

This game is designed to give highschool and college students an inside perspective on
other students' lives. Many people go into college and only think of their own experience
and never think about other peoples’ difficulties. This game is designed to be a fun, yet
realistic insight of the other people’s college experience. The personnel cards are based
on different people that have different social backgrounds, races, ethnicities, social and
religious beliefs, and sexualities. This is so the game isn’t based solely on the majority
and gives a minority insight.
8

Plan of Work

For our board game to be completed we have much to do. The specific tasks mainly
consist of designing a board virtually. We need to find a free software online that allows
us to create a board game. Once we find that software, we will all need to video chat
and create the game together, pitching ideas and trying to get comfortable with the
system. Preferably, we would have one or two people who are good with design and
aesthetics create the game virtually. We would also have to have one or two people
develop a rule book for the game, preferably someone who is good with mechanics and
details. These tasks would go on simultaneously as we develop the game. After this is
done, we would run play tests with each other; playing the game and trying to figure out
what works and what does not within the game, and trying to make it more playable and
fun. We do not require much, just a virtual software that allows us to make the game.
We can easily find this software online. This software will allow us to build a prototype
together that would otherwise be almost impossible due to our distance from each other
and our lagging communication.
9

Design Memo
We designed the document with the same formatting we designed the reading reports.
Sectioning parts of the proposal off with bold and underlined headings makes
everything look clear and concise. Utilizing page breaks separates each topic from each
other, making the document easy to read/find within the table of contents
10

References

Baez, E. (2019, September 19). Why Are Board Games Fun? 5 Simple Reasons.
Retrieved from https://modernboardgaming.com/why-board-games-are-fun-
simple-reasons/

Benefits of Playing Board Games. (January 28th, 2019). Retrieved from


https://buckslib.org/benefits-of-playing-board-games/

Booth, P. (2020, March 9). Who's at the Table? Board Game Players and Communities.
Retrieved from https://www.meeplemountain.com/articles/whos-at-the-table-
board-game-players-and-communities/

Field, B. (2018, March 28th). Top 10 Health Benefits of Board Games. Retrieved from
https://howgameareyou.com/health-benefits-board-games/

Graham, L. (2016, December 22). Millennials are driving the board games revival.
Retrieved from https://www.cnbc.com/2016/12/22/millennials-the-board-games-
revival-catan-pandemic.html

Stauf, S. (2016, November 8). 5 Traits That Make a Great Family Game. Retrieved from
https://www.theboardgamefamily.com/2015/04/great-family-game/

The Game of Life Game Rules. (n.d.). Retrieved from


https://www.ultraboardgames.com/the-game-of-life/game-rules.php

The Game of Life. (n.d.) Retrieved from


https://boardgamegeek.com/boardgame/2921/game-of-life

You might also like