Team Name: Cotton Candy
Team Members: Jeremy Diamond, Tabitha De La Cruz
Game Analyzed: Go
Go is an ancient board game originating in China 2500 years ago, but is played all over Asia and even in the rest of the world today. If the game were plotted on the play matrix, it would land purely in the strategy and mental area. There is no luck or physical coordination required other than the bare minimum required to lift up a piece and place it without knocking the board over. The fun of the experience comes from coming up with strategies and seeing whether they work or not. The difficulty of the experience comes from trying to counter your opponent’s moves while still expanding your territory. The interface is very easy to use since all it involves is a wooden board and some colored stones. The core mechanic of the game is that each stone or chain of stones must have an adjacent empty space in order to remain on the board. Players keep this in mind when placing stones in order to remove their opponents’ pieces. Go has only two rules. The first being that each stone or chain requires an adjacent empty space. The second being that no move can recreate the previous state of the board, in order to prevent repitition. These rules work together just fine to create a cohesive gameplay that is deceptively simple to learn, but difficult to master. Go has no story. It’s an abstract strategy board game. After playing, I developed a strategy to surround my opponents larger territories to capture them at once while my opponent tried to chip away at my pieces one by one. This ended up being much more effective at capturing more pieces. The gameplay is innovative because all you have to remember is that you want to surround your opponent to stop them. The game’s difficulty depends entirely on your opponent.