Skee-Balltelle

Inspiration and Design

Image from Pete’s Game Room:https://www.petesgameroom.net/skee-ball/

When the class was first covering the concept of bagatelle, I noted a lot of emphasis on luck and skill. That was the primary reason I decided to base my Pinbox bagatelle design on Skee-Ball; it’s a familiar test of consistency with a bit of luck involved.

The initial design of the bagatelle board.

My initial idea was to essentially fully adapt a board to be like that of a Skee-Ball table; Have the same form of grouped scoring areas and have people shoot 9 balls, but adjust the scoring regions to follow how bagatelle balls are launched (i.e. up and around from the side rather than just straight below in your typical skee-ball machine).

A few problems arose as I tried to do this:

  1. There would be no holes in which the balls would fall into and return to the player.
  2. The smaller scoring regions (50, 100) would only fit one ball at most, given my initial size drafts.
  3. Following a Skee-Ball layout 1:1 (i.e. having the 100 region off to the side) resulted in being able to score 100s into a trivial task of just launching with as much force as possible.
The revised design for the bagatelle board that would essentially become the final design.

Revisions

These were the things I did in order to fix my initial tests:

  • Remove the 100 scoring region entirely.
    • Since this resulted in a LOT of overshooting, I added some pins at the end of the launcher’s trajectory to allow scoring to be a bit more consistent.
  • Provide a point bonus to compensate for being unable to fill other regions. If you managed to get a ball in every scoring region, you would get an extra 30 points.
    • I did this so that if you get one ball in every region, then scored 30 for the rest, you would get a total of 300 points. This is the exact same as scoring one ball in the 50 and 40 regions and then scoring 30 in the rest.
    • It was designed to emphasize that test of luck, skill, or consistency.
      • If you want to be technical, this mechanic makes it more like Fascination, but since this mechanic is optional, I’m still insisting on calling it Skee-Ball.

Feedback and Postmortem

Playtesting feedback went about as well as I had anticipated; the main points of criticism came from how scoring was designed (more specifically, its wording) and its overall visual presentation (or lack thereof.)

Turns out the 30 point bonus I tried to implement was worded a bit too ambiguously; I should’ve stated that at least one ball in each region would’ve provided the bonus.

Additionally, the lack of eye-catching visuals was just entirely an issue on my part. I could’ve definitely refined how the game looked, but with how I drafted the initial project, I backed myself into a wall and couldn’t give the game the visual flourish it desperately needed.

One thing I should’ve anticipated was people having issues with having all 9 balls. Between play sessions, balls would get stuck in the return chute; this resulted in people not knowing that all 9 balls were actually there, and as a result I had a lot of feedback regarding that. It sucked, because I had thought I dealt with this problem while testing it on my own, but it seems it still persisted despite my best efforts.

Another piece of feedback was that it seemed a bit too easy; the balls bouncing off the pins at the end of the trajectory made things too consistent for some people. To an extent I understand this point, but I also choose to believe that the person who said this just managed to master the game better than I did, since I don’t think I could keep things that consistent throughout my numerous tests while prototyping.

If I went back and revised things, what I would focus on would be the following:

  • Visual polish, obviously. The game was very visually basic and on a paper white background.
    • I’d try to make the colors more akin to a real Skee-Ball machine, but I’d first need to find a consistent color scheme for it, because even the official machines seem to lack that.
    • I’d also like to make the marquee a bit better. I don’t think I did a bad job at emulating the Skee-Ball typeface when making the one I currently have, but it just lacked color.
  • Using holes for the scoring regions. This would eliminate the need for 9 balls and also make it so scoring in the same region multiple times was possible.
  • Trying to actually implement a 100 point scoring region. The game’s score is woefully small because of the limitations of the current board, and the game didn’t feel quite right without the high-risk, high-reward that the 100 hole provides. I’d have to spend a lot more time in prototyping to figure out where it would work best.