Week 3 Reading ?’s

Chapter 1

  1. ย How does Mary Flanaganโ€™s definition of a game differ from Chris Crawfordโ€™s and from Salen & Zimmermanโ€™s?
    1. Chris Crawford says games are mostly about goals, rules, and winning; theyโ€™re kinda like math problems with competition. Salen & Zimmerman are similar, saying games are systems with rules and conflicts that give measurable results. Flanagan is different because she thinks games can do more than that. They can show culture, make statements, or even challenge people. She thinks games can be art or a way to think about society, not just play or winning.
  2. ย What is an activist game?
    1. ย An activist game is a game made to make you think about real-world issues. It might show unfairness or challenge the way society works. You donโ€™t just read about a problem, you experience it by playing. The goal is to question things, imagine change, or make people see a different perspective.

Chapter 3

  1. ย Go and chess are examples of games with โ€œperfect information.โ€ What other games share that feature?
    1. Perfect information games are ones where everyone can see everything thatโ€™s happening. Other examples are checkers, tic-tac-toe, Othello (Reversi), Nim, and Nine Menโ€™s Morris. These games are more about strategy than luck.
  2. ย Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
    1. Ancient people thought random games like dice could show what the gods wanted or what fate was planning. It wasnโ€™t just luck, they believed the results had meaning and could guide decisions or rituals.
  3. ย When was the earliest battle between government/religious groups and games? What modern games have been banned or demonized?
    1. In ancient and medieval times, people banned games like dice or gambling because they thought they were sinful or bad for society. Today, examples are Dungeons & Dragons during the Satanic Panic, violent games like Mortal Kombat or GTA, gambling/loot boxes, and even online games that get restricted for political reasons.
  4. ย What is a fox game, and what is a modern example?
    1. A fox game is one where one player has an advantage over everyone else. Modern examples are games like Dead by Daylight or military simulations where one side has way more resources. Flanagan uses them to show how power differences can be built into a game.
  5. ย What was the purpose or intent of The Mansion of Happiness?
    1. It was a board game from the 1800s that taught kids Christian morals. You got rewards for being good and penalties for bad behavior. Basically, it was supposed to teach obedience, temperance, and piety, not just be fun.
  6. ย Why do artists from the Fluxus and Surrealist movements play games? Why did Surrealists believe games might help everyone?
    1. Surrealists played games to get creative, break normal thinking, and challenge rules. Fluxus artists played games to turn everyday life into art and make people participate. Surrealists thought games could help everyone by shaking up habits and opening minds.
  7. What changes can signal profound changes in games? How were pinball games reskinned during WWII?
    1. When games change in looks, rules, or stories, it can show culture changing too. During WWII, pinball machines got military themes and patriotic symbols to boost morale.
  8. ย What statements did Fluxus artists make by reskinning games like Monopoly and ping-pong?
    1. By changing classic games, they critiqued things like capitalism and competition. They also questioned rules and ownership. It showed that games arenโ€™t neutral, they reflect culture and values.
  9. How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
    1. They use war games to show how messed up war and power can be. Instead of teaching you how to win battles, the games make you think about violence, responsibility, and systems of power.
  10. Why is it important for players to have agency in a critical or serious game?
    1. Players need to make real choices, otherwise itโ€™s just like reading a story. When you have agency, you experience consequences yourself, which makes the game more meaningful and teaches lessons in a way you feel.

THE KAELEGO FREQUENCY RULES

An Alternate Reality Game
“Online Friendship / Upside Down”


Game Overview

You are an Archivist, tasked with protecting memories, places, and people from being lost. You do this by exploring hidden clues, recording real moments of friendship, and using old-school media like cassette tapes, letters, and folders.

The game happens in the real world and online:

  • Old or โ€œdeadโ€ websites
  • Physical mail
  • Audio recordings
  • Real-world locations
  • Interactions with other players

There is no single main character. You are both watcher and watched, and your success depends on your connection with another player, your Online Friend.


How to Start

  1. Find the โ€œdeadโ€ 1990s tech company website.
  2. Inspect the siteโ€™s source code.
  3. Locate a hidden PO Box address.
  4. Mail a self-addressed stamped envelope.

Rule: If you donโ€™t send something physical, you are not in the game.


Player Roles

  • Every player is an Archivist.
  • Each Archivist is secretly paired with an Online Friend.
  • You do not know your Online Friendโ€™s real identity.

Core Rules

1. Artifacts Are Never Perfect

  • You will receive a cassette tape or USB with scrambled audio.
  • The audio is intentionally distorted.
  • You may edit it but never make it perfect.

2. Record โ€œSounds of Friendshipโ€

  • Examples: laughter, shared meals, natural conversations, cooperative work.
  • Not allowed: solo narration, acting, or music created for the game.
  • Upload your recording to the URL included in your artifact.

Rule: The sound must be a real connection with real people.


3. Listen to the Return Signal

  • The website will send back a warped melody.
  • It may contain hidden clues, reversed audio, or GPS coordinates.
  • You must listen to it, no skipping.

4. Visit the Physical Locations

  • Go to the GPS location provided (examples: old libraries, closed malls, abandoned tech spaces).
  • You may find: folders, notes, cassette fragments, or instructions from other Archivists.

Rule: Take one item and leave something behind.


5. Archivist Etiquette

  • Never remove everything from a location.
  • Never vandalize or damage the place.
  • Never tell strangers the ARG exists.

6. Your Online Friend

  • They monitor your uploads and send you fragments to interpret.
  • At some point, you will realize the โ€œentityโ€ observing you is another player.

Rule: Trust is optional; collaboration is inevitable.


7. Mutual Restoration

  • You cannot win alone.
  • You must complete tasks on behalf of your Online Friend (recording, traveling, or preserving).
  • You are restoring memories you never lived.

8. Use Analog Media

  • Allowed: cassette tapes, printed photos, handwritten notes, burned CDs, folders.
  • Discouraged: perfect digital files, AI-generated voices, clean edits.

Rule: Imperfection proves authenticity.


9. The Threat

  • There is no monster.
  • Danger comes from forgotten memories, missing items, and corrupted audio.
  • If something is forgotten, it becomes unsafe.

10. The End

  • The game has no official ending.
  • It concludes when:
    1. Two players acknowledge each other
    2. A final artifact is exchanged
    3. Both choose to stop or continue preserving

Rule: The friendship is the archive.

Game Ideas

The Kaelego Frequency is an Alternate Reality Game inspired by Archive 81 that reimagines the world around you as a playground for strange rituals and restoration. It all kicks off when you stumble on what looks like a “dead” website from a 1990s tech company. If you dig into the source code, youโ€™ll find an old-school PO Box address. Send in a self-addressed envelope and youโ€™ll get back a warped cassette tape or a glitched-out USB drive packed with encrypted audio files. The main event? Itโ€™s called โ€œThe Reverse Feed,โ€ where you capture and upload “friendship sounds”, think laughter with your roommates or the chaos of a group dinner, via a hidden URL. But when your audio comes back, itโ€™s transformed into a weird, haunting remix, and it hides GPS coordinates. The clues send you on a scavenger hunt to “Physical Anchors” like sketchy old payphones or forgotten library corners, where youโ€™ll find folders left by other players (known as โ€œArchivistsโ€). The deeper you go, the more you realize youโ€™re being watched by an “Online Friend”, but plot twist: theyโ€™re another player, just like you. Together, youโ€™re trying to restore each otherโ€™s memories and fend off something supernatural that threatens you both. In the end, itโ€™s about forming a real bond with someone youโ€™ve never met, all built on that Gen Z anxiety of being forgotten. Analog tech, digital mystery, and uncanny friendship, where reality and the internet get totally blurred.

The Archivistโ€™s Echo is a narrative game built around the idea that understanding someone is the ultimate act of care. In this world obsessed with efficiency, you play as a Memory Technician, not here to “fix” old people, but to actually witness them. You enter fading minds to help organize their last thoughts, taking on all the sensory overload, emotional baggage, and weird associations theyโ€™ve collected. Instead of a linear story, you get a trippy mind-map to explore, unlocking memories by syncing your mood with the clientโ€™s vibes. Itโ€™s less about solving problems and more about validating a whole life so someone can leave with dignity. Youโ€™ll wander through a surreal, dreamlike 3D landscape, solving puzzles built around emotional resonance: pair the right sound or smell with the right memory, but donโ€™t rush, an empathy meter forces you to slow down and literally breathe with the client, or risk losing memories forever. The visuals are all dissolving impressionist washes, like watercolors in the rain, and the binaural audio both guides you and sets the emotional tempo. If youโ€™re into cozy indie games that hit hard, this oneโ€™s for you: low stress, high feels, and designed for anyone who wants meaning and comfort over grind or fixing whatโ€™s broken.

Motherโ€™s Good Luck is like Coraline meets a psychological escape room, but way more unsettling. Youโ€™re this kid stuck in a perfectly curated, looping childhood made by Mother, who says she just wants to protect you forever, but it feels more like control than love. The wild part is you donโ€™t fight your way out; you have to be empathetic and dig for the cracks in her world, called Missed Opportunities, to understand whatโ€™s broken inside her. The โ€œGood Luckโ€ system is genius: play by the rules and things stay warm and easy, but the minute you rebel, the world goes dark and the creepy stuff shows up, pushing you to find hidden paths out. The whole vibe flips between cozy nostalgia, like soft lighting, giant toys, and that childhood dream feel, and this eerie sense that somethingโ€™s off, especially with rooms that look unfinished or sounds that turn from calming to straight-up bone-chilling. You solve puzzles by literally sewing memories back together, which is both weirdly wholesome and super unnerving. If youโ€™re into games that mess with your feelings and flip comfort into horror, this is peak โ€œcreepy-cozy.โ€ Itโ€™s the kind of game that makes you rethink what safety and love really mean, and whether always doing what youโ€™re told is really for the best.

The Hiveโ€™s Debt is a social horror game with two timelines, inspired by Yellowjackets and the idea that โ€œthe past isnโ€™t buried, itโ€™s hungry.โ€ Players move between the harsh winter after a teamโ€™s plane crash in the wilderness and their troubled adult lives twenty years later, as the โ€œWildernessโ€ starts to affect the present. The main gameplay focuses on managing both timelines. Choices in the past, like betrayal or violence, have lasting effects in the future, showing up as paranoia, broken relationships, and blocked-off places in modern suburbia. The game avoids simple ideas of good and evil, pushing players to pick between โ€œPrimalโ€ survival and โ€œCivilizedโ€ morality. Primal choices help characters survive in the past but bring strange, ritual-like consequences in the present. Players must handle survival tasks like hunger and hunting in the past, while also dealing with hiding evidence and recovering memories in the present, all while trying to keep the truth hidden. The gameโ€™s look and sound set gritty wilderness horror against cold, sterile suburbia, with strange echoes connecting the two. A shared delusion system makes it hard to tell whatโ€™s real, mixing trauma and possible supernatural events. Made for fans of deep, character-driven horror, The Hiveโ€™s Debt is about social tension, moral choices, and the lasting price of survival, where recovery, time, and morality are always linked.

The Last Tea House is a narrative game inspired by The Umbrella Academy about being the โ€œnormalโ€ sibling in a deeply dysfunctional super-powered family. Trapped in a magical Tea House during a memory-erasing storm, youโ€™re stuck making tea, managing egos, and trying to keep everyone together while the rain outside slowly deletes who they are. The house is protected by a giant Umbrella powered by family harmony, so every argument weakens it. Your choices, where people sit, what tea you serve, and who has to sacrifice a power or memory, directly affect whether the family survives the night. Cozy on the surface but emotionally heavy underneath, the game builds to one final question: do you follow your fatherโ€™s cold logic to keep the family intact, or let it fall apart so you can finally be free?

2.5 Week 3 Games for Change Reviews

  • Detroit Become Human

1. What made the experience fun or not?

  • What made the experience feel fun was the fact that the narrative was able to connect in an emotional way as opposed to normal game play with their mechanics. the branching choices created a compelling story and Drew the user in.ย  overall I like the plot line and the fact that you can control the narrative while still having an underlying interesting storyline.

2. What is the motivating factor to get or keep players playing?

  • The biggest motorgating factor to keep playing was to see how the choices affected the outcome because there are so many branching paths there are so many endings which keeps the user drawn in because the story stays the same however we never quite know if that was the only ending. Honestly the game was really just investing in the storyline.

3. Is the game persuasive, and what is it trying to get you to do outside of the game?

  • I would say the game is persuasive because it’s trying to get you to keep playing even during times when the game is not even being played it encourages the audience to feel more empathy and autonomy the idea of outside the game it encourages people to look at the way Society treats others even in real world issues like discrimination overall the game creates reflection.ย 

4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics stand out?

  • The metaphor of the game symbolizes an oppressed population being the Androids and they’re Awakening to fight for their freedom challenging ideas of what it means to be truly human. The main mechanic that stands out is the branching Choice system that is best displayed by the flow chart this just completely drives the narrative and brings the user in to keep playing even after the game is finished.

5. How does the gameplay make you feel? Who does the game make you feel empathy for?

  • The game play feels emotionally heavy intense because it invites the user to play a moral story as opposed to a typical action game and there’s a lot of pressure to make good choices to create change and fight oppression the game makes you feel empathy for a Marcus Cara and Connor by playing directly in their shoes.

6. Is the game an activist game? If so, what does the game play advocate for?

  • ย yes this is an activist game because it advocates for empathyย  equity and equality by stepping you in the shoes of these other characters and their narratives overall this gameย  advocates for change.

7. Describe the game in 3 sentences or in the form of a haiku

Machines learn to feel
Choices ripple through futures
Freedom seeks its voice

  • Factorio

1. What made the experience fun or not?

  • What made the experience fun for me was the system design an automation because it created out of the spying game loops the idea of solving complex problems is engaging for audiences and it allows them to feel a sense of growth for simple actions overall the game is very rewarding.

2. What is the motivating factor to get or keep players playing?

  • ย the motivating factor for this game was the idea of continuous Improvement there’s always aย  way to make the game faster and more efficient which allows these user to be easily sucked in to so many hours of gameplay to achieve milestones.

3. Is the game persuasive, and what is it trying to get you to do outside of the game?

  • The game isn’t persuasive but it encourages analytic thinking among the audiences as well as developing logistical problem solving skills.ย  I didn’t see them pushing any real world agenda outside of the game but it changes the way the user thinks and their daily lives.

4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics stand out?

  • The game’s metaphor is a struggle for control over a complexity systems the idea of building and transforming chaos into order with structures to automate the process and amplify productivity. some of the standout mechanics come from the logistical systems like conveyor belts and transportation systems as well as blueprints that create reusable designs in a research Tech Tree to unlock more machines and capabilities.

5. How does the gameplay make you feel? Who does the game make you feel empathy for?

  • The gameplay made me feel strategic and clever because of the balance of expanding Productions however the game did make me feel frustrated because have how out of control the systems can get but I do feel invested in the idea of continuous creation.ย 

6. Is the game an activist game? If so what does the game play advocate for?

  • I didn’t necessarily see the game as categorizing under an activist game where it’s more focuses on the industry and optimization of systems but outside of the game it advocates for reflection of our industrial growth and environmental impacts.ย 

7. Describe the game in 3 sentences or in the form of a haiku

Belts hum in rhythm
Machines crafted by thoughtโ€™s fire
Order from chaos

  • Gris

1. What made the experience fun or not?

  • What made the experience fun was the art and animation and honestly the atmosphere that the game and music provided. if you like it took the user on an emotional Journey and was on a relaxing.

2. What is the motivating factor to get or keep players playing?

  • The motivating factor to keep playing was the emotional engagement in the ability taking more and it allowed me to feel encouraged to see how the journey would unfold and what relevant themes came up.

3. Is the game persuasive, and what is it trying to get you to do outside of the game?

  • This game I would say is persuasive in a reflective and emotional way I don’t think you pushed any specific agenda but it encouraged players to think about grief and healing especially through visuals and narrative outside of the game I think it encourages users to bring introspection and empathy into their life.

4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics stand out?

  • The game’s metaphor uses a progression from monochrome to vibrant colors which allows the user to better understand processing grief and emotions.ย  I think as a mechanic color but a huge role and emotional state as well as the ability to progression from like skills of floating swimming and singing which represented breakthroughs.

5. How does the gameplay make you feel? Who does the game make you feel empathy for?

  • Playing this game I felt calm with the Aesthetics and the sound rather than challenged the game made me feel empathy for Grace and honestly myself and others cuz we all go through some form of Sorrow finger or despair.

6. Is the game an activist game? If so what does the gameplay advocate for?

  • I would not say this is an activist game it more so focuses on emotion exploration and the psychological experience rather than cause the gameplay does advocate for empathetic engagement with big themes like grief and acceptance.

7. Describe the game in 3 sentences or in the form of a haiku
Gray heart learns to breathe
Colors rise from silent pain
Hope walks in sunrise

  • Dumb Ways to Die

1. What made the experience fun or not?

  • I thoroughly enjoyed the game because of its quick reaction times and how short the games are.ย  especially someone who has ADHD and sometimes can’t stay on one thing for too long I felt like this was really engaging.

2. What is the motivating factor to get or keep players playing?

  • The motivating factor of this game is to keep beating your own high score and a variety of many games because the longer you survive the more characters you unlock and overall it’s just a chain of progression.

3. Is the game persuasive, and what is it trying to get you to do outside of the game?

  • This game is definitely persuasive because of its original intent which was to create Public Safety to avoid dangerous and Reckless Behavior in your trains and other scenarios which I had no idea coming into the game. overall it’s just trying to get people to be a little more cautious and aware of their surroundings in real life.ย 

4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics stand out?

  • The games metaphor and coincidentally is in the name Dumb Ways to Die because of how easy real life accidents can happen when people are not aware or careless.ย  I think the biggest mechanic within this game is the fast-paced mini games because it demands quick reflexes keeping each user on their toes and wear their surroundings.ย 

5. How does the gameplay make you feel? Who does the game make you feel empathy for?

  • The gameplay made me feel panicked but also excited because of the Split Second reactions it forces honestly with the humor in this game I don’t really feel empathy for anyone it’s just kind of funny and ridiculous.ย 

6. Is the game an activist game? If so what does the gameplay advocate for?

  • Going back into an earlier question yes this is an actual activist game that advocates for safe Behavior especially around trains and public safety hazard Lego listed influence real world behavior and great change.ย 

7. Describe the game in 3 sentences or in the form of a haiku
Beans wobble and fall
Tap fast, avoid silly ends
Learn to stay alive

Game Design 2 Week 3 Homework

Chapter 1:

  • how does mary flanaganโ€™s definition of game differ from chris crawfordโ€™s as well as the definition crafted by katie salen and eric zimmerman?ย Chris Crawford defines a game as a formal system with rules, conflict, and measurable outcomes, emphasizing structure, competition, and winning or losing. Similarly, Salen and Zimmerman describe a game as a system where players engage in artificial conflict governed by rules that produce a quantifiable outcome, focusing on systems, rules, and results. Mary Flanagan, however, views games as cultural artifacts and tools for expression, critique, and social change, highlighting their meaning, values, politics, and real-world impact. In short, Crawford and Salen and Zimmerman focus onย how games function, while Flanagan focuses onย what games do in society.
  • what is an activist game? Is a game designed toย challenge dominant beliefs, expose injustice, or encourage social change.

Chapter 3

  • go and chess are examples of games that feature โ€œperfect informationโ€, what other games share that feature? Checkers, Tic-Tac-Toe, Connect Four, Othello, Nine Menโ€™s Morris
  • why might chance or gambling games hold spiritual or religious importance to ancient cultures? Ancient cultures believedย randomness revealed the will of gods or fate.
    Rolling dice or casting lots was seen asย divination, not luck.
  • when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? Medieval Europe:ย Dice and gambling were banned by the Church. Puritan America:ย Card and board games were banned for being sinful. Modern Examples include, Dungeons & Dragonsย , Grand Theft Auto, Manhunt
  • what is a fox game, and what would be a modern example? Aย fox gameย is aboutย chasing or trapping a clever target. Historic example: Fox & Geese Modern examples are Among UsDead by Daylight, Hide and Seekย style games
  • what was the purpose or intent of the game: Mansion of Happiness? It was aย moral training game. Players were rewarded for virtue and punished for sin. It taught Christian values and โ€œproper behavior.โ€
  • Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone?ย They used games too: Break logic Disrupt authority Create chance Encourage collective creativity. Surrealists believed games helped peopleย access the unconsciousย and escape social rules.
  • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? Changes in: Technology, Politics, Culture, War. WW2 pinball reskins: Pinball machines were redesigned with:, Military themes, Bomb imagery, Patriotic symbols, Games became propaganda tools.
  • What statements did Fluxus artists make by reskinning games like monopoly and ping pong? They showed: Games are not neutral, Rules reflect power, Play can be political. They turned consumer games intoย art + protest.
  • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? They turn war strategy intoย critique of violence and power. Why is it important for players to have agency in a critical or serious game? Because: Players donโ€™t just watch theyย experienceย systems, Choice reflection. Responsibility, emotional impact. Without agency, itโ€™s just a lecture. With agency, it becomesย personal and powerful.

Game Design 2 Week 3 Game Rules Draft

Aleah, Mason, Lauren

Game Title: Always Waiting

A cooperative competitive board game about care, time, and responsibility.

Goal

Keep your pets healthy, happy, and loved.
If you care for them well, you can adopt more pets.
If you neglect themโ€ฆ they donโ€™t die.
They just wait.

 Players

2โ€“5 players

 Time

30โ€“45 minutes

 Components

  • 1 Game Board (a room with action spaces: Kitchen, Bathroom, Yard, Clinic, Bedroom, School, Park)
  • Pet Cards (each with: Hunger, Cleanliness, Happiness, Thirst, Love, Intelligence meters)
  • Status Cubes (to track each meter)
  • Time Deck (event cards)
  • Care Dice (1 six-sided die)
  • Loneliness Tokens
  • Adoption Cards
  • Player Action Tokens

Setup

Each player starts with:

  • 1 Pet Card
  • All meters at 3
  • 0 Loneliness Tokens

Shuffle the Time Deck and place it facedown.

 Turn Structure

Each round = 1 Day

  1. Draw a Time Card
    Something happens:
    • โ€œYou were busy today: -1 Happinessโ€
    • โ€œRainy day: +1 Comfort if youโ€™re homeโ€
    • โ€œForgot dinner: -1 Hungerโ€
  2. Player Actions (2 per turn)
    Move to a room and perform its care action:
RoomAction
KitchenFeed (+1 Hunger)
BathroomBathe (+1 Clean)
YardPlay (+1 Happiness)
BedroomComfort (+1 Love)
ParkHydrate (+1 Thirst)
SchoolTeach Trick (+1 Intelligence)
ClinicHeal (remove 1 Loneliness)

You may care for your own pet or another playerโ€™s.


 Neglect Rule

At the end of each day:

  • If any meter is 0, place a Loneliness Token on that pet.
  • If a pet has 3 Loneliness Tokens, it becomes Waiting:
    • You cannot adopt new pets.
    • The pet no longer gains Happiness until comfort is given.

 Adoption Rule

If all meters on one pet reach 5, draw an Adoption Card and gain a new pet.
Now you must care for both.

Emotional Mechanic

If you skip caring for a pet for 2 rounds:

Place the pet in the center of the board.
It is now waiting.
It does nothing until someone comforts it.

Win Condition

The game ends when the Time Deck runs out.

  • Winner: Player with the most loved pets (highest Love total).
  • Co-op Variant: Everyone wins if no pet is Waiting at the end.

Theme Message

Love isnโ€™t automatic.
It needs time.
If you leave, it waits.

Game Design 2 week 3 game ideas

  1. Heartbeat Cityย (Life-Sim With Emotional Systems) The city runs on invisible โ€œemotional energy.โ€If people feel ignored, the world dims; when they feel heard, the city becomes brighter and safer. You help strangers by noticing feelings, not just completing tasks.
  2. Itโ€™s Still Breathing. You explore an abandoned hospital where the โ€œmonstersโ€ are spirits who died feeling ignored or unloved. They follow you, whispering their regrets instead of attacking. You survive by listening, not fighting. Horror:ย psychological, haunting voices, flickering lights.
  3. The Ones Who Stayed. You play as a town that was โ€œleft behind.โ€. Ghosts roam, but they are stuck waiting for people who will never return. The town shifts based on how gently you treat its residents. Horror:ย empty streets, fog, slow dread.
  4. Donโ€™t Leave Me on Read. Youโ€™re texting someone who slowly becomes more realโ€”and more unstable. If you stop replying, the lights in your house flicker and the phone starts vibrating on its own. The horror is realizing how much power attention has. Fear theme:ย emotional dependence, digital haunting.
  5. Threadbound. Everyone is born with glowing threads that connect them to people theyโ€™ll matter to. Yours is tangled, broken, and leads into dangerous lands. You follow it to repair bondsโ€”and discover who youโ€™re meant to become. Adventure feel:ย fantasy, exploration

Game Design 2 Week 3

Game Review 2

Dumb Ways to Die

  1. What made the experience fun or not? Itโ€™s fun because itโ€™s cute, chaotic, and kind of dark in a funny way. The song gets stuck in your head, and the mini-games come at you super fast so youโ€™re never bored. It can get annoying though when it gets way too hard and you die over tiny mistakes.
  2. What is the motivating factor to get or keep players playing? You just want to beat your last score and not mess up again. The quick rounds make it easy to say โ€œone more try.โ€ Unlocking new characters also makes you want to keep going.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah, definitely. Itโ€™s basically sayingย stop doing dumb stuff around trains and in real life.ย Instead of being serious or scary, it uses humor so you actually remember the message.
  4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics standout? The metaphor is that normal, careless choices can be just as dangerous as ridiculous ones. The fast mini-games and instant deaths make you feel how quickly things can go wrong.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you laugh but also feel stressed when everything speeds up. You end up feeling bad for the little bean characters because theyโ€™re cute and donโ€™t deserve to die in such dumb ways.
  6. Is the game an activist game? If so what does the game play advocate for? Yes. Itโ€™s a safety game thatโ€™s trying to get people toย be more aware and careful, especially around trains and dangerous situations.
  7. Describe the game in 3 sentences or in the form of a haiku. Tiny beans in danger,
    Doing dumb stuff way too fast
    Be smart, donโ€™t be next.

Fake it to make it

  1. What made the experience fun or not? Itโ€™s fun in a messed up way because you feel powerful and clever while gaming the system. At the same time, it gets uncomfortable because you realize how easy it is to lie, manipulate people, and still โ€œwin.โ€ The fun comes from making money fast, but the guilt sneaks in too.
  2. What is the motivating factor to get or keep players playing? You want to see how far you can push things without getting caught. Watching your money grow and your influence spread is super motivating.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, itโ€™s persuasive, but in a reverse way. It shows you how fake news and shady media tactics actually work so youย donโ€™tย fall for them in real life. Itโ€™s trying to make you more skeptical of what you see online.
  4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics standout? The metaphor is thatย misinformation spreads like a business fast, profitable, and harmful. The standout mechanics are writing fake headlines, targeting audiences, watching metrics grow, and choosing profit over truth.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel smart at first, then kind of gross when you realize how much damage youโ€™re doing. You feel empathy for the people you manipulate and for society as a whole, because everyone is getting played.
  6. Is the game an activist game? If so what does the game play advocate for? Yes. Itโ€™s an activist game aboutย media literacy and misinformation, warning players about how easily truth can be twisted for money and power.
  7. Describe the game in 3 sentences or in the form of a haiku. Headlines full of lies,
    Clicks grow while the truth fades out
    Who gets hurt the most?

Cards Against Calamity

  1. What made the experience fun or not? Itโ€™s fun because itโ€™s chaotic, dramatic, and different every time you play. Watching disasters spiral out of control based on everyoneโ€™s card choices is funny and stressful at the same time. It can feel overwhelming sometimes, but thatโ€™s part of the fun.
  2. What is the motivating factor to get or keep players playing? The randomness and replay value keep things fresh. You want to try new strategies, mess with other players, and see how crazy the world can get before it collapses. Every round feels like a new story.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah, in a subtle way. It makes you think about how human choices and systems can make disasters worse, and how we all play a role in either helping or hurting the planet. It pushes you to reflect on real-world crises.
  4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics standout? The metaphor is thatย the world is fragile and one bad decision can trigger a chain reaction.ย The standout mechanics are the cause-and-effect card system and the escalating disasters that spiral quickly.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel tense, guilty, and sometimes amused. You start to feel for the people in the game world who are affected by all the chaos.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it leans into climate and social crisis themes, showing how small actions can lead to massive consequences.
  7. Describe the game in 3 sentences or in the form of a haiku. One bad card is played,
    The world cracks a little moreโ€”
    Can we stop the fall?

Cast your Vote

  1. What made the experience fun or not? It is it actually feels like youโ€™re taking part in an election โ€” you choose issues you care about, watch debates, and research candidates. It feels real and meaningful instead of just โ€œtap here, win points.โ€ Some people might not think itโ€™s that fun because itโ€™s slower-paced and more about thinking than fast action.
  2. What is the motivating factor to get or keep players playing?You want to figure out who best matches your views and feel confident in your choice. Trying to really understand candidates and issues feels rewarding, especially when you see how your decisions play out. The way you take notes and compare candidates feels kind of like solving a puzzle.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah itโ€™s pushing you toย think for yourself and become an informed voter. Itโ€™s not trying to get you to do something outside the game except maybe actually pay attention to real elections and issues in real life.
  4. What is the gameโ€™s metaphor and which of the gameโ€™s mechanics standout? The big metaphor is thatย voting isnโ€™t just clicking a button itโ€™s about research, priorities, and understanding what matters to you. The standout mechanics are choosing issues, watching โ€œTown Hallโ€ responses, taking notes, and then actually casting a vote based on all that info.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel thoughtful and sometimes a little stressed because picking what matters most and weighing candidate answers isnโ€™t always easy. You start to feel for regular voters who have to sort through tons of info in real life before making a choice.
  6. Is the game an activist game? If so what does the game play advocate for? Yes itโ€™s basically aย civics-education activist gameย that encourages people to understand issues, think critically, and become better voters in real life.
  7. Describe the game in 3 sentences or in the form of a haiku. Choose what matters most,
    Watch, sort, and weigh every voice โ€”
    Vote with your own mind.