Week 6 Mason Tosadori

  1. What made the experience fun or not? KEEP TALKING AND NO ONE EXPLODES
  1. What is the motivating factor to get or keep players playing?
  1. Is the game persuasive, and what is it trying to get you to do outside of the game?
  1. What is the game’s metaphor and which of the game’s mechanics standout?

The games metaphor has to do with working with a partner. Maybe it means that working with others can be difficult, but sometimes its needed. The mechanic that standsout is the fact that you need to have someone else to play. The game is multiplayer but not in the typical sense where you share a screen and play together, this game has someone playing the game, and someone reading the book.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?
  1. Is the game an activist game? If so what does the game play advocate for?
  1. Describe the game in 3 sentences or in the form of a haiku

5 simulation idea

  1. A game where you take a test in class but you have to cheat to try and pass
  2. A game where you are an emergency responder and have to dispatch help
  3. A farming simulator where you have to go around and feed livestock and take care of plants
  4. an inventory managment game where you have to look at patterns and keep your store stocked, (supply and demand)
  5. A firewatch game where you sit in a tower and have to make radio calls and prevent fires/put them out

Mason Tosadori Week 4

Observance

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku

LAST RESORT

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku

What learning games have you played? Which learning theory do they fit? Which worked best?
I have played games like Kahoot and Duolingo. Kahoot and Duolingo mostly use rewards like points and streaks, which fits behaviorism because you get rewarded for correct answers. The games are competitive and have leader boards. Kahoot worked for me because it shows the whole class if you got the answer wrong, making me work harder to not embarss myself.

Is gamification “bullshit”? What is Bogost’s argument? Do you agree? Where have you seen it?
Ian Bogost says gamification is “bullshit” because it just adds points and badges to boring tasks. He thinks this does not make something truly fun or meaningful. It only tries to push people to work harder without changing the task itself. I have seen gamification in fitness apps and store rewards programs. It can be motivating at first, but it usually does not last, so I mostly agree with him.

What is a serious game, and why aren’t they “chocolate-covered broccoli”?
A serious game is a game made to teach or explore real-world topics. It is not just a boring lesson covered up to look fun. Learning happens through playing and making choices. This makes the experience feel more real and engaging.

5 Ideas for a serious game.

1. Student money manager
You play as a student who has to budget money for rent, food, and bills. You learn how to save and avoid debt.

2. Save the earth
You run a city and make choices about pollution and clean energy. Your decisions affect the environment and the people.

3. Fake New
You read news stories and decide if they are true or false. The game teaches how to spot fake news.

4. Stop the Virus
You try to control a disease in a town. You choose rules to keep people safe while keeping businesses open.

5. Life Choices
You play as someone facing challenges like poverty or disability. Your choices show how hard daily life can be.

I choose the game Gamer Girl for the podcast.

Mason Tosadori Week 3

Gris

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?
  2. What is the game’s metaphor and which of the game’s mechanics standout?
  3. How does the gameplay make you feel? Who does the game make you feel empathy for?
  4. Is the game an activist game? If so what does the game play advocate for?
  5. Describe the game in 3 sentences or in the form of a haiku.

Detroit Become Human

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku.

Outer Wilds

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku.

5 Games that revolve around empathy.

  1. It’s a bit political, but with the big movements of ICE there can be a game where youre taken and put back into somewhere you don’t know. Maybe you live on a planet and you’re taken to a different one, and you have to leanr to get back on your feet.
  2. There can be one about living in a lower class part of America. You start slow and its very difficult but you have to find different ways in order to become more successful and survive.
  3. There can be a game about being homeless. Maybe you play as an alien who’s world is slowly collapsing and your house is destroyed. Then you have to go around collecting resources and trying to rebuild and survive.
  4. Going back to about being homeless, we can add about wildlife preservaition too. You can play as an animal who gets his home destroyed and you have to find food to survive and make friends with other animals to protect yourself from predators. You could also find evolutions that make you stronger to help gather resoruces and protect yourself.
  5. For the AR game, you can be a manager at a corrupt company. You have to go though books and look at what the company is doing to people and decide who to save and who to sacrafice in order to keep your job while also trying to reduce he damage on your innocent customers.

GAME IDEA AND RULES WILL BE POSTED SEPERATE

How does Mary Flanagan’s definition of a game differ from Crawford’s and Salen & Zimmerman’s?
Mary Flanagan sees games as tools that can share ideas and challenge society. Chris Crawford focuses more on games having goals and conflict. Salen and Zimmerman define games as systems with rules and outcomes. Flanagan’s definition is broader because it looks at meaning, not just structure.

What is an activist game?
An activist game is made to bring attention to social or political problems. It is meant to make players think, not just have fun. These games try to inspire change or awareness.

What other games have “perfect information” like Go and chess?
Perfect-information games show everything to all players. Games like checkers, tic-tac-toe, and Othello work this way. There is no hidden information in these games.

Why did chance or gambling games matter to ancient cultures?
Ancient people believed chance came from gods or fate. Random results were seen as messages, not accidents. These games were often used in religious activities.

When did conflicts between games and authorities begin, and what modern games have been criticized?
Conflicts over games started long ago, especially with gambling. Religious and government groups often worried games were harmful. Modern games like Dungeons & Dragons and Grand Theft Auto have faced criticism.

What is a fox game, and what is a modern example?
A fox game puts a weaker player against a stronger opponent. The weaker player must use smart thinking instead of strength. A modern example is Metal Gear Solid

What was the purpose of The Mansion of Happiness?
The game was made to teach good behavior. Players moved forward by making good choices. It was meant to teach moral and religious values.

Why did Fluxus and Surrealist artists play games, and why did Surrealists think games could help people?
They used games to break rules and think differently. Surrealists believed games helped people use their imagination. They saw play as a way to challenge normal thinking.

What changes show big changes in games, and how were pinball games changed during WWII?
Changes in images and themes show changes in society. During WWII, pinball games used war images. This helped support patriotism.

What were Fluxus artists saying by changing games like Monopoly and Ping-Pong?
They wanted people to question money, competition, and rules. Changing games made players think differently about play. The games became messages, not just entertainment.

How are artists like Duchamp and Yoko Ono using war games?
They change war games to question violence and power. Their work shows war in a critical way. This helps players think instead of just enjoy conflict.

Why is player choice important in serious or critical games?
Player choice helps people learn by doing. Making decisions shows real consequences. This makes the message of the game stronger and easier to understand.

Week 2 Homework

    • generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)

  • Post thoughts on what we played in class

  • what advergames have you played? did they influence a purchase?
  • why do the advergames tooth protector and escape work?
  • What makes chase the chuckwagon and shark bait fail?

  • what does volvo’s drive for life accomplish? 
  • what company used in-advergame advertising 
  • what was one if the first home-console advergames and what beverage was it for? 
  • what makes the toilet training game sophisticated and do you agree?
  • what do advergames and anti-advergames have in common, and what principles do they share?

Reflection questions Monopoly

What made the experience fun or not?

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

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

What is the game’s metaphor and which of the game’s mechanics standout?

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

Reflection questions Cool spot

What made the experience fun or not?

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

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

What is the game’s metaphor and which of the game’s mechanics standout?

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

Reflection questions Mcdonalds

What made the experience fun or not?

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

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

What is the game’s metaphor and which of the game’s mechanics standout?

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

Week 1 reading response MASON TOSADORI

    • Post thoughts on what we played in class

GETTING OVER IT

  • – Was it fun? Yes, I enjoyed it and I could spend more time playing it.
  • What were the player interactions? The player controlled a hammer which you used to propel yourself upward a mountain with obstacles in the way.
  • How long did it take to learn? I still haven’t learned the controls, especially because I was on a track pad, but the concept was easy to understand.
  • What was the most frustrating moment or aspect of what you just played? My lack of understanding of the controls made it difficult because that’s the whole premise of the game, if you don’t understand the controls you can’t progress in the game.
  • What was your favorite moment or aspect of what you just played? I like the idea of failing and trying again, there’s no luck so you can hone your skills and get better.
  • Was there anything you wanted to do that you couldn’t? I wanted to switch to an actual computer mouse, but didn’t have that opportunity.
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? To be honest I don’t think I would change anything about the actual game. The whole point of the game is to be simple and difficult. I feel like adding stuff to the game would take away the goal of the developer.
  • Is this a game you would play again? Yes ! I feel like I didn’t get enough time with the game and I want to play it more and actually make progress.
  • Analyze the game using the 3 act structure.- Im not exactly sure, especially since they don’t actually have any character development but I guess you start at the bottom and the game ends when you get to the top.
  • What are the collaborative and or competitive aspects of the game? Since theres no NPC’s or multiplayer its only posible to collaborate with yourself and get better. The competiton is with the player and themselves, if they fail in game they fail themselves. Its a mental battle about trying again.
  • What is the game’s metaphor and which of the game’s mechanics standout? Not sure about the metaphor I only played for a bit but I’d say its about not giving up and trying again. The mechanics are super simple with only 1 form of control and I think thats what makes it standout.
  • Describe the game in 3 sentences or in the form of a haiku.-

A difficult game

You will fail and try again

Skills grow as times pass

CALVIN BALL

  • Was it fun?

I didn’t have alot of fun, theres no actual game.

  • What were the player interactions?

The players passed the ball and created the game themselves, I wouldn’t even credit the game as Calvin ball.

  • How long did it take to learn?

Calvin Ball took 4 seconds to learn. Learning the other players’ rules is what took some time to understand.

  • What was the most frustrating moment or aspect of what you just played?

When Mason (me) made a rule, he instantly won the game. The game’s structure is flawed from the start.

  • What was your favorite moment or aspect of what you just played?

I like it when people aren’t specific with rules and you think outside the box to get past those rules.

  • Was there anything you wanted to do that you couldn’t?

Not really, you can do whatever you want in this game.

  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would have some kind of structure for the kind of rules that are made, but then again that takes away from the freedom of the game.

  • Is this a game you would play again? Not unless I was extremely bored. I’d play rock paper scissors before this game. The game can literally end on the first turn.

  • Analyze the game using the 3 act structure.

Theres not a clear act structure but I guess it would come with adding more rules as the game goes on until the game is over.

  • What are the collaborative and or competitive aspects of the game?

The competition is against the people youre playing with and the collaboration comes from trying to make a fair and fun game with the other players.

  • What is the game’s metaphor and which of the game’s mechanics standout?

I guess the metaphor has something to do with giving the players complete freedom. The game’s mechanics standout because there are none lol.

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

I dont like this game

there is no structure to follow

there are better games

  • TOWNSCRAPER
  • Was it fun?

I didn’t play it but I don’t think it looks very fun.

  • What were the player interactions?

The player clicked the screen and could either make a building or destroy it.

  • How long did it take to learn?

Not very long because there are only 2 things you can do.

  • What was the most frustrating moment or aspect of what you just played?

I think I would get bored after 2 minutes with just clicking the screen.

  • What was your favorite moment or aspect of what you just played?

I guess the best part of the game would be the noises and not even the gameplay.

  • Was there anything you wanted to do that you couldn’t?

Have more options for buildings and structure.

  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would add different kinds of builidings, new terrain so you dont just build over the ocean and could maybe go underground.

  • Is this a game you would play again? Nope. It doesn’t seem fun and I think there are way better options.

  • Analyze the game using the 3 act structure.
  1. Start over the water
  2. Make a cute little city
  3. keep making that cute city cause the game doesn’t end
  • What are the collaborative and or competitive aspects of the game?

Actual no competition anywhere, you collaborate with yourself and your creative mind to keep clicking the same button.

  • What is the game’s metaphor and which of the game’s mechanics standout?

The metaphor is to never be satisfied and always want more, probably. The mechanics stand out because they’re extremly simple.

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

super simple game

click and click and click and click

the city grows large

  • Questions:
    • What are the issues Ian Bogost raises about social games with Cow Clicker?

Bogost brings up the point of how simple and absent-minded games nowadays are. People will absent mindedly click their screens in order to get “rewards” that help you click more. He then mentions microtransactions that just let the user click more. There’s no skill or story, it’s just clicking.

  • How do social games like FarmVille enframe friends?

Farmville-like games use your friends to their own benefit. They have you invite friends to play the game so the player can get rewards. The rewards are miniscule and you can’t even play with your friends, you can just send them some materials and thats it. They didn’t make the game for you and your friends, they made the feature to have you get more people to play their game.

  • How do social games destroy time outside of the game?

They destroy time outside the game because you constantly need to log on to collect the rewards, or else you can progress. Most games you can get on once a day and play for a little bit and still progress, but in these social games like farmville you have to log on every couple of hours to collect resources and progress in the game.

Game Review Mason T, Maria W, Aleah D

Created by Mason Tosadori, Aleah Dudek, and Maria Wack 

  • First Version
    • What we originally made
      • A 2 player game that consisted of 4 different classes to play, each character had a male and female model.
      • Each character had 6 abilities, numbered 1-6. Moves 1-5 for each character dealt flat damage, and ability 6 was a special move specific to each character. 
      • Each character has a passive ability that would help them throughout the game.
      • Players would each pick their character and then play rock-paper-scissors to see who goes. Whoever won would roll their die and attack their opponent. The opponent being attacked did not do anything for that turn. 
      • Once that attack is over, the players would play rock-paper-scissors again. The game would end when someone reached 0 health. 
    • What we learned
      • We learned that some of the passive abilities were too strong, while others were too weak.
      • Some characters repeatedly healed and became too strong.
      • The various characters blended together, and we wanted to create differentiation.
      • Players had questions about some of the wording.
  • Second Version
    • What we changed
      • We added alternate names for the characters and created specific cards for them (ex. Rogue and Assassin). The characters were the same but given different names, which gave the illusion that there were more characters to choose from. 
      • We added a defense system. Players could now roll a dice while being attacked to reduce damage and still be active during the game. 
      • We changed some of the passives to make them more balanced, as well as added cool new abilities for the defense system. 
      • We made it so there would be max health so a character couldn’t keep healing and accumulating health.
      • We reworded some rules and made them more specific so that the rules were more defined.
  • What we learned
    • We realized that the knight’s shield needed to have a maximum.
    • We also learned that we should lower some of the Rogue’s defensive abilities. This would fit the character more and balance the game.  
    • With the defensive system, the games would take a little longer, but this ended up being a good thing. It gave the opportunity to create epic moments of dodging and reflecting damage to have a comeback. 
  • Third Version
    • What we changed
      • We reprinted the player cards to be smaller.
      • We increased the attack DMG for the Knight and Paladin and adjusted their passive attack because their shield was initially too powerful.
        • Shield is now separate from HP, and a max shield is set at 10.
      • We lowered the Assassin/Rogue characters’ defensive abilities.
      • We also wanted to add a token to use as a reminder for some of the abilities, mostly the Rogue’s abilities. The abilities would occur later in the game and not during the turn that it was rolled. This caused players to forget to use it.