I’ve recently been obsessed with the game Inscryption, it is a card game that you play online, it has storyline, secrets, and it is so absolutely frustrating. I highly recommend watching videos of people playing it, and playing it for yourself!
Thoughts on MONOPOLY
I had rolled to play the 1% in our game. I had the most advantage when it comes to the entire game, though it didn’t feel right. Yes, it is 100% fun to win at Monopoly, but the meaning behind all of our roles in the game put me in a position where it felt like cheating. I didn’t enjoy watching the other players have to be careful with their money, and constantly be put into jail.
- what advergames have you played? did they influence a purchase?
I’ve never personally played any advergames, and I’ve also never been influenced to purchase anything from them.
- why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
In Tooth Protector, the game’s underlying theme is to show the player to consider the reality of eating sugary snacks, it’s rationalistic. In Chase, the game is trying to convince players to buy the product and it isn’t considering that players may need a better reason to just buy it (or convince their parents to buy it)
- what does volvo’s drive for life accomplish?
I really enjoy how the essay states this, “in Volvo Drive for Life the goal is to traverse the mundane reality of automobile transit.” It’s completely up to the player on how to drive the vehicle, but it shows the reality of the safety features of Volvos cars - what company used in-advergame advertising
Dodge used this advertising, in their Dodge Stow n Go Challenge, they advertised Bed Bath and Beyond’s store to buy.
- what was one if the first home-console advergames and what beverage was it for?
One of the first home-console advergames was Kool-Aid Man, “a video game for the Atari 2600 and Mattel Intellivision home console systems” - what makes the toilet training game sophisticated and do you agree?
Because not only were the mechanics of the game great to play, it let the player experience the demonstrative advertising, with procedural representation of their products. I do agree!
- what do advergames and anti-advergames have in common, and what principles do they share?
They show that products and services have a function whether it’s good or bad, “the reasoned and conscious interrogation of individual wants and needs, rather than manipulated subservience to corporate ones”
5 Game Ideas That Explore Change in Players
- A game that explores domestic violence in relationships, and how different types of abuse form and using resources to help put an end to the abuse
- A game that divulges into littering, with different types of boards like the beach, a forest, the city, and you as a player need to be proactive to help clean up your board before the planet (your board) dies.
- A trivia game about real facts that aren’t taught in schools, that everyone should know. Facts about LGBTQIA+, BLM, Climate Change, Human Body, etc.
- A game that speaks on empathy, and compassion, makes you have a deep loving connection with something, to having it taken away from you. Makes you react a particular way, with no personal choice, ex. You go about your daily life and mourn in private, or You have time to mourn, but you can’t do it in certain situations because people will tell you you’re over exaggerating.
- Final game that speaks on mental health, and stereotypes surrounding certain mental illnesses. Like a Guess Who? game
week 1 questions
- What are the issues Ian Bogost raises about social games with Cow Clicker?
Ian lists his most important concerns such as, Enframing, Compulsion, Optionalisim, and Destroyed time.
I actually agree with him, especially in the Compulsive area.
- How do social games like FarmVille enframe friends?
Social Games like FarmVille enframe friends by not making them friends, but as Ian says makes them valuable sources for materials, it’s not that you’re working together with them, you’re just using them.
- How do social games destroy time outside of the game?
Social games can cause a compulsion, which can almost cause an addiction, and that wastes (or destroys) time out of your day, because you and your friends start to rely and expect each other to play (enframing)
Trolls Riddle Run
Trolls Riddle Run
Players: 3-5 Players
Game Pieces:
Character piece
6-sided dice
3-sided dice
Chance cards
Chance coin (for sneaking over bridges)
Starting the game:
Youngest player starts the game.
Turns move clockwise.
Moving Through the Board:
Roll the 6 sided dice to determine the number of spaces you move in a turn.
If an even number is rolled on the die, pull a chance card from the pile after you have moved the correct amount of spaces. When pulling a chance card, the card must be completed that turn unless otherwise stated.
Bridges:
Slimy Swamp
Billy Goat Bridge
Thorny Thicket
Fae Forest
When you land directly on a bridge you must answer a riddle and if you get it right you can roll again. If answered incorrectly, pull a chance card then can move forward or backwards after that.
If you come upon a bridge in the middle of a move, you flip the chance coin to determine your ability to sneak across the bridge unnoticed by the troll. Landing on the noisy side means you have to answer a riddle to complete your roll, the muted side means you can sneak across unnoticed and complete your turn. If you answer the riddle incorrectly you are stuck on the bridge until your next turn (no need to answer a riddle on your next turn, just move across the bridge). If the riddle is answered incorrectly pull a chance card from the deck
Riddles:
When answering a riddle, riddle cards should be drawn by a different player than the one answering the riddle. If the riddle is answered incorrectly by the player do not say the answer allowed (in case, it comes back around). Place the riddle card at the bottom of the pile if answered incorrectly, discard if answered correctly. Players get 45 seconds to complete a riddle but they can guess twice during that time limit. The Easy Riddles are for bridge crossings, the Hard Riddles are for the final battle.
Chance Cards:
1 of each bridge in the chance deck, if pulled, move to the chosen bridge even if it is behind you on the board. There are 8 kinds of beneficial chance cards and 7 kinds of damaging chance cards.
Lucky Charm – Hold onto to skip one chance card in the future
Forest Guide – Roll 3-sided die to move forward extra spaces
Battered Map – Look at the next 3 chance cards and put them back in any order you would like
Mischievous Fairies – Swap places with person closest to troll
Playful Pegasi – Everyone player moves forward 1 space
Troll Call- Hold onto to get past any 1 riddle. (can be used in the final battle against the troll)
Riddle Swap- Hold onto to swap 1 hard riddle for an easy riddle.
Clever Camouflage- Hold onto to bypass a bridge of your choosing without having to flip a coin, or answer a riddle.
Whispering Woods – Roll 3-sided die to move backward.
Goblin Tricksters – Swap spaces with the person furthest from the troll.
Sudden Darkness – On your next roll attempt to move the correct amount of spaces forward with your eyes closed. If you land on an incorrect spot, move backwards to the closest bridge
Trolls Footprints – All players move backwards 1 space
Spooky Fog – Move backwards for your next roll
Echoes of Doubt – Move backwards for your turns until you roll an odd number. (If you roll an odd number on your immediate next turn you can continue to move forward)
Gift of Generosity- If you have any stored beneficial chance cards, give one away to a player of your choice.
Final Battle With the Troll:
When you reach the end space with the troll, you will stay there for 3 rounds and you have to answer a riddle correctly each round to win. If you get 1 riddle wrong your turn ends and your correct riddle tally goes back to 0 for the battle.
First player to answer 3 riddles correctly wins the game.

Game Prototype – Rotten to the Core – Collab between Sara and Amber
Rotten to the Core is a game about decomposition through the use of various insects and fungi associated with the process of decomposition. The goal is to decompose the body as fast as you can without getting caught! Please read more below to see rules and information!





Game Pieces and Setup:
I had a lot of fun planning and making the game with Amber! Breaking down the playtesting notes that we received was a fun challenge and I especially enjoyed making version 2, because I was able to customize the art for the game! I hope Amber wants to revisit this game in Game Design 2!
Game Prototype – Academic Integrity
This was my first prototype for class! I wanted to challenge the use of AI and how Media Art students viewed it. As a simple fill-in-the-blanks game, it made players attempt to identify what was and wasn’t AI! For more information, read below!
Rules:


AI Cards: (different art styles were used to confuse players!)

Topic Cards:

The Answer Key: (No Peaking!)

This game was incredibly difficult to make, with having to hand sort through Adobe Firefly and the various versions of the prompts it created for me. It was also a challenge to source artists who were not AI on Adobe Stock!
Game Prototype – A Box for my Trinkets
I have SO MANY Trinkets. I know many others can agree that cute little trinkets are so fun to collect and display! But, I need a box for them! In this game, players have two cards they pull from the start, a special trinket card, that gives the player a specific description of a trinket they must find or receive to win, as well as a Trinket Types card that gives a loose description of the types of trinkets they have to collect to win! Players must fulfill both cards to win the game! Read more below for more information!
Though the original rule set has been lost in my process of moving, I will do my best to recreate what the rules were.
RULES:
1.) Each Player will grab on “box” (2-4 players) and place the box in front of them. These boxes are meant to be for the players eyes only!
2.) A large bag full of trinkets will be in the middle of the play area, and two stacks of cards, one red and one blue will be alongside the bag.
3.) Starting with the oldest player, they will grab one red and one blue card from their respective piles. Reading them silently and keeping the content of the cards secret until the end of the game.
4.) The oldest player will then grab ONE trinket without looking. Being careful to keep the trinket hidden and place it into a slot in their box. The player whose turn it is after the oldest starts the game can decide to grab a trinket from the bag or take the trinket of the player who just took a turn. This rule applies to all players after this.
5.) This cycle continues until someone fulfills their card’s requirements, at this time, the player who believes they have correctly fulfilled the card will show the card to the other players who decide if that player wins or not. If the player wins, the game is over. If the player doesn’t win, the game continues, and that player must choose one new card to replace either the red or the blue card.
Example of what the prototype boxes looked like: (I forgot these when I originally prototyped the game in class, so players had to use cups)

These were the red and blue cards:

Inside my bag of trinkets used during playtesting:

Though this game was fun to make and playtest and everyone enjoyed it. It is more of a collectors game and has many small sensitive parts to the game pieces. Professor Ames did say I could make a concept of a really nice set of boxes to come with the game, and make players provide their trinkets and topic cards but playtesting in a classroom with just four boxes and blank cards isn’t much to test. I do not believe this game will return for Game Design 2. But I loved making it!
Game Prototype – Stick with the Flock (Returning from 4D!)
Stick with the Flock is a game I created in 4D last semester! it is loosely based on the card game, “heard mentality” except players are meant to focus on learning about other players and maintaining their flock of cute little ducklings. But it has a twist! players can become a “Stubborn Swan” and play the game backwards! Read more below for details!
RULES: (I actually revised it on 12/10/24)



Game Pieces:

Game Pieces in more detail: (Considering this was my final version for 4D I made it fancy!)

Detail on Question Cards:

I think doing a final version of this game I was really proud of from 4D, and applying what I have learned and experienced can really help it feel put together! I do plan to have this game make a comeback, as players did not get to try this final version in class!
Toss salad final
Sorry I forgot to post this but this is our thoughts we wrote down for the Skater Skirmish Prototypes 1-4
The rules and mechanics we really did not have to change at all because it was perfect. The only thing we decided to change was the board itself. We obviously had a few ideas that we could incorporate but it made the game a little bit too complicated. The biggest debate was to either make the player have attempts or a time base system to do their tricks each turn. The time one gave way to many chances to do it, while the attempts forced the game to be more competitive. We did however decide to remove a rule which I don’t I don’t remember the name of. The point of it is that if you successfully complete a trick you can continue to go up the ladder until you complete a difficulty card from every color. The player then gets bonus points from doing it. We had to remove it because an experienced player could win the game within one round. Regardless I’m happy how everything turned out though.
My best game
I would have loved to continue with my game because it was fun and enjoyable to make. The only problem though is that there were more cons than pros. Regardless of it being fun, my friends and family found way too many loopholes throughout the game. Unfortunately decided to scrap the game and go a different route for my final. Me and my group mates decided to make a finger board game that involves a point system for completing tricks. I honestly thought it was a very unique idea that I have not seen before. We all agreed immediately that we would do this for our final. It turned out great in my opinion. We want to potentially make a sequel somehow next semester maybe regarding certain signature tricks that involve specific skaters. Big one being Tony Hawk obviously. I loved the game I made but this game was by far the best one for all of us.
Gallery Grippers
I like that you have the option to play in a group or solo. Only heist game I’ve seen out in general that I actually like. I’ve seen games like this at stores and it just doesn’t look interesting. However in this case I feel like it is done very well and again I like that you can play it solo as well. Some of the other games I’ve seen or played you can’t get strikes or caught. In this case you can. You can get caught and lose your money. I’m excited to see how the final board will turn out after laser cutting it.
Manor of the Dammed
I think it’s really cool that every game is different, with the time and building the board itself. I think it’s really thought out and put together very well. Not sure why but it makes me think of D and D a little bit, which is not a bad thing.