Week 2 Question Set

  • what advergames have you played? did they influence a purchase?
  • Skate 3 may be a far reach, but for those who don’t know it is one of the largest and most popular skate games ever made. It can be considered and advergame though due to the large amount of brands incorporated into the game. You can wear Vans, Converse, Nike, etc. This did influence me into buying a specific skateboard I had in the game.
  • why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
  • Tooth protector works since it makes learning about dental hygiene fun. Escape is fun because it gives a sense of adventure and urgency, keeping you playing. Chase and Shark Bait fail due to possible lack of engagement, if the product placement or gimmicks of the game are too obvious is can shy players away.
  • what does volvo’s drive for life accomplish? 
  • They incorporated their safety features into the gameplay narrative, and by doing so it positions itself as a leader in safety for their cars. It also implants into your head that you like Volvos due to the game which can cause you to lean towards one in your next car purchase without even realizing.
  • what company used in-advergame advertising 
  • In the case of Skate 3 which is the game I played, there was plenty of advertising for Dr. Pepper as well as Miracle Whip. In the game, you can even play as a Dr. Pepper can as part of a promotion closer to the games release.
  • what was one if the first home-console advergames and what beverage was it for? 
  • Kool-Aid Man on the Atari was very early, with Pepsi Man later coming to the Playstation.
  • what makes the toilet training game sophisticated and do you agree?
  •  Ian Boogost argues that the toilet training game is sophisticated because of its ability to portray drunkenness by having to relieve yourself. The game directly relates to the product by incorporating the “solution” as the product.
  • what do advergames and anti-advergames have in common, and what principles do they share?
  • They are both trying to convince you of something. But, advergames are meant to be in favor of one thing and anti-advergames are the opposite. But at the end of the day, they are both promoting a product, and there is no such thing as bad publicity.

New Game

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

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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!