Hues and Cues Game Review

I enjoy this game but it really shows how limited my vocabulary is and how slowly I can think on the spot. Evelyn mentioned when she played before all players took turns putting their pieces on the board instead of all at once. I like how we all rushed at once because it adds a more competitive aspect to the game. I think it also makes the game go faster when you have a lot of players.

My frustration with this game is that the card colors do not match the game board colors very well. I think if you are making a hues game with a lot of color variation, you better make sure the colors match correctly. I think they should really fix that because you have to look at the board code color when you are giving cues and people can tell where you are looking if you are not strategic.

I like how you get points for how many people got in the square when you care giving cues. It makes the hinter really want to think of good words because it benefits them when the other players go good.

Also I wished the board laid more flat when playing but thats just me being picky.

Rules for Barrel of Truth (Version 1)- Colin Kenny

Each player is given a Sharpie or any type of pen, but all of them must be identical. Each round, the host (me) hands each player a slip of paper and asks them to respond to a question or prompt pertaining to the other players. It can be in the form of an assumption, and opinion, a secret, etc. No direction is given whether the responses SHOULD be positive or negative. Some rounds will require players to write their own names on their slips along with their answers, other round they must be completely anonymous. After every player has answered, they will put their slip in the barrel, the barrel is closed and mixed, and each answer is read aloud by the host. The players are suggested to share thoughts and feelings of the responses. Once everyone is ready, the next round begins. The game ends whenever the players either hate each other or get bored.

The Barrel Of Truth Playtest

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

Not understanding the game/having no rules going in.


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

Listening back to all of the players responses.


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

I wanted to know who wrote certain answers.


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

Have it so the players take turns generating the prompts to respond to.


What should be improved with the next version?

Have some guided directions/rules


What was the game’s message?

Anonymity breeds negativity


Describe the game in 3 words.

discussion, honesty, negativity

Week 4 Questions

  • what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective? the most memorable was Mavis Beacon Typing and speed math tests in elementary school. Both of these were behaviorist. Essentially, the goal of both was to make you more effective and fast at a skill.
  • is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience? Bogust believes that marketing has abused the use of gamification in their business strategy. I disagree with him. I think that applying gamification to business strategy motivates workers and sets practical goals and milestones. Outside of class, I have seen gamification in some e-commerce apps – specifically temu and shein. They utilize mini games in apps to trick users to think they can earn and win free items (when in reality they need to share the app or do some outside marketing for them to win the items). They also use check-in bonuses and points systems.
  • What is a serious game and why aren’t they chocolate covered broccoli? a serious game is a game are intended for education or professional development. Matthew Farber believes chocolate-covered broccoli games are those that poorly engage users and have bad design. Perhaps they do not have game mechanics that are on par with main stream games.

Week 4 Post

Alana Tush

Crossing the bridge thoughts- I wasn’t in class so I didn’t get to see it played, but I looked up images and it looks similar to some of the other games as have looked up where you have to walk and maneuver through things with the character. It also looks similar to some modern-ish games like stick ninja or something.

What learning games have you played?

Cool math games is still fun and sum dog used to be the shit in elementary school. At the time I didn’t think I was actually learning anything or at least practicing math but it is an effective way to keep kids sharp. While I liked cool math games better, I think sumdog was a better learning game because it wasn’t as broad as cool math games.

What is ian bogost’s argument and do you agree?

His argument is that “gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is video games and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.” I agree with him, while I’m not well versed in the game community, all marketing has some twisted/ or un-true element to entice consumers.

What is a serious game and why aren’t they chocolate covered broccoli?

Serious Gaming is used to teach and provide a message. “Games that blur the line between fun and education”…can be called chocolate covered broccoli. “A coating of sweet does not make the learning suddenly fun.”

New ideas for a serious game

1.     Match statistics/facts with things in nature to learn about how the environment is being effected by humans

2.     Fill out a bingo card of common items that are over consumed and see the amount of over consumption you participate in. For example- owning more than 5 reusable water bottles

3.    kids game where they have to practice multiplication to collect items in the grocery store to complete a recipe card. The reward is being able to cook or bake the recipe

Week 3

Alana Tush

Class Discussion thoughts- I didn’t grow up playing many games, and I don’t really do so now, so I was pretty lost when everyone was discussing their thoughts on the games being presented.

Dumb Ways to Die Thoughts- what was played in class seemed to be an updated version of the game, I remember some of the levels, but some were new. I played this game a lot on my I pod touch J. It was fun when I was younger but now it just seems stupid.

Fake it to Make it Thoughts- I thought this game was a good way to show how fake news is spread. It spreads more awareness of how gullible we are than actually having fun playing the game.

Cast Your Vote Thoughts- this game shows the player how to cast a vote and shows how important it is to make an educated decision rather than blindly voting.

Generate a list of five game ideas that revolve around the theme of empathy. Wrinkle: Take one of the five ideas and make it an alternate reality game.

Kindness Bingo complete acts of kindness to fill a bingo card, encouraging positive behavior.

Feelings Charades act out emotions, helping players recognize and empathize with different feelings.

Role Reversal- Players switch roles in a scenario, (parent/child, professor/student) to experience challenges from each other’s point of view

From chapter 1:

How does Mary Flanagan’s definition of game differ from chris Crawford’s as well as the definition crafted by Katie Salen and Eric Zimmerman? 

Mary Flanagan’s definition- “Games can be thought of more productively as situations with guidelines and procedures.”

Chris Crawford’s definition- Games can evolve, and rules may shift at certain points in a game and can change with the player’s actions.”

Katie Salen and Eric Zimmerman definition- “system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.”

Mary Flanagan’s definition has less structure than Katie Salem and Eric Zimmermans’ outline of a game.

What is an activist game?

Activist games have emphasis on social issues, education, and intervention. They are games that engage in a social issues through: themes, narratives, roles, settings, goals, and characters.

From chapter 3:

– Go and chess are examples of games that feature “perfect information”, what other games share that feature?

Perfect information- “all the information constituting the system of the game is visible on the game board at all times. Play in an abstract strategy game often unfolds as players move pieces on the board, creating a set of ongoing puzzles for other players to thwart.”

Examples- checkers, scrabble?, tic tac toe

– Why might chance or gambling games hold spiritual or religious importance to ancient cultures?

They saw games as a way to connect with the powers of fate, chance, and the afterlife.

– When was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized?

European’s in the Middle Ages were captivated by the game and the church fought to forbid its play. The battle between government or religious groups and games is at least as old as this event, if not much older. When faced with the popularity of style games in Europe, the church decided to use the game to further its religious message.

– What is a fox game, and what would be a modern example?

Fox game- board games featuring unequal opponents, one player is the fox, or aggressor. Other players control or play the prey. The fox attempts to avoid the traps his opponents set all around him.

– What was the purpose or intent of the game: Mansion of Happiness?

Purpose- “Children would take these principles to heart and connect wholesome thoughts to the secular joys of competing for positions, projecting themselves into situations of good and evil, and enjoying the company of their playmates and family.” Reinforcing good morals

– Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? 

They play games as form of recreation and research.

– Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?

Changes in the economy can signal profound changes in games. “Pinball gained widespread popularity in the United States, United Kingdom, and France, mass- produced as a popular pastime for military men.”

Week 2

Pepsi man thoughts– wow the graphics suck but it reminds me of temple run where you have to jump over things and collect. Equating fun with Pepsi, -running after Pepsi- the repeating sounds get old quickly

Sneak King thoughts– the character looks like lord farquaad lol. The way he’s running around is super weird he looks like he’s in pain. His dance moves are funny. Not that recognizable as Burger King, theres not as much emphasis on the burger than there is on the character sneaking around. Any why is it set in a neighborhood?

Chex quest thoughts– I love the colors. It doesn’t immediately scream Chex mix though. The characters are really cute. Why is there a spoon involved? You don’t eat Chex mix with a spoon.

M&M kart racing thoughts– a lot of the class seemed to have played/known about this game but I have never seen it. This is TEMU version of Mario Kart. This floating eyebrows really make up for the horrible driving.

7up game– good vibes to start with the music. The characters shoes are so big I love it. You get smaller and blink when you get hurt like on super Mario. What does it have to do with 7 up other than the bottle being on the screen when you boot it. Whats the connection between Caribbean music with 7 up too?

Minion Rush– would the running game be considered a persuasive game?  Persuading you to watch the movies?

Americas Army Thoughts- serious/hardcore music. Enticing players. Fun game- okay now maybe the army would be fun too.

McDonald’s Game thoughts– Seems like its from farm to table- but that’s not how McDonald’s works.

Monopoly thoughts– the added role play with the new set of monopoly roles was fun. It was different for me compared to the other players because I was the 1% and had everything easy. I had no money issues and skated by with owing things.

Last weeks game idea with persuasion– The counter/ clicker game. I think to make this a persuasive game keep the counting up with the number of clicks you get, but you get rewards when you get to certain number milestones. For example, get extra get go fuel perks, or win a large fry at McDonald’s.

Game ideas that explore changing players minds-

  • A game that makes you choose one or the other. The pictures will be of aftermaths of climate change and the player will blindly pick which they would rather have in the world. (Ex, severe after maths of storms, heat waves etc.) This will raise awareness and have facts at the end of the game on climate change.
  • A game that you go to college, and don’t go. You pick change cards that tell you what you will be doing in your life time. I think this will change people’s views on how it’s okay not to want to go to college or conform to society’s norms of going to college.

What advergames have you played? did they influence a purchase? I have never played an advergame, or seen one until this class. I think if I was introduced to something like this it would have influenced a purchase in my younger years.

Why do the advergames tooth protector and escape work? Taking care of your teeth= fun. It’s the psychology of equating fun with cleaning your teeth.

What does volvo’s drive for life accomplish? It gets the name out there and it is being recognized for having a simulation game attached to it

What company used in-advergame advertising Bed Bath & Beyond

What was one if the first home-console advergames and what beverage was it for? General Foods made Kool-Aid Man for the Atari 2600

What makes the toilet training game sophisticated and do you agree? He says its about “tempering the very lifestyle of alcoholic overindulgence”. Its sophisticated that the game can portray drunkenness

What do advergames and anti-advergames have in common, and what principles do they share? Influencing, Persuading, having a clear opinion of something.

Week 1

Getting Over It review: This game was incredibly frustrating to me. I might have missed it, but is there a backstory to why he is in a pot? Why isn’t he using the sledgehammer to smash the pot he is in? Does he even want to be out of the pot? IDK. I was annoyed that the narrator was rambling, but when he stopped, I missed having something to listen to other than the hitting of a rock. My body was very tense watching the game being played.

Pain station thoughts: I can see what draws people to play this game, but it’s weird at the same time. Is kind of a form of punishment when you do something wrong, but also it’s fun. It’s like touching your tongue to a 9V battery; you know it’s going to send a shock, but you’re anticipating it. (Am I the only one who did this?)

Townscaper review: I can see why this is entertaining, creating stories of who might reside at the houses you are building, but at a certain point I think I’d get bored. I guess that’s what the game is all about: close it and restart another day when you remember the game exists. The sound effects are amazing.

Fair Food Maker review: OMG! I thought this was the best game ever when I was a kid. Tori mentioned playing this game, and I got flashes of memories of this game that I could sort of remember, but I wasn’t positive. You basically select a machine you would see at a fair and make the food. Ex.: lemonade, funnel cake, snow cone, corn dog, etc. This game has no end state; you make the foods and eat them, and you can start over with another food or be done.

Slither.io review: This is another example of a game without an explicit end state. I still love this game and play it to occupy my short attention span. You collect food, grow bigger, and eventually die. Then you start again. There is no progress saved other than a past high score. Every time you die, you start new, as small as everyone else when they start.

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

  • Enframing- friends are resources
  • Compulsion- psychological manipulation, exploiting human psychology in order to make money
  • Optionalism- the game’s meaning comes from the choices a player makes; gameplay is optional
  • Destroyed Time- “Social games so covet our time that they abuse us while we are away from them, through obligation, worry, and dread over missed opportunities.” It’s the disrespect of time that we could be being more productive, other than wasting it on a game.

How do social games like FarmVille enframe friends?

  • Friends are used as perks. “Get 100 coins by inviting 1 friend”

How do social games destroy time outside the game?

  • “Social games so covet our time that they abuse us while we are away from them, through obligation, worry, and dread over missed opportunities.” It’s the disrespect of time that we could be being more productive, other than wasting it on a game.

Game Thoughts 1/9

Flowers

I like the idea of the game and I understand why people play it. Flowers has beautiful graphics and animations. The sounds and soundtrack are soothing and pleasant. Personally, I just don’t play games like that. I find I analyze them more as a piece of art and not as a video game.

Journey

I was far more interested in this game than flowers. I loved that there seemed to be more mechanics to learn and master with the controller. For some reason I felt like I was achieving more in Journey than I was in Flowers. I also associated the Journey game with other similar games I have played which I think made me ask more questions about how they manipulated the environment differently.

Calvin Ball

I did not like this. No thank you.

Cow Clicker

Cow Clicker took me back to 2009 freshman year of high school. I thought it was a stupid waste of time then, and I think it is now. When I think about the amount of time people waste on things like Cow Clicker, I don’t doubt the inevitable extinction of the human race. That’s all.