Blocklocked rules variant

I have had some thoughts about how I’d like this game to be played.

First, some changes to the board. I modified the board to have larger neighborhoods, which by effect made less individual areas but increased the amount of playable space. I think that allowing more of anything to be played in a given spot is more fun. For example, I tried to limit the amount of blank space that can only accommodate a four long game piece because it doesn’t really allow for any choice besides color.

I also removed the animated people moving about the streets. I thought it was a cool use of the display but several people were confused as to what they represented and since it was only cosmetic, I didn’t feel the need to keep them for this version.

I also rebalanced some of the pieces. I wanted more pieces that had parking in the center of the piece, or rather fewer pieces that had it on an edge. The thinking with this was that it is a little too easy to stack pieces when only the very edge gets disallowed after each play.

Lastly, I want to limit which spaces that can be played in to only allow three neighborhoods to be played in at a given time. By only allowing development in a new space once there are no legal moves left in the other areas, players are forced to confront the dwindling space and it also visualizes the sprawl across the space over time.

Below is a video of me playing through a full board with these changes in effect.

Blocklocked Rules V1

Due to the nature of my game, many different people would be interacting with it so my goal with these rules was to have something very simple that people could easily partake in. This is the version of the rules that was posted in the gallery and tested during the senior showcase opening:

Objective – Create new development and re-develop existing space

Materials – Pick 3 development pieces of any shape and color

Play your turn – You may play pieces anywhere you would like, including on top of other developments, except:

1. You can’t play on top of that same color

2. You can’t play on top of a grey parking space

The Game Ends when – There is no space left that can be developed

Week 3 thoughts

ARGs: A World Without Oil

This was brought up in another class (maybe 4D?). This is an interesting concept and I think that anything that challenges people to change their daily habits and reflect is probably a good thing, although I am still not sold on the “game-ness” of this. The open source narrative could maybe be viewed through a documentary lens but since this existed in the thoughts of people who participated and made videos and posts, it’s harder for me to view it as a game.

Discovery Tour by Assassin’s Creed

I am highly skeptical about this being a game for change. I guess I should say that I am cynical of Ubisoft as a company and anything that they make. I struggle to see this reuse of game assets as anything other than an advertisement for the Assassin’s Creed games; something that I have very little interest in to begin with.

Detroit Become Human

I recall when this game got really big on YouTube with lots of people doing Let’s Plays although I never got invested in it. I think my assumption at the time was that it was along the lines of iRobot. I wasn’t aware of there being a deeper message to be attained and I am a little skeptical of games that claim to have branching paths depending on your decisions because I feel like the choices that you make don’t always actually do anything to change the outcomes. I would be open to playing this game now and I am glad that I managed to avoid spoilers for it.

Factorio

I am familiar with Factorio for its addictive gameplay although I never considered it as a game for change. With something such as Minecraft, it is assumed that you as the player will change the environment that you’re in and there isn’t really anything to dissuade you against doing this since that is the core mechanic of the game. It is honestly really smart to have the player in Factorio consider the effects of their exploitation of resources.

Outer wilds

This game is on my wishlist; it looks so good. I love the Majora’s Mask type time mechanic and the world looks really beautiful. I suppose I will have to play it to better understand how this incorporates the idea of empathy but I imagine it is somewhere along the lines of how Celeste handled the idea of mental illness.

Gris

The visuals of this game definitely interest me. I love a good 2D platformer although it isn’t totally clear to me from the trailer what abilities you have as the player. I just mentioned Celeste as a game that has a focus on mental illness, but the main reason that I love that game is because of the movement. The entire process of playing through the game is improving your technical skills and by the end, you can practically dance through the world. I would hope that Gris is similar to this although it looks to be a much slower pace.

Gone Home

I really like this idea of discovering a story through bits of the game environment. The screenshots have the look of a horror game like something from Resident Evil so I was surprised to learn that there is such a strong emphasis on the characters and their relationships in this. I suppose it is thematically correct to have a sad game set in an old dark house.

The Layoff Game

The outrage that this game received is exactly what I think the creators were going for when they made it. It is comical to see the disconnect between people who just don’t “get it”. The gameplay of a match three game is nothing new but changing the theme to be about executives consolidating employees positions gives it an entirely new meaning.

Dumb Ways to Die

When I was growing up, I would play this original game on an iPad at a friend’s house. We had probably put about 10 hours all together into playing all of the mini games before finding a link to the song and realizing it was a PSA about train safety. I can clearly remember being surprised at this. We were just taking turns playing the game because it was fun. Now THAT is how you do a game for change!

Fake it to Make it

I don’t think we played enough of this game to really grasp all of the gameplay. I couldn’t totally tell how different fake news stories that we could create had different impacts on our stats although I suppose the point was already made. It was easy to just publish a bunch of garbage fake stuff and the more outrageous stuff got more traction. I am not sure how many people would play this game who are not already in tune with this issue however.

Cards Against Calamity

I wasn’t crazy about this game. The trade off that the game asked us as the players to make sometimes seemed inconsequential and other times were very harsh. It was never clear what the value of a resource was going to be and even after playing a few times through, there was too much randomness for my liking.

Cast Your Vote

I REALLY did not like this one. I can’t imagine anyone playing this willingly or having fun doing so. I do somewhat understand staying away from actual named political parties since you wouldn’t want to be seen as trying to indoctrinate kids but it just seems silly to ignore the fact that this is not how politics actually works.

Week 2 thoughts

Pepsi Man

This game is notorious, I think I first found out about this game in middle school. It has a cult meme following, especially since the song is unironically kind of catchy. I don’t think it would be a stretch to say that these memes actually improved my perception of the brand. Although this was likely not the intended avenue for this to happen, it is interesting that it had the intended result. They used the wrong formula and got to the right solution.

Sneak King

I never owned an Xbox but if I did and was aware of this promotional game, I probably would have gotten it. As a kid, I bought lots of Cheerios cereal because there were pamphlets with chapters of the second Spiderwick Chronicles book in the boxes. I eventually got all of them and compiled them into the complete book which I thought was pretty cool. When Sneak King came out, I was six years old and my access to games was limited to pretty much whatever I could find for cheap. I would have definitely been in the target market for this advergame.

Chex Quest

This reminded me of all of the different versions of Doom that I have played. In middle school, I would play it on a calculator. This is all to say that I would play whatever I could get my hands on and Chex Quest looks to be far from the worst advergame that one could pick out.

M&M Kart Racing

This is not one that I have ever played, and from the looks of it, no one should ever play it. In hindsight, I don’t think that I ever had any truly bad advergames although I did have some games that were just rip offs of other more successful games that had characters from TV put into them.

America’s Army

Every FPS game I’ve ever known has to be compared to the gold standard: Counter Strike. CS was released several years before AA and in my opinion outclasses it mechanically and in terms of strategy. As a game, I see no reason that someone would choose AA. I don’t doubt that CS also had an effect on recruitment amongst young men when it was released and even today.

Vote!!!

This is a silly looking game, but amongst the ones that we discussed, probably the most compelling in terms of persuading me in any given direction. The creators clearly understood how to appeal to a young demographic.

Darfur is Dying

This is just a smart choice for something to pick as a game for change. Every time that I watch Hotel Rwanda, I feel empathy for everyone in that situation, and wish that I could help. It makes a lot of sense to develop this global issue into an interactive thing.

The McDonalds Game

I think this is pretty clever, although I also feel that I’m pretty aware of all of the ethical issues surrounding eating at McDonalds and I don’t think that this game swayed me in any way. I really just didn’t want to read the text parts of this game. I figured most of it out through trial and error and pretty quickly got a Game Over. I played a few more times and still didn’t bother to play “right”. My assumption was that it probably eventually ends in a loss since it is showing an unsustainable business growth model.

Monopoly

I had heard on John Green’s podcast about the original version of the Monopoly rules and the ironic history of the IP being stolen by a corporation and the rules changed to what they are today. The rules variant that we played in class was even less fun than the retail version of the game. I got the gist of what it was going for just by skimming the rules sheet and really didn’t feel the need to play much of it. One thing that happened with our playthrough was that since it was clear before we started who the winner would be, we each had different expectations of the play.

Week 1 thoughts

Painstation

This is not what I imagined when it was first brought up but it honestly makes a lot of sense. What better way to establish stakes for the game than putting your body on the line. People generally care about winning trivial games just for bragging rights so having a negative consequence for losing is a natural next step to engage people. You can be sure that anyone participating with this game is giving it their full attention.

Getting Over It

I have seen many people play this although I never ventured to try it myself (I’ve only played Mario Maker levels that are derivative of it). My understanding is that the controls are frustrating to pick up and it is easy to lose all of your progress and go back to the start. Because it is so difficult and annoying to progress in this game, the developer has made a final reward that is prefaced with a warning saying that people who are streaming shouldn’t show and spoil it for people who didn’t earn it themselves. Although I’m sure it is possible to find what is behind this wall somewhere online, I have always held off in case I do eventually decide to play it. I also remember that there is an unlockable golden pot for beating the game 100 times which sounds like an impossible amount considering that most people probably never even beat the game once. It is worth noting, however, that this game, like many others, quickly developed a community of people who like to speedrun it. This is especially impressive given the difficulty of the controls but obviously some people find it rewarding to play.

Calvin Ball

I grew up reading Calvin and Hobbes but I had never even considered trying to play it in real life before. I think that we as a class struggled with this because we are used to having clear rules set out for us. People had a natural inclination to want to fall into patterns of repeating what they were doing. It is admittedly difficult to rewire your brain to not do something twice.

Cow Clicker

This struck me as being pretty clever. The twist of irony that people came to play the parody game of the whole clicker genre is such a good narrative. I also think that the art for some of the cows is pretty creative. I won’t say that I am above playing a clicker game ever in my life, although I do think that after you’ve been invested in one, it is hard to want to play another. If Cow Clicker was the first one that I had ever stumbled upon, I can definitely see the appeal.

The Graveyard

I was previously familiar with this game because it had some popularity with some content creators when I was probably in high school. I think that by virtue of being something sold on Steam and that has semi realistic graphics, people have certain expectations of what the experience will be like. This made for some good gag videos of people who would go into the experience blind and be surprised that it is pretty limited in terms of what you can do in the game world. I do think that this still falls into the category of games because there is still player input and I honestly don’t think I knew that there were different endings that you could achieve.

Townscaper

I am surprised that I had never heard of this one before because it seems right up my alley. The animation of adding new things and having the existing structure adapt to it is so satisfying to watch. I could easily see myself spending a long time playing with this even though there isn’t a specific goal that you have to work towards.

Gallery test reflection

On April 11, I had the first at-scale test of my game idea. I use the term “game” lightly. This was more of a non-objective experience. My goal with this experience was to engage gallery goers and challenge them to consider the effects of parking minimums by making them be the ones to create the issue themselves. Timelapse: (I will likely reframe this video to focus attention straight down on the board but I had some trouble with the Premiere plugin) https://www.youtube.com/watch?v=GWzSKgk6lwQ
The inspirations for this experience were many. I liked the idea of having many players sharing the space of the game board with their moves affecting future play. This reminded me of an experiment that Reddit has done twice on April fools day, once in 2017, and again five years later in 2022. This is r/place, a huge canvas where every user of the website was allowed to place a single pixel every set amount of time (I think it was 10 minutes). Very quickly communities organized to create larger artworks that would not be possible with only an individual’s ability. There was also a sense of limited space and several works came at the expense of other existing ones, similar to graffiti on a wall. I liked this idea of overwriting existing spaces.
I wanted the rules to be easily digestible because it is difficult for people to understand a new game, especially if they were only going to be “playing” for a few minutes and knew that they likely would never have to play again. Any kind of in depth system would work to deter players. In the end, the rules page was one page of a few clearly bulleted points and I summarized these verbally for many players (although a couple of people still struggled to understand the rules).
I looked at Blokus for its system of deploying tile pieces through touching the corners of the same color pieces. This achieves an even distribution of colors because it doesn’t allow for two pieces of the same color to touch sides. However, later in the game as the board fills up, players are forced to use smaller and smaller pieces which didn’t fit as well with my model of having many different players. I also looked at Tetris, which in my opinion is one of the finest games ever created. The “tet” of the game’s name implies that every piece consists of 4 tiles which I liked a lot. Limiting the number of spaces on a piece also allowed for more interesting shapes to be created. It’s not possible to create different multiple shapes out of three or less touching triangles, but four would allow for a few interesting permutations of layouts.
An earlier version of my game had parking spaces disconnected from the development pieces. This allowed players to designate one area of the board as a massive parking lot, which is interesting in its own right, but I didn’t think would be as engaging to play. I considered having a requirement that the parking was built adjacent to the development or perhaps just in the same neighborhood area. By integrating the spaces into each piece, I feel that the problem of having players responsible for placing their own parking wherever they want was solved. This also removed a huge barrier to entry from the original idea which was to have players reference a spreadsheet to determine how much parking was to be built. This was in line with reality and would make people who did choose to engage with it to maybe understand the issue to a greater depth, but I think may have also deterred people from engaging to begin with. It also made it easier for players to break the rules by just not building separate parking spaces.
Another observation was that when two parking spaces were built adjacent to each other, it made an area that was big enough to house one of the matchbox cars that I had placed on the board. I initially put the cars on the board to draw a stronger connection to the road play rug that I referenced in my write up but it was interesting to see what players did with them once left to their own devices. I think this allowed for a non-intended play experience that I’m glad people were able to _. This also seemed to appeal to some of the children in attendance, although in placing the height of the table at a comfortable height for adults, I didn’t account for it being accessible to people any shorter than Max.
https://forms.gle/orqd5S8aE8PmvxKR8
I placed a QR code on the board with the pieces that linked to a form to encourage any kind of written feedback. Knowing that people are unlikely to take the time to write a lot, I tweaked the usual playtest form from this class to have only two questions that allowed for extended response and one multiple choice question for any game. I also made all of the questions optional to allow someone to submit any feedback that they may want to write, even if they don’t want to respond to every question.
By nature of this layout, the longer that the game plays out, the fewer pieces will be able to be played. If players played “perfectly” to optimize the number of pieces played, it would be possible to cover the entire surface of the map in parking. This, however, calls into question what the players motivations are in the game. Is playing as many pieces as possible the main objective of the game? For example, Anne Marie chose to play exclusively green spaces. This shows that different players have different, potentially conflicting goals, and mirrors the real development of a shared city space. Everyone makes changes that leave a lasting impression on the space.
A change that I would make would be to limit the number of pieces that have parking available on the edge of the piece. The ones that have parking in the middle of the piece diminish the redevelopment that is possible and accelerate the pace of the game which allows for some more creative placement.
This experience had the desirable effect of engaging people in a topic that I think about often and enjoy spreading awareness of and I was able to gather some valuable verbal feedback. I had a good discussion with Michelle Patrick, and although she apparently found the game “difficult to play”, I think that at the stage she experienced it, that was kind of the point. We discussed potential changes that the school could make that would benefit the majority of students on campus. This in turn sparked another conversation on a following day about what other needs some students might have.
I think that in many ways, this test was a success. Some future changes that I would like to make are trying new board layouts, re-keyframing the animations on the projection, and trying some tweaked rules such as limiting the areas that can be developed from virgin land to maybe three neighborhoods and only allowing spreading to a new space when there are no legal moves in the existing ones. This could serve to demonstrate the “sprawl” across the map as it fills up.

Crochet cognitive task analysis – w/ Mia

What tools are needed?

  • Decide what you’re making
    • Find a recipe online (youtube)
  • Yarn
    • Pick a yarn that is suited to your project
  • One crochet hook
  • Stitch markers (clips)

How do you get started?

  • Make a magic circle (yarn with a loop)
  • Put it on a hook

Making a Shrug

  • Options: Single, double, triple crochets, slip stitch
  • Repeat
  • When you get to the edge flip it over to maintain working in the same direction

When you’re finished

  • Knot the end
  • Cut the extra string
  • Weave any additional extra string back in to hide it

Kobold questions & also answers

Kobold Pt 1

  1. In your opinion what should every game have? Why do you like your favorite game?
    • Elements of a game as discussed in the text: fun, players, rules, a board/cards/dice/pieces, finite play time, winner/loser, turns/phases, luck/strategy, replayability
    • Most of my favorite games are those that reward skill. This means that the way the game plays out is contingent on how much you are able to improve at it. There is a high skill ceiling and it may involve practice outside of the game to even approach a high level of play.
  2. List the games you’ve played and currently play.
    • I doubt I would ever be able to compile a complete list of every game I have played. I can, however, outline some of the more prominent and influential ones, as broken down into categories below
    • Video Games (series):
      • Legend of Zelda
      • Counter Strike
      • Rocket League
      • Super Smash Bros
      • Mario Kart
      • Pokemon
      • Super Mario
    • Trading Card Games
      • Magic The Gathering
      • Pokemon
      • Cardfight!! Vanguard
    • Tabletop/Board Games
      • Settlers of Catan
      • Ticket to Ride
      • Kingdom Builders
      • Dungeons and Dragons
      • Betrayal at House on the Hill
    • Sports
      • Ice Hockey
      • Volleyball
      • Ultimate Frisbee
  3. Can you apply the three act structure to your favorite game? What is its pacing and how long do you find yourself in each act?
    • One of my favorite games is anything in the 3D Mario series of games which all follow a similar structure. In the beginning, Mario and in some cases his companions are introduced and Princess Peach is captured by Bowser. The levels in the first world are used to make the player comfortable with the types of control that they have and to introduce mechanics that will recur throughout the game. The middle of the game is all of the platforming levels between the first and the final world. Finally, the end is in sight upon reaching the last world. Elements of earlier levels are remixed in a final challenge that ends with finally beating Bowser and saving the princess which resolves the conflict.
  4. When coming up with ideas where do you find you start, with the metaphor or the mechanic?
    • As the textbook talks about, this is dependent on what the project you are starting actually is. Personally, I feel that I tend to start by finding a mechanic that I enjoy and working to make that fun, and finding the metaphor later on.
  5. Over the course of this semester, who would you like to collaborate with and why?
    • I am open to collaborating with anyone in the class. A fair number of people here I have already worked on projects with in other classes, and I enjoy the collaborative process.

Kobold Pt 2

  1. What is the difference between a game designer and a game developer?A game designer is a person who decides the mechanics that define a game, while a game developer builds the actual product
    • What commonly occurs during the game development process?
      1. Iteration of the game. Rules can be changed, and mechanics modified to better suit the objective of the game. Entire parts of the game can be added or removed depending on what is needed
  2. What are the challenges of balancing a game?
    • Creating systems that are easy enough to understand, while keeping the game fun and engaging for players. There can often be tradeoffs between the potential changes that need to be made
    • What should every player of your game believe? Why?
      • A player should believe that they have a reasonable chance to win until the moment that the game ends
    • How can you avoid stealing players’ fun?
      • Don’t kick a player out before the game is over
      • Kingmaking sucks
      • Don’t reward the leader
      • Include inherent deceleration
      • A player’s ability to influence other players should fall between “none” and “lots”
      •  Don’t force a reverse
  3. What 10 maxims should you follow when writing rules?
    • Use no intermediary terminology
    • Use real words
    • Make no more work than necessary
    • Add flavor (but not too much flavor)
    • Make your text no smarter than your reader
    • Discard rules that can’t be written
    • Take a breath
    • Go easy on the eyes
    • Get your final version playtested
    • Fix it in the FAQ
  4. How has play testing changed your game?
    • Who from class would you like to playtest your next game or version 2 of your first game?
      • Max will most likely play my game before it even comes to class. Within class, I think Ronan has a solid base of knowledge of both video games and board games, and I think that Luke has a good mindset for developing the theme of the game
    • Who is the audience for your game?
      • The primary audience for my game will always be myself. I want to make things that I enjoy first and foremost, and that often can have an overlap with other people’s tastes
  5. Who should playtest your game outside of class?
    • Anyone who is willing to playtest for it. The more people who are able to give feedback, the more clear what things will need to be changed for it to work best with a large number of people

Kobold Pt 3

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    • Playing with the scale of game elements to allow for interactions between the player and things that you cannot do at full human size. I imagine that this theme would be very fun to design for; it would be like living a day as Stuart Little
    • Who are you making games for?
      • This is a bit of a repeat answer from a previous question but I make games for myself and the people around me. I want to be able to enjoy my own games with friends and family
    • Who will be your play testers outside of class?
      • The most likely candidates for my out of class playtesters are the people who are already in close proximity to me. My roommates and my girlfriend are all usually willing to help me with a project that I happen to be working on
  2. Can you think of a game you were able to play without referring to the rules?
    • When I learned chess, I was able to memorize the movements of the pisces and correlate it with the unique shapes of each piece fairly easily. By the time I played my first game I was able to play without needing to ever reference rules
    • How do you define what a game is?
      • Rob Daviau defines a game as “an interactive mathematical system, made concrete, used to tell a story”. I agree with this statement although I think the heaviest emphasis is on the interactive element
    • What features can make your games more intuitive?
      • Taking into consideration the pieces, colors, and size of elements is important to making a game intuitive. Also simplifying rules so that the amount that needs to be read in the manual prior to starting can make it more fun because it’s easier to pick up
  3. What was your gateway game?
    • I can’t recall one specific game that got me hooked because I was always surrounded by games. As a teen I would go to the Mall on Tuesday and Friday nights to play trading card games in local groups. My parents and family friends often introduced me to new tabletop and board games
    • What do you play to introduce others to gaming?
      • I have had moderate success with introducing my friends to Rummikub. It is a variation on classic rummy but something about gathering and playing with the tiles, as opposed to playing cards, and having autonomy of which tile to draw makes it a bit more engaging
    • What features do gateway games share?
      • A gateway game is easy to learn, has a compelling theme, a lack of complexity, interactivity, luck, an appropriate duration, originality, and replay value
  4. What are the 10 beautiful mechanics and what should you aim for with your own?
    • Kingmaker’s noblesse oblige
    • BattleTech’s heat
    • Set’s set-making
    • Magic’s card tapping 
    • Battle Cattle’s cow tipping rule
    • xXxenophile’s popping
    • Bohnanza’s hand order rule
    • Mississippi Queen’s paddlewheels
    • Time’s Up!’s communication breakdown
    • Dominion’s constant shuffling
  5. How does luck and strategy factor into game play?
    • Luck is beyond the player’s control, strategy is making plans and decisions in game, and skill is outside knowledge that allows you to make the correct decisions in a given situation. Games usually contain all of these elements to varying degrees

Kobold Pt 4

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is a functional attempt to make the mechanic work in a way that can then be tested. A display prototype focuses on the visual and aesthetic qualities that are being aimed for
    • What is required of a working prototype, and what might cause one to fail?
      • A working prototype should include everything that it takes to play the game, it should be thoroughly tested, focus on function and not let visuals dictate gameplay, and it should be user friendly
  2. What makes for a good prototype according to Dale Yu?
    • Cards, card sleeves, stickers, paper, bits, bags and baggies, boxes, a color printer, computer, and laminator are all helpful to have available to make a prototype
  3. What advice from Richard Levy will help you pitch your game?
    • Be prepared, information is power, sell yourself first, don’t be deterred by rejection, control your ego, consider the timing, consider multiple submissions, don’t deal with invention marketing firms, get a good agent, build a good prototype, respect brand power
    • Where might you pitch your game?
      • Pick a game publisher that is currently accepting submissions from the general public and make sure that the game aligns with the identity and goals of that specific publisher
  4. What do publishers look for in a game?
    • Something that is well tested and easy for others to test to get a sense of the game
    • What makes a good set of Rules?
      • Sections outlining: Overview, Components, Setup, Gameplay, Card types, Endgame and winning, Example of play, and Credits
    • Describe the best game you’ve made this semester in 250 words? Follow Michelle Nephew’s outline.
      • The best game that I made this semester in terms of enjoyment that people have seemingly gotten from it was also my simplest. It involves two minor dexterous tasks that people are not always great at; picking up cards that are flat on a table and spinning a coin or token. I chose to call this game Countermand which is a word meaning to revoke an order because often a card that was just flipped is then overturned back to its previous state the following turn. The best aspect of this game is its simplicity; it can be played with a standard deck of cards, is easy to learn quickly, and the rounds are short but also able to be replayed several times in a session. Every turn is a gamble of how much progress you are able to make in your own favor, and a single bad spin can completely change the momentum of a game. It generally takes several net positive turns in a row to win so the victory feels very earned as well. One of the aspects that I tested was different amounts of cards that should be on the board for a given game. A small number of cards can make it too easy for one player to dominate without an opportunity for the opposing player to recover, however too many cards can make it difficult for either player to gain an upper hand and end the game which borders monotony. The balance that I found is right around 30 cards total, with the option to add or remove a few to tailor it to a specific pairing of players.

A whole bunch-a game ideas I have

Week 1

5 game ideas that can take place on campus

  • Giant Operation on the front lawn with comically large tweezers. Parts are placed in roped off sections that cannot be touched. Would be cool to record a birds eye of the game with a drone
  • Push your luck mechanic scoring lawn darts. In the late game, you have to be precise with what you hit because getting too many points can have adverse consequences
  • Team route building with people as the play pieces in the Rec Center gymnasium
  • Whack-a-mole with the campus groundhogs: self explanatory
  • Tucci simulator: Orienteering race but the control points are the black metal trash cans across campus and you must stop and say hello to every person that you see as well as say one nice thing about them or the day etc

Week 2

5 game ideas that can be played using cards

  • Raid Boss: 50/25/25 (1v2) with a wager mechanic
  • Deduction (one secret card, taking turns playing one card and if any attribute overlaps with your card you must state what it is. Maybe played with a deck of card numbers ,1-5? Hand size of 3?)
  • You don’t know your 3 cards but your opponent does. If you play a card that is within 1 on either side your opponent can call it out and blow up that card. First person to lose all three of their cards loses
  • Divided: Collect more pairs than your opponent as fast as you can over the course of 5 rounds. A pair consists of two cards that are cleanly divisible (eg. 3/9, 10/10, A/7). Aces are worth 1 and any card is divisible by it (Wild card)
  • 2 players divide the deck and have some number cards randomly placed in front of them. They take turns drawing off of their own deck to place cards on neighboring cards. If they can’t play a card, it is reshuffled into their deck, and the first player to empty their entire deck wins

Week 3

5 game ideas that involve collaboration use the following format : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

  • “Deduction” is a card game in which players must figure out the card that they have in front of them using clues provided by cards played by other players
  • “Agnej” is a dexterity game in which players must stack Jenga pieces in various orientations to score points using only one hand each
  • “Lockout” is a point to point movement game in which players navigate turning layers of an onion gameboard by rolling different dice and rotating the layers to benefit themselves or their teammate, while potentially sabotaging opposing team players
  • “Trains, Planes, and Funiculars” is an engine building game in which players maneuver a landscape while building out various modes of transit
  • “Ambitions as a Writer” is a storytelling game in which players improvise the details of a story based on a random prompt. Cards are drawn that give additional elements that players must respond to

Week 4

5 game ideas that revolve around a theme of of your choice (timed turn)

  • Countermand: Spin poker chip, flip cards, first player to have control of the whole board wins
  • Runaway: speed based hand management where players must make snap decisions of what to add or discard. Themed based on a runaway train that has limited time before it reaches a catastrophic end. The player that collects all of their necessary set stops their train
  • Custom speed chess timer which has 30 seconds counting down in the actuated direction and up from 30 in the opposing direction (the time on both sides will always add up to 1 minute, however after some turns it may be at a 15/45 second split, etc). When the clock is clicked, that player draws a card that says something that they must draw to add to their composition. As such, there is a compounding effect of completing a turn quickly vs taking longer. If either player’s clock gets to zero the game ends and the players evaluate their compositions
  • Players compete to stack various shaped wooden blocks as high as possible within a short amount of time. Each round is worth a set amount of points and the rounds get shorter as the game progresses
  • Players progress around a circular game board in the shape of a clock with individual LEDs that highlight the sections. Different actions can be taken if a player is in a zone that is currently active but they must stop when the lights change color. Different colors also impact the actions that a player may chose to do

Week 5

 5 game ideas that revolve around the theme of collecting

  • Inflation: you have buying power but every turn the cost of actions increases
  • Battalion: progress the board to collect units that will do battle later in the game
  • Dice building game: progressively gain more dice in your arsenal and roll all of them to determine your capabilities on a given turn. Rolling 1’s on any of the dice has a special effect
  • Robot building: assembling pieces of a giant robot mech (like Voltron)
  • Fish collecting game with the objective of assembling the coolest aquarium – basically the best part of Animal Crossing but as a standalone 30 minute board game

Lockout Rules

2-4 players

  • Objective: Traverse the trails to get to the center of the board
  • Required materials:
    • Gameboard
    • 1x D4 (Green)
    • 1x D6 (Blue)
    • 1x D8 (Red)
    • 1x D10 (Yellow)
    • 1x D12 (Purple)
  • Setup:
    • Randomize the alignment of the layers
    • All players roll the D12; the highest roll picks their starting place first, the second highest roll picks second, etc.
      • This also determines the turn order
  • On a player’s turn:
    • Roll a die that corresponds to the color of the layer that you are on
    • Progress that many spaces
      • Players may pick which direction to go each turn
      • When a player crosses onto a higher layer, they must stop on the first space of that new layer regardless of how much of their roll is left
    • At the end of your turn rotate one layer 2 clicks or two separate layers one click each
      • If the die roll is even, rotate to the right (counterclockwise)
      • If the die roll is odd, rotate to the left (clockwise)
  • Super Special Rule
    • If a 1 is rolled, that player must pick another player to swap places with
  • Winning:
    • The game ends when the first player reaches the center of the board

Thoughts on some games that I played:

Flux (Zombie)

  • I had previously played the base game of Flux last semester and I had enjoyed what I played. The idea that the rules continually shift as the game progresses interested me. This was my first time playing the Zombie version. One thing that I did not like was the pacing of the late game. Everyone took a long time to reacclimate to rule changes and to consider their options which made it boring to wait for your next turn. Our group made an adjustment for the subsequent playthrough that I deemed “Speed-Flux”. I started a 20 second timer on my phone and each player had exactly that long to complete their turn. This was especially frantic because sometimes you would draw a card that you were not familiar with that had a lot of text that you would need to read so this rule forced you to skim read in order to complete your turn. The chaos that this created was fun although I think a slightly longer timer would be good if it was being used in a more serious setting.

Love Letter

  • This game was great! We got a grasp of the rules really quickly and were underway within a minute. On the first turn I had two of the highest ranked cards, meaning that I was forced to play one of them which is an automatic loss, however I was not perturbed by this because the length of the round is so quick. I particularly liked the strategy element of deductive reasoning trying to figure out what card your opponent(s) have.

Munchkin Gloom

  • I have played the original Munchkin game in the past although it has been at least several years since then. This was my first time playing the “Gloom” variant. The most notable thing about this game is the quality of the cards. These things are awesome! The transparent plastic lines up when you stack the cards on top of each other to make adding up character stats very easy. In terms of gameplay, there was some confusion and frustration within my group regarding the objective. By the time we were underway, people seemed to be mostly over this game. I think this would have especially benefited from having one person in the group who has played before, and I would be open to trying to play again, although my group only had the one playthrough. 

Tokaido

  • This game was especially unique compared to what we have played this semester. Players progressed across the board and stopped wherever they chose in order to collect cards, money, and other such things. No one was exactly sure what the winning strategy would be for this so all players seemed to focus on different things. Although players are competing against each other, it usually didn’t seem to make sense to pursue the same objectives, like for example, the panels. If one player had already collected two out of four of the panels, other players were disincentivized from trying to collect them as well because only the first player to complete it would score the bonus. Perhaps a more obvious strategy would arise given the opportunity to play this game more than just the one time. Overall, in my opinion, it wasn’t very fun although the cool theme did make up for this slightly.

Dominion

  • We played an abbreviated version of this game, having only cheap cards available to purchase and stopping before even reaching the endgame. From what I saw of this, I really liked the concept. The idea of making choices to build a deck from cards that are available to all of the players is very interesting. I also really like the progression of currency where later in the game, it becomes possible to get cards that are worth more. I especially like that you can replay this game with different cards available because this opens up so much in the way of replayability. 

Takenoko

  • I am still not entirely sure that we played this correctly. The premise of this game is that players build out the board and grow bamboo that is later collected and used to score points. It was never clear what the dominant strategy was for this game. Points could also be scored based on score layout so depending on the state of the board, you could draw a card that immediately scores points. I would be interested to see this game played out multiple times to see what the average number of tiles that are played is. I couldn’t tell if our game would have been more fun if we spent more time placing tiles or less. Overall, this is another game with a fun theme that I am not totally sold on mechanically yet.

Bang

  • This game combined a lot of elements from previous games that I had played including hidden roles, drawing cards and hand management, and special character abilities. I particularly enjoyed the theme of the country western art and having text written in the Italian language in addition to English. An enjoyable development that happened in our playthrough of the game was that players would attack each other for fun, even if they knew that their roles were working towards the same goal. Having people be “traitors” was honestly very on brand for the game theme and it made gameplay seem a little more intense because it was every person for themselves.

Splendor

  • The premise of collecting gems and accumulating points with the cards in the middle is very simple but . I found this game interesting because every player has an equal opportunity (at least in the start of the game) to pick whatever they would like. As the game progressed, certain gems would get kind of gridlocked because two players were both trying to collect that color but neither had enough to score in order to return theirs to the circulation. Multiple people in the class have games that involve collecting resources and crafting so I highly recommend that others try this out to at least get a sense of it.

Game 1 Rules

Countermand

noun – an order revoking a previous one.

  • Objective: flip all of the cards on the table to show your side facing up
  • Required materials: a standard deck of playing cards and a coin/poker chip/etc
  • Setup:
    • Half of the cards (26 for a full deck) are placed face down on the table, the other half are placed face up
      • None of the cards should be touching each other
    • The shortest player will go first
    • The other player may select which orientation they wish to work towards
  • On a player’s turn:
    • Spin the coin
      • As long as the coin remains spinning, the player may pick up and flip cards.
    • Only one card may be flipped with each hand at any time.
    • The coin is deemed to have stopped moving when it is completely still and making no noise.
    • If a player is in the act of changing the state of a card when the coin finishes moving, they are penalized by flipping 2 of their cards to their opponents orientation
  • Winning:
    • A player wins when all of the cards on the table are facing in the orientation that they were working towards

Objectified Response

It was interesting getting a view into the minds of the people who design the products that we use in our everyday lives. I was continually amazed at the number of designs for chairs that are possible. Our use of chairs is a fairly simple interaction; the only moving part is the person sitting in it or getting up, however the considerations that go into making it seem to be endless. From the shape, material, comfort, aesthetics, sustainability, and how easy it would be to mass produce, it’s no wonder that even today, there isn’t a definitive chair design. This example obviously lends itself to any kind of designed object. Everything that we use has at some level been tailor to an expected use case. It was also interesting seeing the discussion about designing a more comfortable grip for the vegetable peeler. The invented design was actually the version of the product that I was familiar with and this really emphasised a couple of points for me. When a design is really good, you don’t think about it. It seems simple and it can become harder to even imagine things being another way. It also highlights the speed of adoption and ubiquitousness that these designs can take. This being a field that I feel passionately about, I have a huge amount of appreciation for the type of people who constantly re-evaluate these designs and iterate upon them. Jony Ive talking about late 2000’s Apple design philosophy is an absolute treat. It’s clear how their attentiveness to design catapulted the success of their products to the level they have reached today. Overall, I thoroughly enjoyed this doc and I will probably try to watch Hustwit’s Helvetica at some point in the near future.