Sunday, 23 January 2011

Lesson 11-1-11

Today, we used a deck of cards to make a game. We kept the mechanics the same; one person puts down a card and so does the next person, so on and so forth. We all made up rules and a scoring system, and the person whose rules we were playing was the dealer and called out each person’s score when they put a card down. As there were six of us, we needed to play through six games. Although, this was a game in itself; as we had to deduce what the rules were and try to win with the acquired knowledge. We used basic maths skills and applied card logic to work out the rules, paying close attention to the score when a card was put down and what was before it, trying to work out how a point was scored, what the card was in relation to the one before it that awarded the player with a point. Also, seeing how the score changed when a King, Queen and Jack was put down uncovered some rules too. The aces usually had a special rule, for example, one rule was that when a player placed an ace, they would get all the points from the previous player, leaving them with zero.
As we played through the games, we each had sheets out where we would write down our points after the dealer recited them according to their rules. We made note of what was before the card we just put down and its suit/colour. We analysed other people’s points too, after a while, we all knew what some of the rules were and exploited these. This was almost like a learning curve. At the beginning, we were unsure, playing with no particular strategy, just figuring out what leaves us with more points or devoid of them. Later, as we learned some of the rules, we played with strategies, tactics even, for example saving the aces, in the previously mentioned example, until a player before you accumulated a big score which you could take by slamming an ace onto the pile.
Some of the games rules were easy to decipher, logical steps we all concluded while playing, like placing a card of the same number gave you a point or lost you a point. Another example includes the Jack, Queen or King doubling points, and adding up the cards number to the previous one, making that the score.
Although, there were lots of inventive rules which were harder to infer, one rule awarded the player a point if a card of consecutive numbers was put down. So placing a 5 of hearts on top of a 4 of clubs would give the player a point. However, putting a 5 of diamonds on top of a 6 of hearts would award the player 2 points, so there were two rules concerning the colour of the cards; same colour gave you more points. Another rule which was difficult to understand when first encountered was that whenever a player put a 7 of clubs down, they would lose 5 points. The other players decided to risk putting down their 7 of whatever suite to see if that was included in the rule.
The task was useful because there were controlled variables, like the games mechanics, so we would be focusing on the rules and not the other factors of the game. Also it was familiar in some shape or form because we’d all played cards before. Another reason for using a deck of cards was that they convey lots of information in the form of icons such as numbers, colours, suits and images of royal figures, we could use these to make our rules, specifying them to certain icons, red means this, hearts means that, hearts plus red equals this etc. The task allowed us to see how a player will feel when playing a game, our game, for the first time, barely knowing the rules, jumping straight in and figuring it out as they play.

Tuesday, 18 January 2011

Lessons two and three

Lesson Two
Much to the dismay of my team mates, I was not here, so on to lesson three!
Lesson Three
We spent this lesson picking an idea to shreds in order to decide which one we could eventually paper prototype and construct into a board game. Our idea based on the cake-maker stealing ingredients from passers-by, seemed stubborn, we couldn’t translated onto paper; it required a lot of action and sneakiness. We felt it would suit better as a digital game.
The idea based on falling asleep while driving and mixing music to stay awake was reminiscent of digital games like Guitar Hero, DJ Hero and Singstar.
5-a-side football with zombies was a Dead Rising, House of Dead type of game, with its need for AI or multiple players with the role of zombies and fewer for the unfortunate morgue supervisor.
The floor-is-lava but you can’t let steaming hot molten rock halt your education, so get there by rock climbing idea included a need for scenery and varying location which we couldn’t quite fathom with paper. However, we saw an opportunity to improve the situation with a little more of that good stuff: creative lee way, which we have named; development alterations. We simply got rid of the lava and rock climbing aspect. That left us with… going to university, yes, it’s mundane, a chore, the bane of our existence, but a necessity that sometimes has a lot of obstacles in the way, not to mention the cost.
This was where we also added a new aspect to the idea and more detail in the game’s rules and player choices.
Each player is assigned a mode of transport:
-          Car
-          Tube
-          Bicycle
-          Walking
Their ultimate goal: to get to university – but wait, is that really competitive enough? We don’t arrive early and shout “ha ha I’m early, you’re on time, and therefore you smell!” to fellow students? We needed there to be a worthy victory condition our players would relate to, or at least understand the urgency of it, like a job interview!
Perfect, we found our ultimate goal – being the first one to the job interview, and the challenge and the player choice: ruining the other candidates’ chances of getting there by jeopardising their respective modes of transport.
We have yet to decide the mechanics, it could be in the form of a board game where players also receive cards to indicate the nuisance they cause to another players journey, which then causes players to miss a go or to move back a few spaces.
Here are a few scenarios we thought of in class, and which mode of transport/player they will affect:


Scenario
Affects
Call in a tube strike
Person on track
Hit by car
Punctured tyre
Traffic
Stopped by police for routine check
Painful stitch in ribs
Stuck behind lost tourists
Tube user
Tube user
Cyclist
Cyclist
Car driver
Car driver
Pedestrian
Pedestrian

Other ideas included humorous ones like looking in anything reflective at your sexy spandex clad butt for cyclists, stopping to apply anti-nipple-chafe cream for pedestrians and rubbernecking a gruesome accident, which we are all guilty of. Some are more controversial, like calling in a fake bomb threat to affect tube users and getting hit by a car or being kidnapped. By applying these types of scenarios, we are changing the tone of the game, so we need to decide on which scenarios we keep and which we leave on the cutting room floor.