Friday, October 31, 2008

Examples of Party game

1000 Blank White Cards
a party game played with cards in which the deck is created as part of the game. Though it has been played by adults in organized groups in several cities and college campuses, 1000 Blank White Cards is described as well-suited for children in Hoyle's Rules of Games. Since the bulk of the rules are contained on the cards (rather than existing as all-encompassing rules or in a rule book), 1000 Blank White Cards can be considered a sort of nomic. It can be played by any number of players and provides the opportunity for card creation and in fact actual gameplay outside the scope of a single sitting. Creating new cards during the game, dealing with previous cards' effects, is allowed, and creativity is encouraged as the most important part.


Balderdash
A clever repackaging of the parlor game Dictionary, Balderdash contains several cards with real words nobody has heard of. After one of those words has been read aloud, players try to come up with definitions that at least sound plausible, because points are later awarded for every opposing player who guessed that your definition was the correct one.








GiftTRAP
GiftTRAP was voted "Best Party Game of the Year 2008" by Games Magazine, proving that while buying real gifts can be traumatic; giving virtual gifts to find out how people really feel is heaps of fun. Be prepared for some surprises! It's the hilarious social conversation starter that will get you and your friends talking about things that matter. Despite there being hundreds of party games, it's rare to find one that adults and children both LOVE playing. Unlike other party games you don't need skills in drawing, acting or trivia so it works well when you have a crowd of mixed ages/skills.



Say Anything

Say Anything is a light-hearted game about what you and your friends think. It gives you the chance to settle questions that have been hotly debated for centuries. For instance, "What is the most overrated band of all time?" or "Which celebrity would be the most fun to hang out with for a day?" So dig deep into your heart or just come up with something witty - this is your chance to Say Anything!






Try some of these party board games!! Sounds funfunfunfun!!!

What type of board game is it?

Party Game

Party games are games which share several features suitable to entertaining a social gathering of moderate size.
The number of participants is flexible and fairly large. Traditional multiplayer
board games tend to accommodate four to six players at most, whereas party games generally have no fixed upper limit. Some games become unwieldy if more than twelve or fifteen play, but even for these the upper limit is flexible. Many party games such as Charades simply divide everyone into two or more roughly equal teams, while others like Werewolf give each individual a role and the object of each player becomes to play the role.
Cooperation between players is encouraged. Very few successful party games are scored individually; most games that involve a score to determine the winner are team-based, and others such
as role-plays are not usually scored in the traditional sense.
The players can take part at varying levels. Not everyone enjoys straining themselves to the utmost to win, so good party games have multiple ways to play along and contribute to everyone's enjoyment. For example, in
Fictionary not everyone needs to create plausible dictionary definitions; humorous submissions are at least as welcome. In charades, players can actively participate in guessing without taking a turn at acting.
Players do not have to wait for long periods before participating. Games in which every player has their own turn can become boring with a large
group, especially if a turn takes a long time to complete. Team-based games are ideal for this very reason; with two, three or four teams of four or five players each, the wait time is severely reduced as compared to twenty turns per round.
The game has entertainment value for spectators. Many party games involve at least some level of humor, whether inherent in the game or introduced by players. In this way, players not taking a turn can still enjoy the gameplay.
Player elimination is rare.
Monopoly makes a poor party game, because bankrupt players must sit out while the remaining players continue to the game's conclusion, which can take several hours. In contrast, no matter how far behind a team is in Pictionary, all players can participate until the very end.
The amount of specialized equipment needed is not dependent on the number of players. "Common-hand"
Liar's Dice (also known as Perudo), though it can technically be played by an unlimited number of people, usually becomes totally infeasible beyond about a dozen players. The game generally needs five dice and a dice cup for each player; with 12 players this requires a staggering 60 dice, which very few other games will require. By contrast, Yahtzee needs only one set of dice regardless of the number of players, thus it has no equipment-based limit on players (though it does have other practical limits). This disadvantage can often be mitigated through coordination with invitees to bring additional supplies as may be necessary, and often the supplies are inexpensive to procure.
The game usually does not involve spending real money. Players should not have to buy something, especially if that thing is a single-use item other than food, in order to participate in the game. Sometimes this is a rule of the game;
scavenger hunts generally disqualify players caught buying items on the list. However, there are exceptions; a "casino night" with a token buy-in for charity or to help pay expenses is usually acceptable to most casual invitees. A targeted audience, such as gamblers or the well-to-do, may pay more considerable sums to participate.

What is in the game??



sharing experience
gathering information
interaction
give and take
visualization
positive
good effect
relationship
fun
joyful
enjoy
competition
life and death
life or death
wishlist
circle
infinity
back and forth
collect
winning
loosing
playful
score
inspirational

imagination
travel
journey
story
self expression
construction
management
environmental
time consume
benefit
value
treasure
memories
talk and listen
thinking
change
reversion
move on
step back
knowledge
plan
prepare
realization
learn from others

ETC..

Let's ReThink!!

What is our original goal that we wanted to achieve through boardgame?

Yes, we need to recap every single time we start our brainstorming since we get lost in every second!!!


Create a moment for people to share their stories or experiences on death.

Try to stimulate people to talk about death and life that comes before death.

Get people to understand the nature of life, which might end at any moment suddenly.


Sharing Experience is our main main main focus.

Lets focus only on sharing experience before bringing in other small aspects that we wanted to input.


Share Share Share.. Lets Share together..

After talking to Don..

After talking to Don yesterday, we panicked!!

Let's put in this way.. Before talking to Don, we were quite confident in our boardgame rules or storylines. but after talking with Don, it seems most of our confident flew away into far universe;;

Here are some points that Don pointed out:


Why are we setting some situations for players to follow?

Why is there several categories (time, money, experience) if the players will get points randomly?

Why doesn't the game end suddenly, unexpected?

Why is the game so much about life, not death?

Why isn't there sharing aspects in the game?

Why isn't there the initial goals that we had in Phase 2?


at the moment, we think that we have lost our orinial/initial goal of the game..

SHARING EXPERIENCES!!

We focused too much on setting up rules for the game, where we lost the key points of helping people to get involved with the topic of death by playing our board game, and share their stories.


This means that we need to reset the storyline for our boardgame and try to keep the sharing part in the game to stimulate the conversation on death. But how..??

We are sooooooo depressed since this setting up storylines and rules for game is really really super harder than we imagined..

right now, we feel like we are totally lost in the universe that we cannot comeback ever!!!! (OMG!!!)


anyhow, we still have keep up with the work!!!!

Wednesday, October 29, 2008

Senerio




What Next??

Ok, Now we need to find more examples of life events of our audiences.
What do they do? what do they like? what makes them enjoy their life? do they like their life styles??

Under the categories that we have set up,(Experience, Relationship, Career, Health, Unknown) we need to define more general events that happens in people's life to find common activities or stories.

How to Win?

Each player roll the dice to move forward and take action on the game board. When they land on one of the section,(experience, relationship, career, health, unkown..etc) they choose one of the card under the category. Do whatever the card tells to do, player can choose one from E(experiece), M(money), T(time) chips according to the situation provided to the player. Each chip represents where the player puts value into in that given situation. If the card don't give player choice to choose chip, it tells players to move to certain place and take actions it tells to do. Where do players collect life points?? Each chip has points written behind. These points varies from minus to plus. (EX. -100,0,100) Some of the chips have deducting points since no one knows what is going to happen in the life. Then, the player with most point wins the game!! (HOW FUN!!:))

**REVERSION OPPORTUNITY
"BINGO"
When does the game ends???
All players will be given bingo board at the beginnig of the game. This will bring the change of reversion at the end. The bingo board is empty, it only has 25 spots that players can fill out with numbers 1~5 of their own. As players are playing the game, on some of the life event cards, there will be bingo numbers that player can check off from their own bingo board. In order to win the bingo, players will have to cross 6 bingo lines. If any of players finish off 6 bingo lines, game ends with that player earning extra points(EX. +200) to their original points. Then, each players sum up their collected life points and the one with most points win the game!! (HOW FUN!!:))

Storyline/Structure

Considering our audience, 20s to 30s, we have brainstormed and categorized big events that takes most of their life styles.

EXPERIENCE

RELATIONSHIP

CAREER

HEALTH

UNKNOWN/?

These categories will provide possible life story scenarios that players will build up their own life stories during playing the game through simulational situations that might happen in the life.

Who Wins?

Who wins our game?
The player with most points.
These points represents...

Points=Life Points=Personal Experiences=Memory=Value=Meaningful life

"Travel the path of life making decisions, building experiences and relationships, values time given, and collecting life points. Have the higest value at the end of game and win!"

Recap Goals

Time Management

Building/ Sharing Experiences

Decision Making

Strong Relationships

Brainstorming






More Research

Box packages

Horses/Chips(Points)


Cards

Boardgames

So many boardgame already existed in the world. They have so many different types of form and rule.
Which forms and rules do we have to think and choose?
It is hard! hard! hard! to find a perfect form which represents theme of our boardgame well.

Tuesday, October 28, 2008

Schedule

Different styles of Boardgame

1. Magic: The Gathering CCG (Hand Management, Card Drafting)
Players build a deck of cards and duel against an opponent's deck. The first player to reduce his opponent to 0 life (or meet another set win condition) wins the game. There are thousands of cards from which to build your deck. Though traditionally a two-player duel, there are several casual and tournament formats to Magic that allow more players to play.




2. Lost Cities (Set Collection, Card Drafting)
The object is to mount profitable expeditions to one or more of the five different lost cities. Card play is quite straightforward, with a few agonizing moments sprinkled through what is mostly a fast-moving game. If you start a given expedition, you'd better make some progress in it, or it'll score you negative points. If you can make a lot of progress, you'll score quite well. After three rounds, the highest total score takes the day.




3. Race for the Galaxy (Variable Phase Order, Simultaneous Action Selection, Hand Management)
In Race for the Galaxy, players build galactic civilizations by game cards that represent worlds or technical and social developments. Each turn each player chooses one action, but the others will share in the actions chosen, each player secretly and simultaneously chooses one of seven different action cards and then reveals it. Only the selected phases occur. For these phases, every player performs the phase’s action, while the selecting player(s) also get a bonus for that phase.




4. Settlers of Catan (Trading, Modular Board, Dice Rolling, Route/Network Building)
In Settlers of Catan, players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources to build up their civilizations to get to 10 victory points and win the game. Multi-award-winning and one of the most popular games in recent history due to its amazing ability to appeal to non-gamers and gamers alike.




5. Ticket to Ride (Hand Management, Card Drafting, Route/Network Building)
With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route. "The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor." Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers. Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.

Easy steps of LIFE

Moodboard







Monday, October 27, 2008

Proposal

1.0 introduction
Death is a mysterious thing. No one ever experienced death since no one can return from death to tell us what it is like. All we do is making assumption of what it would be like or how it is going to be. Hence, people create their own belief about death. Some people argue death as a positive thing, some argue it as a negative thing, and some might ignore the issue of death. With the discussion on death still progressing, no one can define the death in definite manner since there is no right or wrong answers to it. Death is an infinite question of human nature.

2.0 design proposal: thesis
People are often aware of death whether they have experienced or not of losing their loved ones. They think about it deep inside, knowing that someday we all die. But people avoid talking about dying until death face up to reality, not realizing the affective influences that death can bring to our lives. People assume the death as the far future event of their lives. But the reality is not. No one knows what is going to happen in the future. Through this project, we want to create awareness about death to help them appreciate their lives now and grasp enchanting experiences of sharing in life stories.

2.1 research strategy
The purpose of this strategy is to:
• Establish a strategic approach for the project.
• Acknowledge how people in different age groups embrace the issue of death.
• Collect a range of opinions on death in general.
• Interview people about their perception and acceptance of
death.
• Understand the relationship of people and death.

2.1.1 brainstorming session
- Brainstorming session to define and to generate the idea of
what are the things that are related and connected to death
culture.
- To layout the extensive direction towards defining the proper
approaches to the project.

2.1.2 visual research
- Varieties of photographs or illustrations that inspire similar
feelings, moods and atmosphere of the proposed project.
- Images that inspire perspective colour choices of the project.
- Images and colours that are relevant to death and its ambien

2.2 problem
People don’t prepare for death. They think the death as the distance future event, but no one know what is going to happen in the future. Therefore, people don’t know how to deal when it comes to their own or their loved ones’ death. The death influences people’s life and brings affective changes to it.

2.3 opportunity
“Live everyday as if it was your last”
There is a need of design opportunities to improve the perceptions that people have about death. People need to be aware of the importance of preparation in dealing with death.

2.4 goals
To help people to understand the importance of preparing for death and project themselves for future dates and re-evaluate their lives.
Increase the individual importance and let people share the life experience to appreciate their lives now.

2.5 criteria
Provide design that is beneficial regardless of sex, socioeconomic class, or age.

3.0 audience profile
Young adults: ages 18~39, both male and female.

Young students to people who have professional jobs;
the occupation status will vary.

3.1 characteristic factor
• Free to choose their own path.
• Opportune time to try new things.
• Begin to hold full-time jobs.
• Take on responsibilities of adulthood.
• Become individuals and will set themselves apart.
• “Self” becomes the main reliance.
• Take responsibility for themselves and make their own
decisions.
• Start to think in a more mature manner and take issues more
seriously.
• Try to focus on the construction of a better future.
• Learn value in both tangible and intangible objects.

Don’t fear death and don’t take it seriously yet.

3.2 language factor
The primary language component will be English.

4.0 educational goal
• Explore and widen our knowledge of death culture.
• Discover the unique potential of death to lead people to
appreciate life now.
• Explore and gain deeper insight of what the death really is and
represents, and how it influences people in their lives.


After talking to Tak..

OK. After talking to Tak on thursday,
our initial idea got lost;;
he said How do you judge who wins and who loses?
Of course, previously we have set the player with most time wins.
but Tak said, "then is you board game saying people who live longer had a meaningful life?"
The answer is no.
From there, we got new task of brainstorming how do we suggest meaningful life?
What makes people feel that they lived well?
Can we help them feel with our board game?

So Tak suggested us to think from the end first.
Think about who wins by what? then go backward to set up the storyline for the board game.
I guess we focused on how the rules will work, not the storyline of the game.

Pheeeeeew, so much work to do, but limited time to work it out!

Initial Ideas..

Here are some ideas of how our board game will work..

Through our brainstorming, we figured that TIME is really valuable thing in people's life.

Therefore, we decided to focus on time.



Possible scenario:

Each player starts at same condition. For example, 10 years of life is given to each of them.

With that 10 years of life, which considered as TIME, the player build up, or lose their time in life.

As they go around the board, they are collecting time by achieving some goals set up in the path of board game. (Not sure how the goals will be set up)


**What goals?

-It could be role-playing with given life styles

-Each player could receive tasks

-Randomly choose their goals

-Write their real goal in life and try to spy on others..

etc...

There will be some life threatening experiences, which eventually take away the time that players have collected, or have to change their time with each other.

Some of the goals have to be achieved within given times, ex) 60 seconds, or there will be deduction of time.

At the end, the player with most time wins, since it represents how well the player succeeded the tasks given to them, and how well they managed their time spending.



Monday, October 20, 2008

The Game of Life

During our brainstorming for the content of our board game, we came across a thought that maybe, if we play one of the existing boardgame, we could understand how they deliver their message and in what content they deliver it.

So,,,,,,,, we actually BOUGHT "the Game of Life" board game. :)


It is a game that allow people to simulate an exciting journey through life. You can be rich man, poor man, beggarman..etc. It suggests that life is full of surprises that put you into decision makings to risk your life to gain money or loose it.


Here are some thoughts that we got out from playing the game.
The first thought after playing is.. there seems nothing special in the story line of each life provided. It seemed, every player were in similar situation, whether you have a regular career life or college career life. You go to college or get a job, get married, have some kids, work work work, earn some money and eventually retire.

The one with more money wins the game, which means..

Money=Wealth=Success=Happy Life

Well, the game was fun, but we got nothing out of it. Also, the game suggested some role playing situations, but it wasn't personal. we didn't really get involved in the situation provided.

Then, we figured.. We want our game to encourage people to put their PERSONAL experience during their plays. Ok, we may provide certain characters for them to role play, but we hope people to be engaged and get them really involved with the situation provided, so that they can link their real stories with the game.

Result is...

MAKE THE GAME TO STIMULATE PEOPLE'S PERSONAL EXPERIENCES!!

By the way, does anyone wanna play "the Game of Life" with us?? :)

Death Personification



In English, death is often given the name the "Grim Reaper" and shown as a skeletal figure carrying a large scythe, and wearing a midnight black gown, robe or cloak with a hood, or sometimes a white burial shroud. Usually when portrayed in the black-hooded gown, his face is not to be seen, but is a mere shadow beneath the hood.
In some cases, the Grim
Reaper is able to actually cause the victim's death, leading to tales that he can be bribed, tricked, or outwitted in order to retain one's life. Other beliefs hold that the Spectre of Death is only a psychopomp, serving only to sever the last tie from the soul to the body and guide the deceased to the next world and having no control over the fact of their death.




A Western depiction of Death as a skeleton carrying a scythe

Sunday, October 19, 2008

DELIVERABLES

These are lists of deliverables that we are looking at:

1. Board game Identity(Logo/Naming)
2. Board game Box
3. Game board
4. Game Index card
5. Instruction card
6. Characters(Horses)

These are just for now, but there may be some changes as we move along...!!

Interesting...;;

Fun and interesting ways to commit suicide

Depressed? Thinking of jumping off a road bridge into the great beyond? DONT! Firstly, just think of the impact this will have on the traffic, did you think of that? No? Didn’t think so. Just because you feel like dying doesn’t mean others should have to suffer.
Secondly, throwing yourself off a road bridge is common and dull, don’t even think of cutting yourself either (stupid
emo...) what you need is something fun, and interesting, maybe even amusing to watch. What you need to do is read this article, it will teach you everything you need to know.
So put that noose away, pull the loaded pistol away from your face, take your head out of the oven. You should be happy and take pride in your suicide.

The AOPSFAIWTCS

AOPSFAIWTCS stands for ‘Association of people seeking fun and interesting ways to commit suicide’. The organisation was founded in 1987 by a group of rather eccentric people who just didn’t want to live anymore. One of the most famous members was James Humphrey Smith, the first person ever to ride an
Atom Bomb into its target.
Since then the AOPSFAIWTCS have had many members, though few long-standing ones. Some famous suicides include Jonathon Johnson who set up his store, the ‘world of electromagnets’ right across the street from the ‘house of sharp cutlery items’. He is considered one of the most innovative members and even won an award for his ingenuity, unfortunately he was unable to receive the award, but I do understand he had a very good funeral.
Another famous suicide was made by Daniel Hall, who shot himself out of a cannon right into the
Eiffel Tower in France, just to prove a point. The French quickly surrendered, but Daniel was already dead.
You can join this organisation by finding one of the surviving members and asking ‘hey, can I join your organisation, I really feel like dying right now’ to which they will answer ‘sure!’, providing they stay alive long enough (you might have to ask two or three people). Members can be found by the AOPSFAIWTCS badges they wear, and their complete disregard for personal safety.
Once you are part of the AOPSFAIWTCS you can go to their headquarters to get all the
explosives and watermelons you need. You can also discuss methods of suicide with the helpful members, and draw up a plan for the most interesting and fun suicide you could imagine.
“The AOPSFAIWTCS will help you create a great death for yourself and possibly friends aswell.”
~ AOPSFAIWTCS Promise


Rules for a fun and interesting death

Yup, that’s right, suicide has rules. You probably feel like jumping off that bridge all over again now, but, should you refrain from doing this, you will have the kind of fantastic death that will make people cheer for miles around.
Rule number 1 - Be innovative. Try to think of something suitably flashy, and something nobody has ever done before.
Rule 2 - Make sure you die. According to the AOPSFAIWTCS scoring rules you lose a lot of points for not actually dying, and you could even have your membership revoked.
Rule 3 - Be helpful. Some of the members are very dumb and only joined because they felt it might be a good idea at the time. Some of them may need a push in the right direction (possibly a literal push in the right direction) to get the kind of magnificent death they probably don’t deserve.
Remember all these things and the perfect death awaits you.nbvnvvvvvvvvnvbnbvnbvnb
SOme efficiant ways is to hang yourselfaswell

http://uncyclopedia.org/wiki/Fun_and_interesting_ways_to_commit_suicide


Plz, don't take this toooo seriously!!

Children's Understanding of Death

This is how children understand of death by ages.
Thouhgt it was interesting to share!

Newborn to Three YearsChild's Perception: Infant/Toddler can sense when there is excitement, sadness, anxiety in the home; can sense when a significant person is missing, presence of new people

-No understanding of death
-Absorbs emotions of others around her/him
-May show signs of irritability
-May exhibit changes in eating, nursing patterns, crying, and in bowel and bladder movements
-Depends on nonverbal communications; physical care, affection, reassurances


Three to Six YearsChild's Perception: Child thinks death is reversible; temporary, like going to sleep or when a parent goes to work; believes that people who die will come back

-"Magical thinking"; believes their thoughts, actions, word caused the death; or can bring deceased back; death is punishment for bad behavior
Still greatly impacted by parent's emotional state
-Has difficulty handling abstract concepts such as heaven
-Regressive behaviors; bed wetting, security blanket, thumb sucking, etc.
-Difficulty verbalizing therefore acts out feelings
-Increased aggression - more irritable, aggressive play
-Will ask the same questions repeatedly in efforts to begin making sense of loss
-Only capable of showing sadness for short periods of time
-Escapes into play
-Somatic symptoms
-Hungers for affection and physical contact, even from strangers
-Connects events that don't belong connected
-May exhibit little anxiety due to belief that deceased is coming back


Six to Nine YearsChild's Perception: Child begins to understand the finality of death; some do and some may not.

-Sees death as a taker or spirit that comes and gets you
-Fear that death is contagious and other loved ones will "catch it" and die too
-Fascinated with issues of mutilation; very curious about what body looks like
-Connects death with violence and may ask, "who killed him?"
-3 categories of people. who die: Elderly, handicapped, klutzes
-Asks concrete questions
-Guilt - blames self for death
-May worry how the deceased can eat, breathe, etc.
-Continues to have difficulty expressing feelings verbally
-Increased aggression
-Defends against feeling helpless
-Somatic symptoms
-School phobia (especially if single parent)
-Continues to have difficulty comprehending abstractions such as heaven, spirituality


Nine to Thirteen YearsChild's Perception: Child's understanding is nearer to adult understanding of death; more aware of finality of death and impact the death has on them

-Concerned with how their world will change; with the loss of the relationship, " Who will go with me to the father-daughter banquet?"
-Questions have stopped
-Fragile independence
-Reluctant to open up
-Delayed reactions - at first seems as if nothing has happened, then grief reaction May show strong degree of affect
-Beginning to develop an interest in rituals (spiritual affects of life)
-Disrupted relationships with peers
-Increased anger, guilt
-Somatic symptoms
-School phobia
-Self conscious about their fears (of own death, remaining parents)


Thirteen to Eighteen YearsAdolescent's Perception: Adolescent has adult understanding about death

-Death is viewed as an interruption. Death is an enemy
-Bodily changes emphasize growth and life. Death is a contrast
-Increased vulnerability due to many other changes and losses simultaneously occurring
-A sense of future becomes part of their psychology
-Increased risk taking in effort to reduce anxiety or to defy fate
-May intellectualize or romanticize death
-May act indifferent to death of someone close as a protection against feelings
-May show full range of affect or almost no affect
-Wants to grieve with her/his peers not adults
-May need permission to grieve
-Suicidal thoughts
-Represses sadness, feels anger, depression
-Escapes; drives fast, uses drugs or alcohol sexually acts out
-Denial - tries not to think about it, doesn't want to talk about it
-Difficulty with long term plans
-Somatic symptoms
-Questions religious/spiritual beliefs

Saturday, October 18, 2008

Considerations..

At the moment, it is not the design of boardgame that we have to focus.
It is the concept of the game that we want to speak.
Since our target audiences are quite young, we need to make our game very trendy and stimulating.
But it is true that both of us are keep thinking about the design part of the boardgame too much right now, which makes us to struggle with setting the conept down.

What do we really want to speak through the boardgame?
What are we saying about death? Is it positive? negative? neutral?(the mood)
Is it going to be fun? sad? scary? (the emotion)
What is the main goal that we want to achieve from it? and how are we going to achive it?

dunno. will more research help?

Game Design

Game design is the process of designing the content and rules of a game. The term is also used to describe both the game design embodied in an actual game as well as documentation that describes such a design.

Design method

A document which describes a game's design may be used during development (often called a
design document), although this is not the only way to design a game. Many games have been developed primarily through iterative prototyping which, depending on the type of game, can be a more appropriate way of discovering new designs than theorizing on paper. This was particularly true of early video games where the programmer was often also the designer and designs were much more constrained by technology, while at the same time new and ingenious programming techniques were being devised in parallel with the game design itself. In practice, some combination of forward planning and iterative design is used in the development of a game.
Iterative design tends to be more suitable for core game mechanics (or
gameplay) where the emergent properties of the design can be very hard to predict.
On the other hand, game elements such as story, setting, logical flow and
level designs often lend themselves to being designed on paper, although almost invariably some unforeseen issues will arise that will need to be dealt with through a modification of the paper design. Thus, even a design document can and usually does undergo some kind of iterative process during the development of a game, either formally or informally.

http://en.wikipedia.org/wiki/Game_design

Thursday, October 16, 2008

Class Feedbacks

This is a class feedback that we got from DON

*Why would people want to play the game?
:What are you offering them?

-Think about the audience, how would they interact with game?
:What makes them interested?
:How to get them engaged?

-Our audience haven't experienced death a lot
:Not a lot of stories on death
:Projecting for the future
:At the stage of start thinking about death

-THEME of the game is key
:goals you want to achieve
:narrative
:the rules( who wins? do people get to collect something?)

-Name of the game has to relate with the goal of the game
:What is your position?
:What do you want people to get by playing the game?
:What impression do you hope to achieve?
:What approach are you taking?

*Ask big questions to yourself!!
Then narrow down to focus


THEREFORE, this week, we need to focus on narrowing down our goal/theme/content of the game.
This means lots of brainstorming and analysing of our research!!

YEAH..more and more works to do;;


Wednesday, October 15, 2008

Saw (film series)

The "Saw" series is a horror film franchise created by director James Wan and screenwriter Leigh Whannell.
Saw Series are very famous as reversal movies, and it is evaluated good reversal movies by the audiences. The movies also made lots of money without big stars, and people value that it is because of good scenario and actor’s moving. To be sure it has defects like that it has too bloody stuff, brutality and dirty, so Saw Series have many point of dispute. The series revolves around the Jigsaw Killer, a dying, later dead, man who kidnaps a series of victims and places them in deadly, elaborate traps designed to test them and give them an opportunity to repent their former lifestyles, in which Jigsaw feels that they took their lives for granted. In this movie, actor/actress has to choose life or death. Each concludes with a twist that wraps things up, but also creates more questions to be answered in the following film.




SAW: The Ride Coming 2009 To Thorpe Park

Looking for another way to get your SAW fix? How about a rollercoaster/ride at Thorpe Park. Coming in 2009, Thorpe Park will be home to the first ever roller coaster based off of a horror movie. Check out http://www.sawtheride.com for more info.

Life or Death


Life or Death Game
Click the picture to start the game!



Damien Hirst

Damien Hirst

Damien Hirst (born June 7, 1965) is an English artist and the most prominent of the group that as been dubbed "Young British Artists" (or YBAs). Hirst dominated the art scene in Britain during the 1990s and is internationally renowned. During the 1990s his career was closely linked with the collector Charles Saatchi, but increasing frictions came to a head in 2003 and the relationship ended.
Death is a central theme in Hirst's works.

He became famous for a series in which dead animals
(including a shark, a sheep and a cow) are preserved—sometimes having been dissected—in formaldehyde. His most iconic work is The Physical Impossibility of Death in the Mind of Someone Living, a 14-foot tiger shark immersed in formaldehyde in a vitrine. Its sale in 2004 made him the world's second most expensive living artist after Jasper Johns. In June 2007, Hirst overtook Johns when his Lullaby Spring sold for £9.65 million at Sotheby's in London. On 30 August 2007, Hirst outdid his previous sale of Lullaby Spring with For The Love of God which sold for £50 million to an unknown investment group. He is also known for "spin paintings," made on a spinning circular surface, and "spot paintings," which are rows of randomly-coloured circles.


Mother and Child, Divided (1993)

For the Love of God (2007)

Damien Hirst talks about "A Thousand Years"




Funny board game

don't understand what they are saying,

but.. you can get it!!

Just for Laughs - Death

gotta watch this;;