Friday, October 31, 2008
Examples of Party game
What type of board game is it?
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??
give and take
joyful
inspirational
imagination
story
construction
value
prepare
Let's ReThink!!
After talking to Don..
Wednesday, October 29, 2008
What Next??
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?
**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
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?
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!"
Boardgames
Tuesday, October 28, 2008
Different styles of Boardgame
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.
Monday, October 27, 2008
Proposal
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..
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..
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
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.
Sunday, October 19, 2008
DELIVERABLES
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...;;
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
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..
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
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
*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)
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.
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"