None of the rules to the game changed since my last post:
For the final project I will be putting on a little game show for the class. I will have three (or more if people are really excited about playing the game) teams of two. I will be providing people with all the different ingredients that they will need to participate, both yummy and yucky. The object of the game is for each pair of partners to make a cookie for their partner while they are blindfolded, then have the partner eat the the cookie and try to guess what the ingredients are. The cookie can have as many ingredients as they want, the base of the cookie will most likely be an Oreo or something similar, and whichever team guesses the most ingredients correctly wins (some prize to be determined).
Protester Charades is a political game designed to comment on the recent events on the DePaul campus involving Milo Yiannopoulos and protestors.
There are 4 players, 1 speaker, 1 audience member, and 2 protesters. The speaker is trying to get a message across (of their choosing) to the audience member using any method, though they cannot directly say what their message is, they need to ways to get the audience to guess it. The 2 protestors are trying to disrupt the speaker and audience so that the message doesn’t come across by any means necessary. After a couple minutes, I stop the protest and ask if the audience member can understand what the speaker was trying to get across.
The results ended up with protesters concluding that whoever yells the loudest wins and drowned out the speaker with baseless claims and insults. Protesters blocked the view of the audience to further confuse and overwhelm their senses, erased anything the speaker tried drawing on the board, and moved the audience away from the speaker. None of the speakers ever succeeded in conveying their message. The speakers and audience were usually left feeling disoriented and confused by the end of the game.
Unfortunately, I’m not able to post a video of the game because the file corrupted somewhere along the way to my computer.
A few changes from the playtests I did:
Added a period for the speaker and protesters to plan out how they will go about getting their goals.
Reduced the audience to just 1 player from 2 to make it harder for the speaker.
Open up the game to allow the speaker any method to convey the message, not just through speaking.
Set the definite time limit to 2 minutes.
Let the players decide what role they want to be instead of it being random.
Totally forgot to hit publish on this last week! Sorry!
Maintain Contact – Players need to maintain eye contact with each other while completing tasks such as drawing pictures or having a conversation with the game moderator, first person who breaks eye contact loses. Challenges players to stay focused on looking in one place while splitting attention to another.
Picture Wars – Players draw pictures on the same piece of paper trying to “attack” the other player. Players react to the attacking pictures by drawing up with creative ways to block each attack.
DRON – Players are drawing a line on the same piece of paper without picking their pen up. The game ends when a player runs over either their line or the enemy’s line.
Calling the Bluff – Trick-based card game that is played with each player getting one card per round. They bet on whether their card will be the highest value card out of any of the other players, if they predict they win correctly they gain a point, but if they predict they win when they actually lose, they lose a point. Players can try to convince other players to back down on their bet.
Why Censor? – One player draws innocent pictures, once they are done, another player blacks the picture out and comes up with a reason why it can be considered offensive. Comments on media censorship.
Eventuality – Card and dice game, cards act as “lives”, the value of the card determines the number of dice. Players lower their value of card if they get the smallest dice roll. Game continues until only one person is left.
Death Trap – Text-adventure style game where every mistake requires the group of players to sacrifice one person. Players need to peer pressure people into either sacrificing themselves or convincing the others to murder them.
Protester Charades – Political game, one person acts as a speaker trying to get their message across to the audience, but there are other players acting a protesters trying to disrupt the speaker and block the message. Comments on the recent events involving Milo Yiannopoulos and some protests as a whole.
Kanji Quiz – A game inspired by my experience trying to learn Japanese. Players are told the meaning of multiple Japanese Kanji characters and are asked to guess the meaning of a character that is formed by combining a couple of those characters. Meant to highlight the ridiculousness of how some Kanji have wildly different meanings from the characters that it’s made of.
Tied to the Past – A single rope is held by two people standing on two cliffs of opposite sides. The player has the ability to cut the rope at any time and the rope becomes more and more ripped and ragged as time goes on, as well as the scene getting foggier so the person on the other side of the cliff can’t be seen. When the player cuts the rope, the fog disappears along with the other person. Represents the feeling of trying to keep friends close when you are living far away from each other.
Description: BillCrap is a game about the political process of creating bills and the riders that often get attached to them. Play with 3-6 people and try to attach your own riders to the bills each round in an attempt to get 15 points. Be careful, because the closer you get to winning the less likely everyone else is to let you pass a bill.
Instructions: The game starts with all the players drawing three cards and deciding who goes first. When that player order has been decided, the person who goes first draws a bill from the deck of long cards. Each player will place a card face up in front of the bill at the same time, except for the player who drew the bill, who will place theirs face down. The players must then vote to see if they wish to pass the bill. A majority of the players is needed to pass the bill. If the bill is passed, any player with a face down card will be flipped face up. Then any players with rider effects that target other cards will select the player they wish to effect. Once that has been confirmed, all the card effects will take effect at the same time. At the end of the round, everyone will say how many points they have and draw a new card if they have less than three in their hand. Finally, the round will move to the next player in order and play will continue. The game continues in this manner until a player reaches 15 points. Multiple players can win at the same time and should either the Rider or Bill deck run out of cards, shuffle the discard pile and place them back into the deck.
Concept: This game is designed over the superstitions believed in India called Chetabadi , an evil practice of killing people with the help of spirits.
According to K.S. Singh, former Director-General of the Anthropological Survey of India and author-editor of the Peoples of India Project, the advent of witchcraft in India probably coincided with the arrival of the colonial rulers. The local people had a larger view of Shamanism (the world of good and evil spirits), but with European influence it began to get identified with black magic, white magic and witchcraft. Women were regarded as healers and granted powers in Shamanism, he said. In his own observation of tribal societies, mostly in Bihar, the majority of witches killed were women and some 30 per cent were men, Singh said. Entire families were wiped out in some areas. Greed for property was one of the main reasons for witch-killing, he said. The struggle for gender equality had also led to various forms of insecurities in village communities, according to Singh. When family members intervened, they were most often killed along with the branded women. Singh said that tribal cosmology was explicit in its reference to women being trained as witches. The Santhals, he said, were major “witch-killers” and their witches were often women.
A game about exploring a forest of Tree Worshipers. An adventure game with basic survival elements.
There are 5 counters on the top right of the Screen. The first (meat icon) represents how much food you have from hunting animals. The next icon is your total gold. And finally the icon of a log represents how much wood you have from chopping Trees. The number below that shows the Durability of your Axe. When your Axe’s durability reaches 0, you cannot chop down Trees or hunt. The final number under that is a hunger meter for your “Family” represented by the woman you start the game next to, you’ll need to provide food (the animal meat) to your family to keep it up.
Arrow Keys to Move
Pressing E swings your Axe
Pressing W gives food to Family
For Merchant: Pressing 1 Sells Wood Logs (1 gold each)
For Merchant: Pressing 2 Sells Animal Meat (2 gold each)
For Merchant: Pressing 3 Repairs Axe (costs 15 gold)
The inspiration for this game came from some of our team members’ project for another class involving VR burger making within a set time. We all thought that digital game was a good starting point, and that we basically emulate that experience, but with a physical game. So we moved towards a game where you are making a weird sandwich (made up of stuff that doesn’t make sense), but the catch is the player can’t use their hands. What we did with the spatula was tape it to the top of a hat, and this would be the players “arm”. This was designed so that the player will be “too” aware of what they are doing. So they are focused more on their physical actions than anything else.
Another aspect of the game is that the player is supposed to feel like a unicorn. This is another reason why we are using a spatula on top of the head. We are also going to play a girly, unicorn type of song to go along with the experience of making a burger/sandwich. This also came from an inspiration of listening to chibi-sounding Jpop. Another thing we might do is put glitter on some blank papers, and tape them on the player. This is just the cherry on top in order to find what the weirdest part of our game is, or what makes the player feel the most uncomfortable. We might even find out that our game isn’t weird at all, and it just creates a powerful magic circle.
Game Materials –
Random items for the burgers
Changes made to game:
We initially had used random items to use for the burgers, but we decided to follow the virtual burger game more faithfully and made burger foods out of construction paper. This design ended up being better for the player to actually imagine what they were doing. At first we were thinking of using glitter in some way, although we weren’t sure how. Then we decided on using glitter glue to draw on the hat the player uses. We also brought along some feminine items like hairpins, nail polish, and a small mirror. The last thing we added to the game was a timer. The maximum amount of time we gave players was 3 minutes to put a “burger” together and on the plate.
The game I created tries to serve the purpose of calming the player down. The gameplay is simple as the player stares out a window at a snowy landscape as it snows. Input is limited to only controlling the character’s, and to an extent your own, breathing. Holding down the spacebar makes the character breath in, letting go is breathing out. If I had more time I would make the background more lively and edit the sounds more so that they come through more clearly.