Sunday, April 21, 2013

On Gameification

It seems that you can just about anything a game.

In some cases this can help, such as getting the kids to clean up their room so at least a chore becomes more bearable and less mundane.

But in business?

That just seems awkward.  And it gives the idea that these people have no idea what a game even is to begin with and this is just some stratagem to pad the wallets of the executives out there by making a sale as easy as possible.

Wednesday, April 17, 2013

My Role Play Self

Roleplay Self

Name: Ducky
Height: 5 ft.
Hair: brown, short
Eyes: brown
Outfit: green t-shirt, black jacket, blue jeans, sneakers, baseball cap, and backpack.
Special Abilities: Super Sneak
Strengths: Speed and stealth
Weakness: Can’t hold her own against heavy hitters
Personality: Stubborn and impulsive
Equipment: Cell phone, camera, and frying pan.
Special Ability: Hide
Level Up: EUREKA!

How I became a spy:

I was an ordinary girl living in San Francisco going to school in San Jose and going back home on weekends day in and day out.  Nothing extraordinary happened to me.  Until the day I climbed into the dumpster where I found a dead body.  I climbed back out and was chased by a Templar who i assumed killed the guy.  I bumped into a guy wearing a white hoodie and then was inducted into the Assassin's Order to spy on the Templars operating under the call sign: "Ducky" armed with my trusty frying pan and awesome hiding skills as an initiate.

Wednesday, April 3, 2013

My Alter Ego

My RPG character self is known ad Chocobo on the internet.  She looks just like me, albeit a little more in shape and has the magical ability to bring all the characters she creates to life which she calls Avatars.

In an alternate reality game you are known as a "writer" and you will receive a prompt to go somewhere from the game master ex: the park or nearest Starbucks and when you are there you create a character based on a customer or an object you find then create that character for use in the internet portion of the game.

Tuesday, March 12, 2013

Tombed- Playing as a desginer

I have played games for almost fourteen years now starting with Poke'mon and Super Mario. But iw as always playing as a player and only recently have I started thinking things such as "Hmm...how would I have made this level?" or if I hated the game "How would I make this better?"

This was the mindset I put myself in for Tombed :http://www.auntiepixelante.com/tombed/play.html

The game was very similar to other digger flash games I'e played on the internet so I was able to grasp the controls almost right away.  The game was very fast paced and quickly got my adreniline pumping as the spiked cieling came bearing down on my character as I frantically dug my way down to safety.

The spiked ceiling was just as effective as a countdown timer, in fact it was more effective.  If I had 300 seconds and no spikes I would ahve taken more time for exploring but with spikes I'm thinking: "I need to haul ass outta here!". Taking that into consideration having a timer would have made Tombed a totally different game that would have been about exploring rather than survival.

After a few runs on Tombed I began to think of how this game could be an exploration game witht he exact same control scheme and enviroment.  The mian difference would be no spikes and there would be powerups and treasure and you have until the clock runs out to reach the bottom with each stage becoming increasingly difficult to include puzzle game elements as well.

Tuesday, February 26, 2013

"X-Marks the Spot" Or the Pirate themed post

Nottice: I am feeling very piratey today and as such will be in character for this post.

Arrrrghhh mateys are ye bold enough to brave the seas to find the treasure?  Then ye must play me game "X-Marks the Spot" a race to the island where the treasure be burried.


The rules be very simple even for ye land lubbers and even simpler for a pirate.


X-Marks the spot game rules

1.       Roll a die to move ahead.

2.       Each player starts with as many map tokens as there are players. (ex.: 4 players=4 map tokens each)

3.       At the start of the game each player rolls the die highest number goes first then goes around clockwise.

4.       You can skip your turn if you want, but you must take your next turn.

5.       When you land on a space with another player a duel must commence.

6.       To duel each player rolls the die, highest number wins.  In the event of a tie just roll again.

a.       Loser must forfeit one map piece.

b.      Winner takes one map piece from the loser.

7.       The first player to reach the Goal Island is the winner.

a.       You must have at least your starting number of map tokens to get to goal.

8.       You cannot move backwards.

a.       You can’t move backwards in or out of the fog.

9.       Each space has a different effect except for blank spaces which are ordinary spaces.

a.       Got Lost space: go back to the nearest blank space.

b.      Ride the ride space: Ride the tide in the indicated direction.

c.       Troublemaker space: send any player back to nearest cove.

d.      Storm: Lose a turn.

e.      Doubloon: Get an extra turn.

f.        Navy Attacks space: roll a die and go back that many spaces.

g.       Whirlpool: Swap places with any player.

h.      Cove: safe spot, while you are in that space you cannot be dueled, switched, or sent back to start.

10.   While in the fog if you do not have enough map pieces you must circle through the fog until you have at least your starting number.
 
Now we shall resume normalcy.
Designing the game at the start was much harder than I thought.  I had so many ideas they got stuck and started bottlenecking on the way out.  It was mainly a matter of getting the idea from my head out onto paper but after a few hours of throwing ideas at the wall and recalling my childhood faveorites: "Candyland" and "Chutes and Ladders" I was able to at least scribble an idea out.  My idea was a "race to the finish" game with a little twist barrowing from my earlier tooth fairy game. 
The main requirment as stated in the above rules is that you need at least your starting number of map peices and if you don't you have to circle around in the fog until you do.

The first pass went fairly well and through play testing I was able to polish the rules and was a little less sadistic with the effect spaces and proved more normal spaces for players to land on and changed the rules to allow for quicker gameplay. 

Since it was a paper prototype I was more concerned about gameplay than how it looked.  In fact the color was added in at almost the very last second just to "brighten" it up a smidge.  If I go back to this game it most likely will undergo another total makeover and this board might get wadded up and recycled-or not.
 

Wednesday, February 13, 2013

Paper Prototype Game Rules

Paper Prototype of: X-Marks the Spot

Rules:


1.       Roll a die to move ahead.

2.       Each player starts with as many map tokens as there are players. (ex.: 4 players=4 map tokens each)

3.       At the start of the game each player rolls the die highest number goes first then goes around clockwise.

4.       You can skip your turn if you want, but you must take your next turn.

5.       When you land on a space with another player a duel must commence.

6.       To duel each player rolls the die, highest number wins.  In the event of a tie just roll again.

a.       Loser must go to Recovery Island and forfeit one map piece.

b.      Winner stays where they are and takes one map piece from the loser.

7.       The first player to reach the Goal Island is the winner.

a.       You must have at least your starting number of map tokens to get to goal.

8.       You cannot move backwards into the goal area or recovery island.

a.       You cannot go to Recovery Island from the start spaces.

9.       Each space has a different effect except for blank spaces which are ordinary spaces.

a.       Got Lost space: go back to the nearest blank space.

b.      Ride the ride space: Ride the tide in the indicated direction.

c.       Duel space: pick any player to duel.

d.      Troublemaker space: send any player back to start.

e.      Storm: Lose a turn.

f.        Doubloon: Get an extra turn.

g.       Navy Attacks space: roll a die and go back that many spaces.

h.      Whirlpool: Swap places with any player.

i.         Cove: safe spot, while you are in that space you cannot be dueled, switched, or sent back to start.

 

Sunday, February 10, 2013

Game/Lesson Number One Is...

Most people tend to think that you can't learn anything from games and that in fact they rot your brain.  They couldn't be furthur fromt he truth.  Games have been a way to learn since prehistoric times.  In fact the phrase "It's just a game" often implies that the "Game" is just practice for the real thing.  For example back in the stone age a game of tag might help children ready themselves for hunting.

Puzzle games are a good example of how you can learn from playing games, they often teach you logic and critical thinking.  In Tetris you have to think quickly to be able to place the blocks accordingly to fill the empty space and when I play Professor Layton I have to pull out my entire mental capabilities to solve the puzzles I ecounter from math to slider puzzles.

Playing a game or a simulation allows us to experience a particular situation in a safe manner such as the Red Flag Missions used by the U.S Air Force to provide the first ten missions for new pilots in a realistic simulation.  In a simulation you can "die" as many times as needed and still come back armed with the knowledge of your previous mistakes.  In the real world if you lose, that's it you're dead.

Games may not teach you math or philosophy but they do teach you some basic skills and then give you a problem in which you figure out how you use those skills in a variety of ways from aiming atraight in a FPS game or rescuing the princess in an adventure game.  Games have been a way of teaching life skills for all species since the dawn of time.