Updated WP; testing stuffz.
I did it! I finished a set of print-n-play files for the Co-op Space Card Game I’m making!
Co-op Space Card Game.print n play prototype (PDF) FIXED! (There was a printer set up error… print Actual Size on 8.5×11 in. paper)
The art is NOT final. Nor are the rules, really…
And here’s a copy of the syllabus:
This week continued to see some great #gameaweek games from Ana, Dennis, Melissa, and, new to the mix, Greg Koeser. It’s astonishing how much we’re providing commentary for academia. So far we’ve seen my Flappy Bird clone that shows the futility of trying to succeed as an academic, Ana’s work/life balance game that also seems pretty futile last week and now this week her IF game about grief but also about getting tenure, Dennis’s IRB approval game that is yet another sisyphean experience. Melissa created an old-school first-person RPG, similar to the old Wizardrys, except that it’s sort of mashed up with Desktop Dungeon in that you need to explore and kill things in a certain order like a puzzle game. Greg’s entry is a card game! It uses standard decks of cards and features bidding and winning cards using other cards.
I continued to work on the Space 4X Co-op Card Game ^TM.
I’ve been at GDC this week and haven’t really had time to work on a new game. I did get a chance to revise the rules for the Space 4X Co-op Card Game, though.
It’s probably a little incomprehensible without the actual cards in hand to refer to, but here the latest version:
This is really long; I apologize. What started as a write-up for the second game in the #GameAWeek challenge that I’m doing with awesome Ana Salter, Melissa Peterson, and Dennis Ramirez (and soon Nick Lalone!) has turned into a monster of a post as I try to cobble together my memory for this card game I’ve been developing off and on for about 9 months now (yes, I know I cheated!).
Anyway, go read their reflections about their second games! Ana’s chilling My Town, Melissa’s clever merging of the crafting genre with the one room genre Solution, and Dennis’s retro-adventure game Time Enough to Travel. They’re also much better at writing reflections on each others’ work, sorry.
A little over a week ago, I saw and tweeted Adriel Wallick’s ( @MsMinotaur ) debrief post on IndieGames about how she did a game a week, she in turn inspired by Rami Ismail’s Gamasutra post. I just thought it was really cool and inspiring.
Ana Salter retweeted and mentioned that she’d love to give it a go. I replied “I’m in!” and she quickly invited others. So, right now we’ve got:
- me ( @mcdanger )
- Ana Salter ( @anasalter )
- Melissa Peterson ( @mwbtle )
- Dennis Ramirez ( @dennisRamirez )
- Jazmyn R ( @ZeWaPr ) <–joining us a week later… you, dear reader, should join us too!
The game I made is The Unflappable Academic (and his hoverboard).
I like it!
I wrote the first draft of this with Theresa Horstman a while ago when we were launching AGILE (Advancing Games in Innovative Learning Environments) at UW. Sadly, we didn’t really do anything with AGILE, but I thought this statement should be salvaged.
Annotations are written in “burnt orange”. (<–WP’s name for the color. :) )
Games are systems of rules/constraints that present players with goals that can best be accomplished by exploring and pushing at the limits of these rules/constraints.
I’ve since started thinking that goals need not be inherent to the system/platform for something to be called a game. Instead, people can set their own goals and bring with them a playful attitude, and, in so doing, the activity becomes a game (so long as it still meets the other criteria: rules, constraints, etc.). In other words, yes, a “game” has goals, but the game is more than just the designed artifact; it’s the larger social and cultural context. The whole ecology has goals and is constrained by rules that can best be learned through exploration and resistance. Also, *good* games require careful decision making. Chutes and Ladders or Sorry! suck as games.
Ok. I added Zimmerman and Chaplin’s recent gamer manifesto, Koster’s rights of avatars, Murray’s joint attentional scene chapter (thanks Terry!), etc.
Here’s the final PDF (under Creative Commons license, so feel free to reuse and hack)!