SF Meetup
Here are the slides (in Hungarian) of my 5 minutes lecture from yesterday's SF Meetup in Budapest.
update:
sound:
Here are the slides (in Hungarian) of my 5 minutes lecture from yesterday's SF Meetup in Budapest.
update:
sound:
I know I'm a little late, but finally we've managed to get a baby-free night and tickets for Avatar.
hooray! I've managed to change the topic of my thesis: the image of science and the scientific world concept of virtual worlds (instead of the history of virtual worlds), so now I can dip into the questions of sci-fi and fantasy, AI, computability, etc.
Today I gave a short lecture in house at the university (BME) of an article I've created in the summer. The article will later be published in the Journal of Virtual World Research, after some modifications. Here are the slides in Hungarian, and the manuscript in English.
Less Game Design and more Game Research for now: Here are the slides of my lecture given yesterday, at the FROG 09 conference, in Austria. Fortunately, it was quiet a success, I had plenty of questions, and a really nice women told me I was one of 3 or 4 lecturers who saved the 3 day long conference for her. Surprising, being aware that I'm the most untalented person of the world when it's about speaking in front of a lot of people:)
I've finally decided to focus on Hungarian folk tales for my one-month design project. The game is not perfect yet, I'm planning to continue playtesting for a while to make it better, but a playable version has been finished as the course is drawing to an end. The rules and the components can be downloaded here. At the moment there is only a Hungarian version of it, hopefully an English version is coming soon.
This week at GDConcepts, we start a one-month project to create a finished game. Here are the constraints:
I could leave this entire project open-ended, but in order to get you started I’m going to give you some constraints. Remember, constraints are your friends. If you’ve never designed a complete game before this course, follow this set of constraints. Create a board game, card game, or tile-laying game (that is, it must either have a board, cards, or tiles as physical components). It may have more than one of these components, and it may involve additional components beyond these (such as dice or pawns). You may choose any theme you want, as long as it is original – do not use an existing IP (intellectual property). In short, if your work would violate someone else’s trademark or copyright, don’t do it. You will undoubtedly work with other people’s IP at various points in your own career; take the opportunity now to do something original with your own IP. I’m going to place two more restrictions to help you. First, you may not make a trivia game, or any other game that relies on large amounts of content (such as Trivial Pursuit, Pictionary, Apples to Apples, or Cranium). This is purely for the purpose of keeping your scope limited; if you have to generate 250 cards with unique trivia questions on them, it will leave you far less time for playtesting the game mechanics. I would put Trading Card Games (like Magic: the Gathering and Pokemon TCG) in this category as well, since it requires so much time to create a large number of cards. Second, you may not use “roll-and-move” mechanics in any form. Do not throw dice and then move a pawn around the track. Do not use a spinner or a teetotum or card draws or any other random-number-generating device to determine what a player does on their turn. There are several reasons for this prohibition. First, the mechanic is highly overused, and it is practically impossible for you to make a game that will not feel like a clone of Monopoly, Trouble, Sorry!, Chutes & Ladders, or any of the other myriad games that rely on this as their core mechanic. Second, the mechanic essentially makes the key decision each turn for the player, so the game is making interesting decisions but the player is not. By divorcing player intentionality from the game’s outcome, you usually end up with a game that is not particularly fun to play (no matter how fun it is to design). If you have designed one or more complete games before but still do not feel like you are a strong game designer, follow this set of constraints. Follow all of the Green Circle constraints above. In addition, add one of the following constraints. This is your choice, based entirely on your area of interest within game design: Design your game such that it has a strong embedded narrative that is interactive in some way. You will have to think of ways to tell a story through the player actions of a board game, and how to integrate narrative and game mechanics. If you are interested primarily in RPGs or other forms of storytelling, do this.Damn, I didn't have money those days:P
"Tuesday, August 07, 2007
Phone Gossip
A game for two players. The two most popular kids from school are throwing a party this night: But there's one big problem - They HATE each other.
As the party was decided in a rush, all their friends need to hurry up and start calling the others, in order to make one party way better than the other! If one side can connect five callings in a row, they will have spread the word and will surely make the party a total sucess! But, although you could never be able to convice one side that the other's party is better, you can use the phone to cause intrigues: If you manage to put two of one side between the calling of two of the other side, you can start making themselves fight each other, and they will not go to the party! But remember: It must be two of them. A third one would try to put things down, and you efforts would be useless. In the case you make 10 people to quit the other`s party, you also make sure your friend's party will be a sucess, and you also win! Get your phone up and get ready to gossip!Impressions:
In the playtest I did not saw any great difference on the gameplay, but I think people got more easily into the rules. Also, I saw that by adding a theme, people start questioning more about the rules, than with complete abstract games. --Last edited by loodo on 2009-07-29 21:49:28 --
I've found this solution for the lvl 9 Challenge (by the loodo team) simply perfect. Why wasn't it my idea?:P