Friday, December 03, 2004

RESULTS!

RESULTS FOR THE
SFAI BALANCE CHALLENGE CHALANGE (BETA VERSION)

STAGE ONE:
IQ test

1st place: Grey with a score of 148 (a way above average score… gosh Grey your so smart! A hua hu huhh..)

2nd place: Leo with a score of 124 ( a above average score)

3rd place: Q with a nice 114 ( a barley above average score)

4th place: Kwansoo with 98 ( an average score… nice job thanks for trying)

Stage One Selection Results :
~Grey - crutches
~Leo –skate board
~Q – run away bike
~kwansoo – play school tricycle

Stage Two:
Check point race

Finish Times:
1st place – Skateboard “skidding” Leo = Finish time 2:56+4/5 check points
2nd place – little kids toy “crushin” Kwansoo = Finish time 3:03 +3/5 check points
3rd place – crutch “master” Grey = Finish time 3:38 +4/5 check points
4th place – Break less Bike “hey I don’t have a pen!” Q = Finish time 4:42 (Q says he didn’t have a pen.. so don’t think he really slow or nothin) +4/5 check points

Final Results:
1st place - Leo~ 1:91
2nd place - Grey~ 2.43
3rd place - Kwansoo~ 2:73
4th place - Q~ 3:97

Monday, November 15, 2004

Response to play testing

Hey everybody,
I think the play testing has gone well. Everyone has had a interesting project to present, and the class hasn’t seemed to have much trouble staying involved. Its nice that everyone is keeping an open mind and having some laughs. Keeping the environment somewhat relaxed seems key. If the person presenting is nervous as hell its hard for them to make themselves clear. And if the testers and observes are able to speak openly about a game without to much pressure to do so, in-class feedback is a lot more sincere and most importantly honest. It seems when teachers end up dragging responses out of the students the rejoinder is usually confusing or just bullshit. If nobody has anything to say it’s a response. Fortunately I don’t think this has happened much in our class and a good amount of dialog has been exchanged during testing. Hope people are enjoying the games as much as I am, a big shout out to everyone who is actively taking part. See yall in class..

Friday, November 12, 2004

Feed back fo Jay

Feed Back for Jay~
Jay your live action Robotron is a great idea for a game. The prototype was a little… ehy not so fun. But I think the game has plenty of potential.
The game is human scale and what we played in the prototype would be categorized as a field game(played on the field platform).
Shooting and paced chasing seem to be the core mechanic. And to me these two things = fun as hell. Playing live action Robotron was not that great to playtest however. I would describe my experience playtesting as short and easy. I was able to kill all the robots in what felt like under 30 seconds. I think this was due to the fact that only the robots were subject to limiting the pace of their movement and I was moving and shooting hella fast all over the place.
Never the less it’s a game. A game that could be vastly improved by the adding a few elements. Most importantly boundaries, the game needs better boundaries, when I was playing I never could tell if I was out of bounds or not, and I think I jumped out a few times without anyone being able to tell. Imagine playing this in a racket ball court or something of the sort, stray nurf darts stuck to the walls, echoing sounds, and the best part someone up agenst a wall cornered by the robots. Consider multiple weapon types that can be picked up in game. Another important element I would suggest would be outlining a system of levels and maps. As a player advances through levels create more challenges like different kinds of robots, ones that can maybe even shoot back or take multiple hits. You could even think about providing better weapons for fighting more sophisticated or larger numbers of robots as a player progresses.
The best thing you got going would be the nerf guns, they seemed to work perty well. No one complained about getting hurt, wile firing the gun was accurate and effective(a hit was recognisable).
The rules for the prototype were outlined well(8), only maybe you could of included how to work the gun for shooting impaired people like Jacob.
I was able to develop a strategy wile playing, it was shoot as fast as I could accurately(not hard with the guns supplied) and move towards what I was shooting at and never go backwards.
For the final product lets see if you can involve some of the stuff I mentioned and maybe even a sound track.
good luck Jay!

Thursday, November 11, 2004

Feed back for Greymundo

Hey Grey,
Yo I think Frisco Wars Has the potential of being a great board game.. a possible SF CLASSIC! Because its so much like risk and other great games, oh and how it allows one player to get all the guns and dominate HAHA! ~Naww, What I really dig about the game is that it is based on actual locations. By using real places in your game you entice players to buy into it. Players draw on personal knowledge of the locations and can immerse themselves deeper into their own fictional narratives based on the games events. For if the game is based on something or somewhere the player is familiar with the player can draw up on previous experience to better role play in the game.
The core mechanic of the game seems to be strategizing agenst the other players to dominate the map with your colored pieces, something most game players have experienced before. With the back story being san Francisco neighborhood street warfare, via the SF MUNI bus routs, Frisco Wars makes this common core mechanic attractive, especially for people acustom to San Francisco.
Something that might need some tweaking are the ratios between the number of game pieces and territories. when I was playing I was wondering how I was going to cover the 29 territories with 20 game pieces. Even though you can win by controlling the bus lines I like the possibility of seeing my color cover the map. I like the combat system but think its unnecessary to randomly distribute the cards and have players reveal them to each other. I think giving players random cards results in unnecessary player advantages, as in my case with the four gun cards. If each player has the same hand there is no reason to reveal their cards. Also as player hands get smaller during combat it would be easier to predict an opposing players next card selection. This could further engage the player and maybe even provide a reason for them to practice.
Over all I think the game was good fun, but I did get to Rep HP and the TL with four gats giving me a hefty advantage and maybe a biest perspective. The rules were organized well and straight forward but make sure they play out well, I wasn’t sure we got to explore them long enof in class to test out the new recruit deployment and non combat movement. Never the less I look forward to the final release. It would be really cool to see a finished product with a nice package full of original artwork. Like a box with cool depictions of SF hoods and gangstas as well as nicely printed uniform cards. You could also have themed game pieces signifying different fictional or real SF gangs or fractions. Anything to make the setup more detailed would be neeto, talk to me if you want some help.
~good luck! I know you’ll make us proud.

Rules for first game prototype

Elliot Shields
Game design as art practice
Rules for first game prototype
11/10/04

THE
SFAI BALANCE CHALLENGE


The SFAI balance challenge is designed to test students ability to balance physical and mental abilities. The challenge is to compete for the best time over a course of physical and mental challenges. For this prototype there will be two physical stages and two mental stages.

Stage one is a mental test to decide who gets first pic in witch vehicle will transport them to the next stage. The first mental challenge is a simple IQ test contestants have 12 min. to complete. The test is online. When the test is finished, in the order of the best score first, contestants pic witch vehicle to use in the first physical stage. In the event of a tie, a three round game of rock scissors paper will be played to break it.

Stage two, the first physical stage. This stage will test players ability at balancing themselves on a skateboard on flat land. After the start signal contestants must maneuver through a set of obstacles as quickly as possible to the next stage. Contestants cannot intentionally push or interfere with each other for safety reasons. From stage two on contestants will be timed.

Stage three will once agen test mental abilities and contestants will be presented with a math test as soon as they finish stage two. Contestants can choose to answer as many questions as they wish but for each wrong answer 10 seconds will be subtracted from individuals finish time.

Stage four the final stage, is a physical test once agen using the skate board chosen at stage one. Stage two will most likely more challenging than stage two and will take place on more diverse terrain. Each contestant must cross the finish line with their chosen skateboard. The best time wins.

Friday, October 22, 2004

WORMS RELAY RACE!!!

Lauren-1st & 2nd
RULE #1:
Must be played on a rainy day in a muddy patch of land.
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RULE #2:
In this muddy patch worms will be dug up and stored in baggy sweat pants.

No name-3rd & 4th
RULE #3:
The player wearing the paints w/ worms runs to a second location once he/she has collected 12 worms- and deposits worm to player two. (five second penalty to each lost worm)
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RULE #4:
The second player of each team begins to eat worms.

No name- 5th & 6th ( but i think this one is from Jane )
RULE #5:
Players can plant their worms in other teams pile- if so, they dont have to eat them.

RULE #6:
The winner is the first team to get rid of all worms.

Monday, October 18, 2004

Rally racing

Automobile racing a sport involving racing automobiles on some kind of “track” was transformed and taken to a new level with the emergence of Rally racing. This took place when modified road cars, often based on turbocharged, four wheel drive versions of standard small cars were further modified for greater power and torque, fitted with rugged suspension, and let loose racing the clock on diverse roads; ranging from bitumen roads, to different consistencies of gravel or dirt, and even snow-covered. Another interesting emergence is that a rally course consists of a sequence of relatively short timed "special stages" where the actual competition takes place, and un-timed "transport stages" where the cars must be driven under their own power to the next competitive stage. Rally cars are thus unlike virtually any other top-line racing cars in that they retain the ability to run at normal driving speeds, and are registered for street travel.

The entertaining nature of racing cars was elevated with the emergence of rally racing because in most rallies the exact route of the rally often remains secret until race day. So because the drivers don't know exactly what's ahead, the lower traction on dirt roads, and the driving characteristics of small four-wheel-drive cars, the aesthetics are much less visibly smooth and repetitive than say Nascar circuit races. In rally racing drivers are regularly sending the car flying over bumps and sliding out of corners drawing massive spectator interest. Another attractive aspect of rallying would be the fact that the vehicles are in some cases closely related to road cars available on the consumer market.

Rally racing is a great example of Emergent Play in world of auto racing Because it emerged from a unforeseen set of obstacles. Taking cars off the smooth bitumen tracks built for high speeds to knurly off-road technical curses. Or other obstacles like endurance races such as the Paris Dakar Rally, a race with Vehicles in three major competitive classes; motorcycles, automobiles and trucks, all competing together, or the Plymouth-Dakar Challenge, which is restricted to vehicles which cost their owners less than GBP100, with GBP 15 allowed for "race" preparation. The cars in this race seem like they are mostly held together with duct tape. maybe I can do the something similar with skateboarding on the hills around the San Francisco Art institute, well see.

A RACE!

For my final game project I will most likely choose a specific site were the game will be carried out, categorizing it as site-specific. I am interested in the idea of making a game based on, or out of, a routine task or event. For I believe humans today find real world actions potentially boring until some element of the “lusory attitude” is applied. The lusory attitude being an arbitrary authority that serves to guide and direct play. I believe this because it seems everywhere I look people have created rules defining “magic circles” they play in. One of the largest and most noticeable seems to be religion, a game of “faith” in witch breaking the defined rules can result in unpleasant “afterlife”. another reason I think humans find the “real world” boring without using some “lusory attitude”, is I my self never found any recreation in such things as say walking home from school, without creating a game or fiction to the experience that could refresh and divert my mind out of the cold emptiness found in the realizations of infinite space and routine.
I am also interested in a game based on the race model: efficiently use the best path to cover a course in the minimum amount of time. I enjoy games with time based scoring because winning the game does not necessarily require the submission or defeat of another player. This is because if you do not have some one to race with you can always compete for a new, best time. My Ideas for the site of a race of some sort, involve at this point my personal rout home from school; exiting onto Jones, down to Francisco and Taylor via skateboard. What I think needs to be developed to make the game somewhat unique and more sophisticated is a sophisticated course. A curse that maybe includes obstacles that require more than just steering skill… any ideas?
A Race to cover a certain distance may be almost any length, and using any means stipulated by the rules of the race. Running a certain distance is the template of racing, but races are often conducted in vehicles, or on/with animals.

Monday, October 04, 2004

*The Love Parade the game*

The Love Parade the game!

Recruit girl/guy partner...
Get intoxicated..
Dance down the embarcadero…
Cross the draw bridge…
Regroup with that special some one once inside the cage at the end of the parade…
Initiate the game by kissing your partner(as long as you want)…
Accumulate points by successfully dancing and kissing as many other partners possible before parade is dispersed…
Game is lost if player does not end up sleeping with original partner…

This is a site specific game and relies on trust and the honor system.

Revised "Call to Duty" game review

Call to Duty
Developed by Infinity Ward,
published by Activision,
played on PC platform

I cant get enof of this game, when I sit down to play it I can be held in place attentively until someone (aka Calvin) can no longer take me sweating up the keyboard and yelling and screaming "!$&*(@*&%! I died aggen!". But then agen I get that way with most well made first person shooter video games. Call to duty(referred to as COD) pulls together many of the best aspects of other similar games. It includes all sorts of little "wish-list items" that I have loathed for in other older WW2 shooter games. The result is, not exactly everything I have always wanted, But dam close to it.
For starters Call of Duty features some of the most complex and detailed environments I have encountered in a shooter, aside from Doom3 of course. But were, in my opinion, COD really pulls away from Doom3 in its depth of interaction is the realism. In Doom3 sure you can shoot everything to shit and watch it explode and spill all over the place in a highly detailed and interactive setting. Its just that it takes place in a totally fictional set of boundaries; when you set off explosives in a space station on mars chances are the party would be over in seconds for you as well as the bad guys. So when you play the game your not really using real world rational based on your life experience; like don’t shoot the walls or explosive materials because you might cause a collapse in the vacuum you need to breath and so on, this makes its harder to really put your self in the cinematic moment as the “actor” so to speak. Games I find my self spending the most time and energy in, are the games that I can efficiently translate my knowledge of the physical world I have spent all my time on the planet collecting into the digital via the controller.
Now in Call to Duty there is plenty of unrealistic stuff happening, and of course something’s are not precisely accounted for. like for example when you get hit in the leg you don’t limp and go slower, this is something still on my wish list of features to see. But there is plenty of progress that is to be accounted for. Such as a new verity of terrain effects one can inflict (there could still could be a lot more). The fun and more sophisticated single player AI, witch isn’t that smart but much more organized and vastly improved from games like Meddle of Honor; a parallel predecessor of COD published by EA which was primarily constructed by many of designers and programmers who make up Infinity Ward, those responsible for COD. Or the way cool disorientation effects that occur when caught too close to stunning explosions; when mortar fire comes screeching overhead and falls just close enof not to kill your character, he is knocked to the ground, your screen becomes blurry, in game sounds become muffled, and you loose mouse sensitivity… (the only other game I have seen similar effects effectively used is in Grand theft auto, during its simulation of drunk driving). And I cant forget the ability to see from the perspective of the player who “got you” the moment after the death dealing blow during multi-player mode. Even with these great innovations, as far as the actual game play goes, serious first person vets have seen a lot of it before.
So what makes this one of my new personal favorites is the amazingly balanced and detailed architecture of the levels. When engaged in heated multiplayer combat with up to around 30 other human players across a vast map full of detailed and intricate models of battle scared period architecture, the ability to be well fortified and kill without being scene allows players dish out their own reciprocal change with startling realism.