TGI Play: Day 2

Today we started with a short discussion of playtesting. Here are some quick points:

  • Rapid prototyping/testing/turnaround are important.
  • Playtesting itself is a game: the "let's make a game" game.
  • Higher quality play experience requires testing.
  • Game testing has analogies in theatre. Someone can "play" the computer like a puppet master would behave in an alternate reality game.
  • Formal constraints are traction - Bill Depper.

The first exercise was to create a game with the following constraints:

  1. There are two players
  2. There is one rule and one winning condition
  3. Players must each use a body part
  4. Design this game in 5 minutes

My attempt to describe a design follows. From index to pinky and back, repeatedly tap the four fingers of one hand on a surface, accomplishing more finger taps in one minute than your opponent to win.

There were some really fun and unique games that came from the teachers.

  • One player wins when the other doesn't remember the words. Start by reciting one word; players alternate and add one word each term to the word list.
  • Player one: use your hands and thighs to represent a musical genre. Player two: Guess the genre to win.
  • Signal the number two using your hand in different ways; the first person who repeats a signal loses.
  • Two players lean on each other, shoulder to shoulder. The first person to lose balance loses.
  • Players stand back to back and win if they are able to lower themselves so that their upper and lower legs make 90 degree angles.
  • Make the other person laugh.

After this exercise, Rafael described the constraints for the paper-based game that the teachers would have to design for Day 3. He also discussed the Fluxus movement, which was inspired by the chance operations of John Cage and interested in anti-art. Their goal was to act based on rules or constraints to create events and happenings.

Login or register to tag items