TGI Play: Day 6

"Make a game about sad."


M

  • Goal is to lift sadness from the world
  • Players placed randomly on the track
  • Pull a sad card; next player has to answer the question. Player judges whether or not the sadness level in the world has been raised or lowered.
  • Rafael: philosophy of the game may be: "For evil to win, all it takes is for good people to do nothing."

S

  • Neighborhood between Park Hill and Five Points; only three houses left with owners who've been there for a long time
  • Jill (and two other residents) have a timer that moves really slowly compared to the timer of the new residents
  • New residents move in, fix the house, close the gate to the alley (things being shut in general)
  • Original residents "curb appeal" goes down as the game progresses
  • Rafael: Which point of view does the player have?
  • Mike & Rafael: Tell the player that their goal or victory condition is to "save the cats" and letting them discover the ethics of the game through play
  • Neighbors don't respect Jill's spayed/neutered feral cats
  • This game idea reminded me of an editorial in the New York Times that I read recently about the decline in the neighborhoodliness of neighborhoods.


General - Rafael lectur; still discussing S's game

  • Is the goal to make a game about a sad situation or to make the player sad?
  • If we are to investigate the sadness of loss of community, we must first define community
  • What does it mean to make a neighborhood better?
  • Different metrics: wealth, health, etc.

P

  • "Anvil of Life"
  • Player's answers to questions determine the size of the anvil that you have to carry
  • Give the player a list of options based on the size of their anvil
  • Start with a "bling anvil"; if it gets too heavy, then player starts to bend with the weight
  • Rafael: What is the scale going to be? Are you going to show the numerical feedback to the player?
  • Could show the animation of the player either strugging or having an easy time with the anvil
  • Should players create their character or pick available characters?

J

  • Death of an innocent or hurting of innocent people
  • Representing the numbers of the events in a graphical way on the screen
  • Graphical representation is more important than the activity that the player does
  • 2004: 200 murders in Colorado; 1900 forcible rapes; 11,000 aggravated assaults; 11,000 abortions
  • Compressing 1 year into a smaller amount of time; placing dots on the screen
  • Rafael: 365 seconds (1 per day) or half of that (1/2 second per day)
  • Mike: large color converging on center of screen rather than random placement of pixels filling in the screen
  • 2 systems - one system closing in on the player; another system representing something fun and frivolous
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