TGI Play: Day 6
Submitted by JoshFishburn on Sat, 06/28/2008 - 22:36.
"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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