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Quintessence – A Deep Interpersonal Card Game for Meaningful Connection

In a world filled with superficial interactions and digital distractions, I created an avant-garde card game Quintessence which offers a refreshing opportunity for profound human connection. This innovative game combines simple mechanics with thought-provoking prompts to facilitate deep conversations and foster empathy between players.

The card game Quintessence and Yoko Ono’s Grapefruit share a focus on fostering human connection and encouraging introspection through simplicity and creativity. Both create opportunities to break free from the distractions of everyday life and engage in meaningful experiences. Quintessence uses its deck of cards to guide players toward empathy and understanding through structured conversations, while Grapefruit employs poetic instructions and art to inspire moments of reflection and imagination. Both demonstrate how even simple tools—whether cards or conceptual prompts—can spark profound connections and bring people closer to one another by encouraging vulnerability and authentic expression.

A Deck of Discovery At the heart of Quintessence lies a deck of cards divided into three types: Them Cards, You Cards, and Us Cards. Each type serves a unique purpose in guiding players towards mutual understanding.

Them Cards challenge players to step into each other’s shoes by answering questions from the other player’s perspective. This role-reversal exercise encourages active listening and empathy as players seek to understand their partner’s point of view.

You Cards inspire vulnerability and self-reflection by asking players to honestly share personal experiences and opinions. By relating to one another’s stories, players build trust and find common ground.

Us Cards spark collaborative discussions on topics that matter to both players. Working together to find a shared answer fosters a sense of unity and highlights the power of cooperation.

Simple Mechanics, Profound Insights Quintessence’s gameplay is elegantly straightforward. Players take turns drawing cards, reading questions aloud, and engaging in heartfelt conversations guided by the card type drawn. Correct answers and points of agreement are celebrated by placing cards in the shared Agreement Pile. In moments of divergence, cards are placed in each player’s respective Disagreement Pile. These piles serve as visual representations of the journey towards understanding and connection.

More Than Just a Game By delving into personal experiences, beliefs, and dreams, Quintessence creates a sacred space for authentic human interaction. It invites players to set aside their digital devices and be fully present with one another. This game has the power to strengthen bonds between friends, deepen romantic partnerships, and even build bridges between strangers. It reminds us of the transformative potential of genuine dialogue and active listening.

Playtest Notes In playtesting Quintessence, I was struck by the depth of conversation it facilitated. Players quickly moved past small talk and dove into meaningful discussions about their hopes, fears, and life experiences. Even in moments of disagreement, there was a palpable sense of respect and a desire to understand each other’s perspectives. The game’s structure created a safe space for vulnerability and encouraged players to be their authentic selves. One player remarked, “I’ve known my best friend for years, but Quintessence helped me see a whole new side of her. It brought us closer than ever before.” Another couple said, “I love how this game can be played by people who just started dating like us and people who have been dating for years.” And the third said, “Although there were something we disagreed with and maybe didn’t want to talk about yet we were able to be understanding with each other. This also helped us put in perspective where we were in our relationship and what we could do to make each other more comfortable.”

A Game for Connection in a Disconnected Age In an era where screens often serve as barriers to genuine human connection, Quintessence offers a timely reminder of the power of presence and dialogue. This avant-garde card game is more than just entertainment; it’s an invitation to connect deeply with others and rediscover the transformative potential of authentic communication. Whether you’re looking to strengthen existing relationships or forge new ones, Quintessence provides a structured yet organic way to foster understanding, empathy, and connection. It’s a game that leaves you not just with fond memories, but with a renewed appreciation for the people in your life and the stories they carry.

Nba2k25 Voice Chat Intervention

NBA2K25 MyPark Social Behavior Study

Overview

The way this NBA2K25 study looks at how players act online is really similar to what these artists called Fluxus did back in the 1960s. These Fluxus people, especially this guy George Maciunas, would set up these “Fluxus festivals” where they’d basically watch how people acted and reacted to different situations – kind of like a social experiment but they called it art. In the same way, this NBA2K25 study breaks down how players behave in the game, like when someone goes from being toxic to suddenly being nice, or how people act differently when they’re in a group. Just like Fluxus wanted to show that everyday interactions could be worth studying, this project shows that even trash talk and friendships in a basketball video game can tell us something interesting about how people act around each other. Whether it’s people at an art show in the ’60s or gamers on NBA2K today, both projects basically show that you can learn a lot about people by just watching how they interact.

Objective: To observe and document player reactions to changes in social behavior within NBA2K25’s MyPark environment. Location: MyPark voice/game chat Purpose: Analyze how players respond to shifts in communication style and whether toxic behavior can be influenced.

Experiment Scenarios

Initial Scenario 1: Toxic to Nice (Individual) Initial State: Exhibited toxic behavior Progression:

  1. Initial toxic interaction
    • Me: “You’re trash at this game, uninstall bro”
    • Them: “Whatever, you’re just spamming cheese”
    • Me: “Grown A** man being this bad at a video game is crazy”
    • Them: “Talk when you learn how to shoot”
  2. Post-loss interaction
    • Them: “Hold that L you toxic *****”
    • Me: “That’s what you get for playing like that”
    • Them: “Scoreboard don’t lie”
    • Me: “Your peoples would be real disappointed by this performance”
  3. Slight improvement in tone but still condescending
    • Me: “Hey, at least you’re trying. Maybe stick to rookie mode though?”
    • Them: “Still won tho”
    • Me: “Next time do [this, this and that] so you can stop me”
    • Them: “Nobody asked for your advice *****”
  4. Second game victory
    • Me: “You getting better man good job!”
    • Them: “Don’t act nice now after being toxic”
    • Me: “Nah fr though, good adjustments”
    • Them: “Whatever man…”
  5. Third game being nice
    • Me: “What’s your name how are you?”
    • Them: “Why you switching up now?”
    • Me: “Say you actually pretty good I can’t lie”
    • Them: “Yo, why you trynna be so nice all sudden chill”
  6. Outcome
    • Me: “GG man, you’ve tuff. Add me if you want to run some games”
    • Them: “You bipolar or something?”
    • Me: “Nah just tired of the toxic stuff”
    • Them: “Ight bet, but no more toxic stuff”

Scenario 2: Toxic to Nice (Group Setting) Initial State: Group toxicity towards opponents Progression:

  1. Initial group toxic behavior
    • Us: “Yall some **** straight garbage fr”
    • Them: “Says the **** with 0 points”
    • Us: “Deleting the game might help your IQ levels”
    • Them: “1v1 me you scared **** “
  2. Post-loss interaction
    • Them: “Hold that L bozos”
    • Us: “Y’all got lucky with that **** cheese”
    • Them: “Cry more, skill issue”
    • Us: “Touch grass you **** sweats”
  3. Individual shift
    • Me: “Come on guys, they’re not that bad”
    • Team: “Nah **** them they’re dogwater”
    • Them: “At least someone got sense”
    • Team: “You switching sides now? **** outta here”
  4. Victory interaction
    • Me: “Good games anyway”
    • Them: “You cool but your squad toxic af”
    • Team: “Still trash tho frfr uninstall”
    • Them: “3-1 scoreboard don’t lie”

Scenario 3: Targeted Toxicity with Defenders Initial State: Group targeting one player Progression:

  1. Initial targeting
    • Team: “This PG selling harder than a garage sale”
    • PG: “My bad, I’m new to point”
    • Team: “My grandma got better handles than this ****”
    • PG: “Yall dont gotta be like that fr”
    • Them: “Leave gang alone”
    • Team: “Or what LMAOOOO”
  2. Performance criticism
    • Team: “7 turnovers?! Delete the build expeditiously”
    • PG: “Chill bru im new”
    • Team: “Actual NPC behavior right here”
    • PG: “How bout you guard your man instead of ****riding me”
    • Them: “Nah i cant lie you playin like *** gang”
    • Them: “Yea I can’t even defend you”
    • PG: “Bru what??”
    • Them: “LOCK IN DUMB***”
  3. Other team jumps in
    • Team: “Yall really bullying your own teammate?”
    • Them: “Wasn’t yall just talkin ya own ****? Mind ya business before you catch these L’s too”
    • Team: “1v1 after this, put your VC where your mouth is”
    • Them: “Bet pull up then”
  4. Unexpected turn
    • Team: “Your PG ain’t even bad, yall just ball hogging”
    • Them: “Now we got ops defending sells, I’m done”
    • PG: “Thanks but I don’t need yall pity”
    • Team: “Just saying they toxic for no reason”
    • PG: “Yall the idiots who started it”

Scenario 4: Nice to Toxic (Individual) Initial State: Positive behavior Progression:

  1. Initial friendly
    • Me: “Nice shot selection bro”
    • Them: “Thanks fam, you got good IQ”
    • Me: “We could go crazy if we sync up”
    • Them: “No cap, let’s cook”
  2. Post-loss shift
    • Me: “Bro what are these passes…”
    • Them: “Maybe if you hit an open shot”
    • Me: “You playing with your monitor off?”
    • Them: “Least I don’t play like I got parkinsons”
  3. Full meltdown
    • Me: “My dead dog got better stick skills”
    • Them: “Crazy how you went from nice to **** real quick”
    • Me: “Crazy how you went from decent to selling”
    • Them: “You the type to cry in park cuz you lost yo vc fr”
  4. Peak toxicity
    • Me: “You the reason 2K needs parental controls”
    • Them: “All that talk but won’t 1v1”
    • Me: “**** go back to Fortnite kid”
    • Them: “Your mom should’ve closed her legs”

Scenario 5: Nice to Toxic to Nice Initial State: Positive meeting mild toxicity Progression:

  1. Initial friendly
    • Me: “Clean moves bro!”
    • Them: “Whatever, you just cheese screens”
    • Me: “Just tryna hoop fr”
    • Them: “You call that hooping? **** pathetic”
  2. Energy matching
    • Me: “Shooting bricks like you building a house”
    • Them: “Still dropped 21 on your head”
    • Me: “With 12 shot attempts you **** ball hog”
    • Them: “Better than yo selling ***”
  3. Cooling down
    • Me: “We both acting childish rn”
    • Them: “You started being toxic tho”
    • Me: “This community toxic enough already”
    • Them: “Facts, mb for getting heated”
  4. Resolution
    • Me: “Run it back? No toxic this time”
    • Them: “Bet, lemme hop on my guard build”
    • Me: “Ight don’t sell tho lmao”
    • Them: “Only W’s from here”

      Key Observations

      • Toxic behavior intensifies after losses but often initiates from early-game mistakes (missed shots, turnovers)
      • Players are more likely to become toxic when teammates reinforce negative comments
      • Initial plays heavily influence the match’s social dynamic
      • Solo players tend to adapt their behavior based on group majority
      • Defensive players receive most toxic comments, especially after opponent scores
      • Players maintain toxic behavior longer when supported by teammates
      • Direct confrontation typically escalates toxicity while indirect positivity can de-escalate

      Patterns Observed

      1. Players show strong initial resistance to attitude changes, often interpreting positivity as sarcasm or weakness
      2. Individual reform happens gradually over 3-4 games while group toxicity tends to be self-reinforcing
      3. “Alpha” players (highest rep/score) heavily influence group behavior
      4. Toxicity peaks after game-changing plays (turnovers, missed open shots)
      5. Players are more receptive to positive feedback after showcasing individual skill
      6. Cross-team defenders of targeted players often escalate rather than defuse situations
      7. Victory often softens players’ receptiveness to positive interaction
      8. Early-game toxicity is harder to reform than late-game reactions

getOUT: A New Twist on Uno with Fluxx-Inspired Chaos

If you’re a fan of the fast-paced card game Uno and enjoy the unpredictable twists of Fluxx, then you’ll love getOUT! This game blends familiar mechanics with fresh event-based challenges, bringing a new layer of strategy and excitement to the table. Whether you’re a seasoned Uno player or looking for something new to spice up game night, getOUT promises to be a fun, chaotic, and fast-paced experience.

The Rules of getOUT

Setup

  • Players: 2-10
  • Decks: Standard Uno deck + an Event deck.
  • Starting Cards: Each player begins with 7 Uno cards.

Event Deck

  • The event deck contains challenge cards with different tasks players must complete using their Uno cards.

Gameplay

Turn Order

  • Players take turns in a clockwise direction.

Draw Phase

  • At the start of each turn, the active player draws one card from the challenge deck.
  • If a player is running low on cards, they may also choose to draw from the regular Uno deck.

Event Phase

  • The active player draws an event card and must complete the task using their cards.
    Examples:

    • Flooded Room: Play two blue cards to escape.
    • Locked Door: Play one yellow card and one number 7 card to unlock.

Event Options

  • If a player successfully completes the event, they discard the cards used and gain the specified amount of event points.
  • If they fail to complete the event, they must keep their cards and face the event’s consequences (usually a penalty written on the card).

Card Effects

  • Reverse: Can be played to complete a challenge, and it will reverse the turn order in the game.
  • Skip: If used to complete a challenge, the next player gets skipped.
  • Point Modifiers (+2, +4): Instead of drawing cards, the next player discards that amount from their hand.
  • Wild Cards: Can be used to represent any color. Wild cards can also come with a custom rule, like forcing another player to complete an extra event, though these rules can’t give extra event points.

Winning

  • The first player to earn 10 event points wins the game.

Playtest Pictures


Inspiration Behind getOUT

This game was born out of a love for two very different but equally fun card games: Uno and Fluxx. Uno’s simple, color- and number-based gameplay makes it quick to learn, while Fluxx’s ever-changing rules and objectives make it delightfully unpredictable. We wanted to blend the best of both worlds, adding a dynamic element of surprise with the event deck while keeping the core play of Uno intact.

Events in getOUT give players something to aim for, shaking up the usual rhythm of Uno by introducing unique challenges each turn. The unpredictability of the event deck was inspired by the chaos that makes Fluxx so fun. Additionally, the familiar special card effects from Uno remain in play, which keeps the game fast-paced and easy to grasp for those already familiar with the classic game.

Class Connection:

The project getOUT and the book On Edge by Cynthia Carr are connected because they both focus on breaking the rules and adding excitement to something familiar. getOUT takes the classic game of Uno and adds an event deck with challenges that make the game unpredictable and fun, just like how the artists in On Edge used performance art to surprise and engage people in new ways. Both highlight the idea of shaking things up—whether it’s through creative challenges in a card game or pushing boundaries in art. They show how unpredictability can make things more interesting and bring people together in unexpected ways.


Notes from Playtesting

This section will be used to track feedback and observations during our playtests. It will help document what worked well and what needed tweaking in the gameplay mechanics.

  • Playtest 1: Add in event points so that now there is an extra layer to the game. Cards can be harder to complete but give more event points if completed.
  • Playtest 2: add in the reverse, skip, point modifiers, etc so that you would be able to impact someone else more in the game.

Changes Based on Playtesting

  • Adjusted the number of event points required to win from 15 to 10 for faster rounds.
  • Tweaked the penalties for failing events to make them more balanced and less punishing.
  • Modified some of the custom wild card rules based on player feedback to ensure they don’t overpower regular gameplay.

Yranoitcip

I got the inspiration for Yranoitcip from a Leetcode session with my friends. One person would be at the board, coding based on the instructions given by the audience, and the next person would either continue or erase what had been written based on their own understanding. This sparked the idea to turn it into a competitive environment, where teams have to balance collaboration and misdirection to win.

Yranoitcip is a game designed for two teams with two drawers at the board, but here’s where things get tricky: the teams can give instructions to either draw or erase, and some players might even sabotage the drawing with misleading instructions. The goal? Get your team’s drawer to guess what’s being drawn before the other team!

Special shoutout to Yoko Grapefruit, who helped me shape the concept by adding more depth to the competition. She suggested the element of “hidden identities” to introduce more uncertainty, making it harder for players to know who’s helping and who’s sabotaging. This added an extra layer of strategy, where not only are the drawings at stake, but trust within the team becomes crucial to winning.

Rules Here: https://docs.google.com/document/d/1Y9B5rsfYI5aITZXs7Kcl7TXKdOCzdfwKs7UGJjfzMIo/edit?usp=sharing