diegogarcia

Artwork #4 : Overwhelming

Inspiration: My own personal experience since starting college. I wanted the player to feel an overwhelming amount overwhelming while playing the game through tasks. 

Jason Rohrer’s “Passage” helped me create the idea of trying to invoke a feeling/ experience from the audience.

Title: Overwhelming

This is a 1 v 1 style game.

Setup:

One timer set to 5 minutes

Each player recieves 8 task cards (each card should be different)

16 task cards

Task Cards:

  1. 2 Math cards (complete 3 math problems)
  2. 2 connect the dots cards
  3. 2 draft emails to your professor (prompt is different on both cards)
  4. 2 Send 3 messages
  5. 2 Choose cards (about exercising)
  6. 2 Check your emails
  7. 2 Write a to-do list (1 card is about a to-do list for today while another is for tomorrow)
  8. 2 Write down what you plan to eat later

Additionally each player is given a math worksheet and connect the dots pages.

Math worksheets were found here: https://www.crk12.org/cms/lib/DE01903180/Centricity/domain/529/unit%20one/order%20of%20operations/Common%20Core%20Sheets.pdf

Connect the dots pages were found here: http://cms5.revize.com/revize/franklinlifelong/Solutions/Solutions%2020-21/At%20Home%20Activities/Activities%20through%204-14/Extreme%20Dot%20to%20Dots%201.pdf 

Gameplay:

Once the timer has started, each player is recommended 30 seconds per task in order to go through as many tasks as possible. Every minute an event card spawns in which players must stop what they are doing to try and complete that task. Once the event card is finished, players may resume trying to complete their tasks. Each event card is different and the players are responsible for keeping track of the time. In addition, event cards that require you complete a seperate task (Registration and Billing) gives the player that completes them an extra completed task. The player with the most completed tasks by the end of the 5 minutes wins the game.

Event Cards:

  1. Re-do a task you just finished
  2. Registration has opened (look for 4 classes from different subjects) (Both players may win)
  3. Billing statement (pay $250) (Only one player can win)
  4. Time for a snack (take a 30 second break)
  5. You got an extension (you have 30 seconds to finish a task you didn’t complete before)

Items for event:

On the left, there is bills that add up to $410. So that way only one player can win.

On the right, there are papers with various classes written in them. Each class is different and also some are full which means you can’t enroll in that class and have to find another.

Artist Statement:

As you can probably tell by title, the theme of this game is being overwhelmed and stressed. I wanted to create an art game that simulates being a college student is a still fun kind of game. When I first started making this game, I had 3 things in mind: how am I going to overwhelm the players, what kind of game should this be (1 person, 1 v 1, 1 v all, etc), and how do I make it also fun in a sick twisted way. After reflecting on myself and my experience, I settled on a 1 v 1 style game because I constantly try to compare/compete with other people even subconsciously. Having the players compete against each other helps increase the stakes, and stress the players even more. In terms of gameplay, I knew having a timer would be a central element in stressing players out because time stresses everyone out especially when you don’t have enough of it, forcing players to complete tasks, keep track of event cards, and time manage everything. My game is an art game that allows the player to experience stress and being overwhelmed. I got this idea from “Passage” by Jason Rohrer. In the “Works of Game ” by Sharp the way he explained the game really pulled at my heartstrings,basically being the passage of time and how we all die in the end convinced me to try the same thing in my game. An art game is supposed to be an immersive experience that portrays what you want the players to feel. I hope I was able to accomplish that in my game. 

 

Thoughtless Objectives

Title: Thoughtless Objectives

Inspiration:

  • Watching the video that Jen and Derek put on with the man deciding what the woman should do and what decisions they should make
  • Then thought about how I write stuff and how others influence my decisions when I’m writing

Supplies:

  1. Notebook/Journal (preferably on the cheaper side)
  2. A pencil or pen

Setup:

  1. There will be one person with a notebook(the notetaker)
  2. Next, there is at least 1 person (a person) who will get the notebook and decide what they want to change in it (They can either overwrite, erase, nothing, or be creative).
  3. There will be a neutral judge that will decide whether the objective is complete or if the objective is possible

Before Playtest:

Gameplay:

  1. The notetaker will write down what they want for two minutes while the person tries to influence their decision (by talking, moving, or anything besides physical interaction)
  2. The notetaker’s goal is to write/draw something that is beneficial for them. Without letting, the person’s influence get to them
  3. When the person gets the notebook, they have 30 seconds to do whatever they want to the notebook. (obviously not destroy the notebook or make it unusable) 
  4. The person’s goal is to either have the notetaker actively write down their influences when they are writing or make the notetaker give up.
  5. There is no end unless the person’s goal is fulfilled or the person gives up

After Playtest:

Gameplay:

  1. The person will give the notetaker an objective (it has to be something that can be written down into the journal and feasible in 2 min)
  2. The notetaker has two minutes to achieve the objective (while the person tries to influence, distract etc)
  3. If the judge decides the notetaker completed their objective then they get 1 point and the roles switch (players can choose who they want to be)
  4. If the judge decides the notetaker did not complete the objective then the person has 30 seconds to mess up whatever the notetaker wrote (they can not make the notebook unusable up to judge’s decision)
  5.  The person gets a point if the notetaker gives up
  6. The first to whatever how many points wins!

 

Objective based-goals:

write/draw everything on a gudetama poster 

Write down page 132 of the book in its entirety 

Write the exact  number of candies that are in that pile on the floor, as the pile exists right now, without removing any candies

Write down 120 words, each of character length greater than 3, and each word has to be unique. Shorthand is not permissible, and the 120 words refers not to “120 words” but rather to the action of writing down all 120 words. 

Write down the hex color code of this blanket

Poster used for one of the objectives

 

 

 

 

 Artist statement: 

The original meaning of the artwork was to mock the simple task of writing a schedule, detailing a plan of action, doodling etc by showing the power random people have seemingly over us and changing/influencing what we want even though it’s our journal. I’m exaggerating my critique on how our minds seemingly function, and questioning why we let people dictate our actions. But as the playtest went on, the meaning of the game changed. It became more of critiquing unrealistic tasks that we are given on a daily basis. Everything from school to home life, it’s all a crumpled mess because doing it all seems impossible. We work so hard to reach a goal only for our work to be rendered useless or something comes up that delays us from accomplishing that goal. The new version of “Thoughtless Objectives” is supposed to be representative of this feeling. Being the notetaker, you are under an immense time crunch, trying your hardest to finish the task while the person is actively trying to sabotage you. The person only wins by making the notetaker give up; this was intentional in order to hit home the idea that there is no real reason for making things difficult for a person besides satisfaction in a person’s misery. Although the task given is supposed to be possible, the person can dance on the line between extremely difficult and impossible. As I witnessed in my playtests, I had a person tell the notetaker to count all the candy on the floor (being over 400 candies). While the notetaker did attempt it, they ultimately failed. On a personal level, there are times where I feel like everything is just conveniently against me. With every mistake I make or extra time I take, the dumber I feel amongst my peers. The more I feel this way the more I listen to others rather than myself. Even with this project, I feel like the real intervening was the playtesters’ feedback vs my original idea.

Artwork #2: Monopoly: Aftermath

Monopoly: Aftermath

Game Mechanics:

  • Free Parking -> Parking Tax $150
  • Income Tax -> Increase pay to $400
  • Luxury Tax -> Increase pay to $200
  • Go To Jail -> Go To Just Visiting
  • All “pay” cards are doubled (chance/community)
  • Going to jail card takes you to Just Visitng instead

Fun Fact:

  1. The total cost to buy and upgrade everything to max is $14,850
  2. The total amount of money per Monopoly game is $20,580

Game Setup:

Do math: 20,580 – 14,850 = 5,730

  1. 2-players -> 2,865 per player
  2. 3-players -> 1,910 per player
  3. 4-players -> 1,432 per player
  4. 5-players -> 1,146 per player

Rules:

  • Regular Monopoly Rules except…
  • Everything is always fully graded and bought
  • Last player standing wins

Other ways to play:

Players agree on how much money they wanna start with and try to outlast each other.

Pretend all the properties have hotels...

Time to not go broke

 

Artist Statement:

When thinking of a game to create, I had my eyes set on Monopoly. The first concept of the game was called “The Landlord’s Game” created by Elizabeth Maggie. Her intention was to expose how property owners profit from impoverishing renters. I wanted to use that idea but modernize it, creating a game where you can “win” but come to the realization that you will never truly beat the game. In  Monopoly: Aftermath, you start the game with all the properties already being bought and fully upgraded (hence the “aftermath” in the title). You are given some money to go around the board and try to be the last man standing. I decided to also change some of the spaces and rules. All the tax spaces are doubled in cost, Free Parking now charges you, all chance and community chest cards that say pay are now doubled, and you can no longer go to jail(the idea is that you are not worth the police’s time since you are too poor to be significant). While I also wanted to edit the cards, I unfortunately had no time to do so.  My reason for these changes is to highlight the state of our economic system where people aren’t able to buy property,  cost of living has increased unlike our paychecks, and it’s only a matter of time before everything seemingly leads to you becoming bankrupt. After going through my two playtests, players loved the satirical aspect of how realistic. In the readings there was anti-war art, specifically in the Berlin chapter with John Heartfield and George Grosz who created art to not only express their feelings about the war but to also convey the detrimental effects of it. I wanted to create an anti-property owner game like Maggie did. I also had players suggest themes for this concept in actual places like Los Angeles, Boston, San Francisco, etc. But why not let someone else come up with that idea? In the spirit of DADA, I would love it if someone would appropriate my game and/or come up with a different interpretation with my game as inspiration.

Score: Go Fish ?

Documentation:

  • Looked around my room for an idea
  • Saw deck of cards on my desk
  • Thought about what game to play with those cards
  • Then thought , “What if you can’t see your cards”
  • Immediately go fish came to mind

 

Go fish?

 

Get a standard deck of cards

Shuffle deck of cards

Give each player 5 cards

*They can not look at their cards

Instead pick up your cards and have them face your opponent 

The youngest goes first

Take a card from your opponent 

You can either ask if you have a card or 

You can ask if you have a pair in your hand

 

Notes:

After testing the game, we realized how you can easily get a pair but not even know it. 

Let’s say you steal an opponent’s card to make a pair, but they also have a pair of that card in their hand. What do you do? 

How far does your integrity go?

Making roommate play my game.

 

Artists Statement:

My goal from the beginning was to create a game that was simple yet had an interesting twist on an already existing playable game. I was inspired by all of the chess scores and some of the readings. I was especially inspired by Essential Questions of Life Chapter 3, when they showed artwork of objects that already existed but made it useless. I really liked the concept of re-inventing an existing idea but with an interesting spin. That’s when I looked at my deck of cards and thought “How can I introduce an interesting twist to a well known card game?” One of the first games that I thought of was Go Fish because it is a very simple game to play, and it is very important to know what cards you have to get the sets that you need. White chess was a big inspiration to me because it took a very well known game and added one simple change that completely altered the way the game was played.. Everything was white. Similarly, I wanted to change Go Fish. That’s when I had the idea; What if you were not able to see your own cards? I have to admit I thought that it was going to be impossible or extremely difficult to play, but my roommate and I were able to have fun playing the game. Although Go Fish? is a relatively straightforward game, there is still room for interpretation between players. Players are able to decide how they want to play the game and can even add their own rules or playstyles if they want. In creating Go Fish? My goal was to create a game that was both enjoyable and easy to learn and play. I really hope that my game was able to accomplish those goals, and will allow people to see more games in new ways, and create ways to change the game by adding or changing the fundamental rules.