vanderwilden

Support (Final)

Artist Statement:

The concept of my game Support was to be a game that could simulate a conversation with a loved one who was experiencing depression. The inspiration from this game came from games talked about in class/readings that focused on real issues, like September 12th or the McDonald’s Videogame, but primarily Depression Quest. I liked how the game put people in the shoes of a person going through life with Depression, and especially liked how the more depressed the player was, more options would become unclickable but still remain visible. I wanted to make a game where the player’s choices aren’t restricted, but they want to consider what they’re going to say since they aren’t sure how their loved one will react. I wanted to evoke feelings of concern and care, but also uneasiness and uncertainty.

If I were to put the game on the Schrank Avant-Garde diagram I would put it in the upper right hand side of the Emancipation square. I feel the game is decently political in it’s subject matter, while also allowing players to control the narrative through their actions to a degree. The game  was more formal than radical, as the player did have control and weren’t just witnessing the game happening around them. But it did somewhat restrict their options to what was provided.

Documentation:

Game: I was going to put in pictures of the game being played but I instead am going to send the game itself. HTML files are not allowed to be posted on the blog so I shall email it after this is published.

The first playtest went smoothly. The player thought the intro I had written provided good context and they felt that it did a good job of putting them in the position of being the significant other. I saw that they were taking their time with decisions and weighing the potential outcomes, which made me very happy as that was an experience I really wanted players to have. When he finished I asked what he was feeling while playing. He said he felt bad/concern and was also worried when he felt like there was no good option, which was decently often. The game made him think of love, depression, not wanting to leave this special person, but also felt a bit uncomfortable. He didn’t have much criticism, except for the fact that there were some typo. This session was very satisfying to me as not only did he enjoy the game but all the goals I wanted to reach were hit. After that I fixed up the typos and added in more observations of the loved one to go along with what they are saying. My other playtests went smoothly as well, with the players all feeling the uneasiness and concern I wanted to be achieved. I thought about making the game a bit longer, but the playtesters that I had play the game felt what I wanted them to experience, so I left it as is. Over the summer I may go back in and work on this project a bit more, and maybe make it span over multiples days.

“Support” Draft – Project 4

I want to make a game using Twine that puts the player in the position of trying to talk to and comfort a loved one going through depression/anxiety. I will give them multiple options of what to say or do and let them try and handle the situation as best they can.

Inspiration for this comes from mainly Depression Quest, in how it put someone in the position of having Depression and showing them all their “options” even though the player couldn’t choose them all. I also liked a sentence I read that “avant-garde is no longer in art, it is in genetics”, which I am taking literally.

Taxi Conversation Final

Get in a taxi cab and don’t get out until you have a had a conversation with the driver. People today are sucked in to their phones or more concerned about where they’re going that they don’t pay attention to what is around them on the way there.

Documentation:

I was very lucky that Fasten, an Uber like service, was doing free rides all weekend to promote their service, so I took advantage of that. You can  choose your destination not only by address but also by choosing a point on a map, so I was able to randomly choose a destination. Sound quality is not the best, and also started a bit after the conversation began.

 

Artist Statement:

Inspiration for this came from Linda Montano and Techching Hsieh’s Art/Life One Year Performance 1983-84. When reading about the work the main part that stuck out to me was that most of the art wasn’t witnessed by anyone except them. I wanted to do something that wasn’t a spectacle. I was very happy with the results, as I ended up having a great conversation with my driver and didn’t even realize how close we were to the destination until he asked if it was up ahead. If there is ever another free weekend of rides I would happily spend a day meeting new people like this.

If I were to place this game on Schrank Avant-Garde Diagram the I would put it in the middle top half of the Emancipation box. I feel that the game is more formal radical in the actions taken, as the rules of the game don’t make the person sit back and experience the game, they must put in effort. I feel the game is pretty political in idea, as the narrative is completely based on the player and what they do, and the game’s concept is based upon a common trend taking place in society today, while promoting to break that norm.

Taxi Conversation

Get in a taxi cab and don’t get out until you have a had a conversation with the driver. People today are sucked in to their phones or more concerned about where they’re going that they don’t pay attention to what is around them on the way there.

Appropriation Game Final

 

Appropriation Game.

 

Materials:

-Deck of cards

-Player pieces from Sorry! (Or altoids?), 3 for each with one being the main piece

-Monopoly Board

-Houses from monopoly (Markers?)

-Deck of Playing Cards

-6 sided die

-A coin

 

Can be played with 2-4 players, probably the more the better.

 

Rules:

  • Players start off on corners of the board, rolling to see who goes first. With 2 players they start on opposite corners, with 3 players do a coin toss to see which remaining corner the 3rd player starts in.
  • Each player draws 6 cards from the pile
  • Players role the die. Their marked piece must move the amount of spaces on the die, while the other 2 pieces can have the same amount of moves split between them
  • When a player lands on a space an opponent piece is on, the player can ask that opponent for a card(# or face card) in their hand. If the opponent has said card, they must give it to the player. If the opponent does not have the asked for card, the player may draw one from the pile
  • When a player makes a pair of cards, they place a marker on the space the bread winning piece is on.
  • If a player lands on a space owned by an opponent, the opponent may choose a card at random from the players hand to shuffle back in to the deck.
  • Landing on a ? space allows a player to draw a card
  • The game is over when one player has 6 pairs

image1-2

 

Artist Statement:

My inspiration for this game came while thinking about how the Dadaists during WWI were all trying to escape the conflicts in the world around them. They viewed the conflicts as pointless, and many time s now when I think of the conflicts going on in the world I am envious of the time when I was child and was not concerned with anything other than games or what was for dinner. This inspired me to make a game only using rules/pieces from games I played as a child, being Go Fish, Sorry!, and Monopoly.

The first iteration went decently well, but I found that people could split their moves up well enough to always avoid spaces owned by other players. This resulted in me making one piece consistently following the die, while the other two pieces could split the spaces. This ended up working very well, as during my next playtest I ran with my girlfriend, the pieces that split moves would at some point be barely passed by the opponents fixed piece. This gave a guaranteed opportunity to attack the opponent and keep the game moving.

1st Iteration of Appropriation Project

Appropriation Game.

 

Materials:

-Deck of cards

-Player pieces from Sorry!

-Monopoly Board

-Houses from Monopoly

-Deck of Playing Cards

-6 sided die

-A coin

 

Can be played with 2-4 players, probably the more the better.

 

Rules:

  • Players start off on corners of the board, rolling to see who goes first. With 2 players they start on opposite corners, with 3 players do a coin toss to see which remaining corner the 3rd player starts in.
  • Each player draws 6 cards from the pile
  • Players role the die. One of their pieces must move the amount of spaces on the die, while the other 3 pieces can have the same amount of moves split between them
  • When a player lands on a space an opponent piece is on, the player can ask that opponent for a card(# or face card) in their hand. If the opponent has said card, they must give it to the player. If the opponent does not have the asked for card, the player may draw one from the pile
  • When a player makes a pair of cards, they place a house on the space the bread winning piece is on.
  • If a player lands on a house owned by an opponent, the opponent may choose a card at random from the players hand to shuffle back in to the deck.
  • The game is over when one player has 10 pairs or all pairs have been completed, with the winner being the player with the most pairs.
  • In the event of a tie, the winner is decided by a coin toss best of 1, because it’ll make someone really salty.

Heard (Final)

Collect the thoughts running around your head

Organize them as best you can

Choose one that you can stand by

Breath in

Speak

 

Artist Statement

When it comes to putting the score into practice, I didn’t have much trouble as this is something I try to do everyday. I have occasional anxiety and am not confrontational, so sometimes during a discussion I may give in even if I believe I’m still correct. By slowing down and breaking down my thought process, I have a easier time not only deciding on what I want to say, but can collect myself before speaking. By taking a breath before vocalizing my thought, I don’t feel rushed in my words and can make my point heard. This has also been a very helpful method while helping someone close to me who has been going through depression. There are many things I want to say or communicate, but whatever I choose to say must be solid, or I may risk them feeling worse. Making this score has been very helpful in reminding me to always take my time and say my words with care and meaning.

This score came to me while in my Foundations of Game Design class. One student was rambling on and on about whatever was popping in to their mind, and it seemed like they lost the meaning of their initial point along the way. If they didn’t have an initial point, then there was no reason for them to be talking. In other classes I’ve seen it as well and I’d be lying to say that I have never done it myself. I notice that after the rambling people tend to drop the subject out of embarrassment or not caring anymore , even if their original point was good. In those times I always wish for them to go back and explain more. If they said something, there was a reason for it, and I would enjoy listening to that reason as opposed to them talking for the sake of talking. 

The only changes I made were changing “ones” to “one” in the 3rd line. After talking about the meaning of the score with the class and putting it into action, it makes most sense in theory and in practice to focus on that single thought.

Heard

Collect the thoughts running around your head

Organize them as best you can

Choose ones that you can stand by

Breath in

Speak