Class Activities

Indie Art/Game: Show & Tell

Abzu

Available here: http://www.abzugame.com

“ABZĂ› is an epic descent into the depths of the sea, where players will explore beautifully rendered ocean environments with fluid swimming controls. The experience draws inspiration from the deep innate narrative that we all carry within our subconscious: the story of ABZĂ› is a universal myth that resonates across cultures. The name references a concept from the oldest mythologies; it is the combination of the two ancient words AB, meaning ocean, and ZĂ›, meaning to know. ABZĂ› is the ocean of wisdom.”

The End of Us

(Has no correlation with The Last of Us)

Available here: http://www.the-end-of-us.com

This game portrays the idea of friendship and sacrifice, and does so in a unique and abstract way.

“As you grow and age and eventually start to fade alongside your friend, you come upon an asteroid belt that chips away at both of you. Your final (only?) choice in the game is who will take the fall, and who will have to suffer a solo existence after.”

Dark Echo

Available here:  http://www.darkechogame.com

In order to progress through the game, you must narrate the space using sound. As the game progresses, the rooms become more difficult to navigate, and other obstacles are thrown into the space. Can you make it out alive?

Indie Art Game Show & Tell: Disco Discomfort

Indie Show & Tell

Disco Discomfort

Gameplay Video:

 

Gameplay Description:

Have you ever gone out to do something and feared that everyone in the world would judge you for it? Well if you want a game that’s literally the digital manifestation of your anxious nightmares, this is the game for you! There is little in-world interaction in this game, as its more about the atmosphere than the actions you can perform, but it still is a unique player experience you can’t find anywhere else. Now available on GameJolt!

Indie/Art Game Show & Tell

NIGHT IN THE WOODS 

Lost Constellation

 

final game idea dumping

I do not want to create a digital game, I don’t think. Mostly because I’m not particularly confident in my coding abilities, nor do I enjoy coding.

I’m not yet sure how it’ll become a game, but after we were prompted to create a game/experience that explores an underrepresented emotion, I was struck with the idea of using pages out of my old middle school diaries. I know this would lend itself to an intensely personal game, & I’m okay with that. I’m also very attracted to the idea of personal artifacts– much like a readymade or a fluxus kit.

I’m considering some sort of emotion twister– consider Robert Plutchik’s theory of eight basic emotions:

  • Fear → feeling afraid. Other words are terror (strong fear), shock, phobia
  • Anger → feeling angry. A stronger word for anger is rage.
  • Sadness → feeling sad. Other words are sorrow, grief (a stronger feeling, for example when someone has died) or depression (feeling sad for a long time). Some people think depression is a different emotion.
  • Joy → feeling happy. Other words are happiness, gladness.
  • Disgust → feeling something is wrong or dirty
  • Trust → a positive emotion; admiration is stronger; acceptance is weaker
  • Anticipation → in the sense of looking forward positively to something which is going to happen. Expectation is more neutral.
  • Surprise → how one feels when something unexpected happens

perhaps I could modify the game of Twister but also incorporate my diary entries–perhaps the player grabs a random page, reads it, decides what emotion is paramount on that page, & then does something based on that.

 

 

 

 

Indie Game: Show&Tell- Ilayda Hanci

Indie Game/ Show& Tell

The Wild Eight

Game Play Overview- https://www.youtube.com/watch?v=ydp5sSTMhpE

Reveal Trailer- https://www.youtube.com/watch?v=f6NrsPNBJ1Y

 I first saw the game in Game Jolt site which offers a large community of indie games for players around the world. The Wild Eight is an open-world survival game with an interesting storyline. An early alpha version was released through Game Jolt on May 23, 2016 and now you can order the full version online.

Gameplay

The game tells the story of eight people whose everyday lives are changed after a plane crash. They now find themselves stranded in the middle of nowhere, deep in the forests of Alaska. While the survivors await rescue, their lives are threatened by a number of mysterious entities, unseen creatures and objects that definitely don’t belong in this world. And the deeper you go, the harder it gets to survive. Players will have to develop survival skills such as shelter building, and hunting in order to survive in this vast land.

In this game, there is no room for mistakes: if you went hunting but forgot to cut some wood for the fire before nightfall, you’re dead. If you didn’t have time to cook your meat, you might have to eat it raw — and if you don’t have medicine, you can die from food poisoning.

You can play The Wild Eight on your own, but the game fully opens up in co-op mode. Other players are your only backup — either by sharing resources or helping you out.

Pictures camp-no-logo-whjfjtw6

wreckage-no-logo-qjb2rpyb

mutated-wolf-no-logo-ftwxwerr

coming-for-help-no-logo-zehqpqdp

Appropriation Playtest – Serpent to Ride

So for my Appropriated Game, I wanted to do something that took a traditional game, and transformed it (with mostly the same pieces) into a whole new game experience. I wanted to see how the game pieces could be used differently, and how to apply a new spin on something made entirely for one purpose.

I started going through all the games that I had available to me. I ruled out most board games that had cards with specific lines of rules text on them (Dominion, Betrayal at House on the Hill, Munchkin). But one of the most intriguing games that was not ruled out was Ticket to Ride. In this game, you have a board with cities and train tracks, cards that have colors, and route cards that only mention two cities. Looking at the Ticket to Ride board, I noticed that there are only a limited number of possible movements to get from one city to another. This is an important mechanic in the game, and I decided to take that one step further and transform that into the mechanic of my appropriated game. Another important game that influenced me, and this decision, was Tron. In this game, there are four competitors trailing paths as they move, and if you collide with a path, you are eliminated.

In my appropriated game, the point would be to cut off your opponent by making strategic plays and moves, using the Ticket board as a playing field. This game is titled ‘Serpent to Ride’. Alien Serpents have been dropped onto the US around the industrial revolution, and they must cause as much destruction as possible.

Each player starts out on one of two cities (designated by a route card). They put a train there (signifying their head) and then they trail behind their head five connected paperclips (which lay on a pathway from that city). On their turn, each player must move to one or more other cities, as long as the distance of their move doesn’t exceed 6 train cars. They take their paperclip trail with them as they move their Serpent head. Any paperclip trail signifies spaces that cannot be moved on. After everyone has moved, a color card is drawn, which signifies which color pathways the players cannot take. A maximum of 3 of these cards are visible at any given time, and as the 4th card (7th card, 10th card, etc) is revealed, everyone gets a route card (each player starts with one). If, on your turn, you are on one city on a route card, and there is an unobstructed path to the other city, you play the card, move your Serpent to that city along the legal path, and then you get five more paperclips attached to your tail, effectively making less room for your opponents and making it easier to trap people in.

 

img_2114

img_2113

img_2117

Playtest

The paperclips are a bit hard to see, so maybe I’ll get something more visible for the next time.

Overall, this game works best with either 1) more players or 2) more paperclips covering the board. The game was relatively slow because we only had 2 players, so I was thinking of changing the starting number of paperclips for your serpent based on the number of players.

The playtesters said it was a fun game, and they liked the concept and mechanics. They felt the slowness as well. The route mechanic was not used as much as I had hoped, but I think it’s important and I will see in a future playtest. The color flipping did provide a situation where someone couldn’t use a route card in their hand, and it did constrain players’ movement, so I feel that was successful at least. Overall, I think it went well.

(By the way, the last picture is an example of a lose state for red because the red serpent is entirely blocked by the green serpent and cannot move)

Appropriation Show and Tell

One of the most well known examples of appropriation in recent times is the red, white, and blue Obama poster that says ‘HOPE’ on the bottom, designed by Shepard Fairey.

https://en.wikipedia.org/wiki/Barack_Obama_%22Hope%22_poster

 

He took a photograph and appropriated it into this poster. Pretty soon after it caught on, other artists appropriated his work as well, as shown in the wikipedia page, displaying characters such as Anonymous and Gil Fulbright.

A lawsuit was held over the picture, which revolved around Fair Use. The AP claimed that the poster did not constitute fair use. Actually, what Fairey did did not constitute fair use, however the original artist, Manny Garcia, did not forgive Fairey, but he voiced his opinion that this poster did constitute fair use. Overall, Fairey and the AP agreed to a settlement and to work together going forward with the Hope image.