Artwork #2: Appropriate

Appropriate_Final_Iteration_Battle of fighters

Battle of fighters

 

4 Players

 

Materials

Two decks of 52 playing cards

Aeroplane Chess

One 6-sided dice

Rules:

Players: Four colors represent four different players. Every player can own 5 planes(fighters) entering the air war. Four colors also matched four suits of playing cards. Red fighter means the heart suit, yellow matches the diamond card, blue is the club suit, and green represents the Spade suit.

Starting: Four players own their own fighters on their bases that match their color, located at the corners of the board at the beginning of game. Each player takes a turn by rolling the dice and according the numbers of dice to draw the same numbers of cards from card pile of game which contains shuffle players cards (104 cards– two decks). Player can follow the rule of cards to use their hands, enter, move, or do other actions for their fighters. Each try to use their fighters to shoot down all other players’ fighters.

When the fighter arrives the flying space that fit fighter’s color, this fighter can jump to the corresponding space.

The plane can hide in its color plane port, but this plane can just stay in the port for three turns.

Every turn for every player, each can just use two cards including common number cards or special skill cards.

Shoot Down: when player A’s fighter lands on another player B’s fighter, B’s plane will be shot down and never enter the game.

 

The Rule of Using cards: Move of Fighters on the board clockwise around the track, the number of moving spaces indicated by the number of using court. The courts (number card) are just 1 to 10. And J, Q and K only can be used for players make their fighter enter the track and join the battle from the base. Fighters on the base cannot enter the war. If the suit of K matches the color of player’s fighter, this fighter can use the special skill of this suit’s K. Otherwise, K can just be regarded as the card that makes fighter enter the war.

Heart K: Make one plane has one more live. (when this plane was shot down, it can enter its base and enter the war again)

Diamond K: Draw three cards from card pile.

Club K: Choose one number from 5 to 10 as steps to move one fighter on track.

Spade K: Make two fighters enter the war

 

Limitation: if after starting game 5 minutes, players still do not once send at least one their fighter for entering war, these players will lose, quit the game and other survival players continue the game.

 

Artist Statement:

Taking advantage of appropriate pieces game to create a new game was the main idea of my game. Not only I used the appropriation on materials and rules of two games, but also combined some cultures of two games. Learning this art of appropriation was in lecture and the first impression of appropriation for me is Dada. Dada represents producing a new art by transferring the readymade arts. My idea was inspired by some ideas from Dada book and lectures.

Zurich Dada shown a kind of freedom feeling in their productions. Because the origin of Dada was launched in here during the World War I. As one neutrality country, many different kinds of refugees escaped to here from the War. Hence, many blends of the cultures prompted the birth of Dada culture. Hence, in my game, I consider the war element, especially for air war. Later, I wanted to combine two cultures together in this game, and I utilized the Chinese Aeroplane chess game and European playing cards to transfer a new game. This new game contains the characteristics of Asian and European elements. Chess represented the historical battles and many subtle strategies used in the chess also shown in the Chinese historical war stories. Playing chess can be regarded as one mock war to develop our thinking ability. Playing cards’ K and Q can be regarded as the European royalty’s King and Queen. Different card represents a variety of status for different people, like social classes of Middle ages in Europe.

For the artwork of Marcel Duchamp, there is one meaningful production, which is the Duchamp Fountain. The Fountain breaks the understanding of art by people. The Fountain was a porcelain urinal, which was submitted for the exhibition of the Society of Independent Artists. This artwork represented Duchamp wanted to challenge the current art in New York and wanted to break the limitation of art. Hence, in my game, I also want to show something I want to break. The rule of cards did not follow the rules of playing cards. Level of cards will not show in my game. The card will not be judged by their values like people in Middle Ages European society judged by their status. I want to break this rule not only for the game, but also for the implication behind different of cards. Every number of cards just means the steps of moving fighter. Any step in some situations can play a decision role in the game. Because sometimes, you need Ace card to move one space and shoot down the enemy fighter closed your fighter. Although the value of the Ace is one, but it also can be more important than K.

In the Zurich Dada chapter, I found most dada artworks were constructed by different components from other different readymade artworks. So, in my game, I use the readymade chess pieces, chess board, dices and cards in playing cards. I did not create some new products in the game and just change some rules and add some new rules to form my new game. I choose the basic rule of Aeroplane chess including four players and move the chess pieces. And I added some new rules: like rolling dice to decide how many cards to draw and use cards to move chess pieces instead of original rule of chess that rolling dice to decide how many steps chess piece should move. Furthermore, the cards will be not judged value by their numbers rather than the game situations.

In conclusion, my game combined the cultures of Asian and European elements, some rules and materials of two games, changing rules of cards represents my ideas that I did not want card like people in society judged by their values or status. Choosing readymade games’ components to form my new game not only for using their materials, but also more important one is creating new concept and understanding to the readymade games.

Appropriation First – Final Iteration: Blind Game

Artists Statement:

 

The core concept of this project is that you take a single player game and to try to make it a 2 player game by blindfolding that person and taking the sense of eyesight away and having another player guide them by voice as they go through the game. The games that are going to be used are for example platforming games, fighting games, and maybe a 1v1 MOBA mode.

The point of this was to see how you can make a completely new game just by modifying something in real life instead of modifying it inside the game, this experience of taking away one of the players sense makes the game play in a completely different manner and gives the player a new fresh experience on the game, because even though you might have played some of the games presented in the past the way that one of the players has no eyesight but has control and the other one has eyesight but no control gives them almost a whole new type of game that requires teamwork to be able to achieve success which normally never would happen otherwise in the games that were presented. This project was inspired by the Hanover college don in class that it was the mixture of different elements from different places all in one place, in this case, the element is to take away pieces and split them up creating a whole new experience that no one ever expected.

This project was made to portray also that when you have to modify a game to have a different kind of experience to it, it does not always have to be inside the game per say and could be an outside force changing the experience completely. This concept could be implemented and taken to very high levels of inspiration for future game projects as to change a single player game to multiple ones that both players have to depend on each other to do well and be able to succeed, this concept can take a very huge fruition in the game industry and be able to make it into many games and open a whole new genre in the game industry that no one ever expected. This can take fruition in the casual, experimentation, indie, and even in the competitive game market and it is something I hope that I can take with me and try to implement it and move the project forward with time.

This project will be implemented into several categories of games in the near future, Platformers, MOBAS, Fighting, and even horror, both for the new experience and for the fun aspect. I hope this also inspires new game devs into taking into consideration that not everything has to be implemented inside the game but it can be outside the game and even if it has to be with the player.

To point out one extra fact this is also inspired from the reading “Discourse Engines for Art Mods” which discusses the many different ways onto which someone can mod a game both inside and outside the game. And another reading “Sustainable Play: Towards A New Games Movement for the Digital Age” inspired me to make this game to put the seeds into place so that games in the future can take inspiration from this mod and take advantage of it and make it their own into games of the future.

Rules:

  1. Player 1 can not take off blind fold at any time
  2. Player 2 can only help with voice, he is not allowed to touch any controls.

 

 

How it turned out:

The final iteration turned out just as predicted. The implementation of teamwork in these types of games had a huge shock and made people experience the game in a new way, making them have fun and also happy and laugh as this was very new for everyone that was able to play, it was a very fun twist to single player games and it made the experience something amazing.

The second iteration turned out to be pretty fun to see and experience as I saw the test subjects do their best to work as a team and be able to progress farther than in the first iteration and even in the boss fight they almost even cleared it, the level of fun they had was so much that even they did not want to stop the experiment so for me that brought me great pride as to be able to see that they had so much fun that they did not even want to stop playing.

 

 

Dropbox link for videos:

https://www.dropbox.com/s/5371o2ta2z0lnkr/20180526_132843.mp4?dl=0

The first video shows our players trying to conquer one stage in the game that they struggled with through the whole project.

https://www.dropbox.com/s/xohlf8qwo61soiw/20180526_135155.mp4?dl=0

The second video shows the players trying to beat the boss that they were actually very close to beating.

 

This image shows the test subject from the back being blindfolded to play the game following the other player’s instructions.

 


 

This is a shot from the front.

 

This last one is to show the player un blindfolded trying the game again and to his surprise,e it was completely diffrrent from what he thought.

Appropriation_First_Iteration

Cards War

Four players:

My game combines elements of werewolf game and standard 52 card deck game.

 

Materials:

  1. 2 decks of standard 52 cards
  2. Four roles card, which can be made by four small pieces of cardboard

 

Rules:

Background: the werewolf and the vampire prepare to attack human city, and the hunter and knight decide to protect the city. Hence, there is one war between two camps.

Basic roles

There are two camps (evil and justice) represented by Black and Red. Four roles are Werewolf (the Club Card to represent – evil), Vampire (the Spade Card to represent- evil), Hunter (the Diamond Card to represent-justice), and Knight (the Heart Card to represent- justice). Every role has four lives initially. (if possible and have enough time, I will give different lives for different roles, or different skills and so on)

The Use of Cards

Four suits card and every suit has 13 cards. Ace, 2, 3 to 10, there are ten cards represent the numbers of soldiers. Three face cards J, Q and K represent generals who can lead some numbers of soldiers to attack. J can lead 2, Q is 3 and K is 4. When one camp player takes one card that its suit shows this card belongs to its opposite camp, this card can just be used for representing numbers of soldiers basing on value of this card. If this card suit shows it belongs to its camp, and this card is regarded as double numbers soldiers basing on value. If this card is face card and its suit fits the suit of player’s role, the player can use this card special skill on its camp.

Special Skill of Face Card:

  1. Red color card:

J: obtain three soldiers to use

Q: add one live for one player

K: resurrect one player live

  1. Black color card:

J: make one player cannot do anything when his turn

Q: obtain one general who can lead three soldiers

K: if attack success, can make opponent lose two lives

 

Start play:

Four players sit in a circle and there are two shuffle decks (104 cards) on the middle. Four players picked up four role cards randomly. All players can choose to expose their role and hide identities. Game start from one player and take turns clockwise. When it is one player’s turn, the player can pick up two cards from the deck and have two choices: first one is sending troop to attack one of other three players and soldiers must be led by generals. Second choice is using their special kill card once if they have valid special skill card. Player can choose to do both. When he chooses to attack one player, that player who is attacked can choose to lose one live or send troop to defend. Now, attacker and defender should show their sending soldiers and generals at the same time. Attack is successful when attacker send more soldiers than defender, others means fails. When attack succeed, defender will lose one live or two lives due to special skill card. All cards that be used will go to one place and after all cards in deck are used, these used cards will be shuffled and start to be picked up again if the game is not over.

 

Game Over:
When one camp players kill all opposite camp players and survive, the game is over and winner should be survivors.

 

 

Appropriation 1st Iteration – Lucky Chess

# of players : 16

Overview: “Lucky Chess” takes the components of traditional chess and adds a touch of randomness to spice things up. The game aims to be a commentary on the class structure of our society.

Materials:

  • 2 decks of playing cards

Class Structure [chess]:

  • King
  • Major pieces (queen and rook)
  • Minor pieces (bishop and knight)
  • Pawns

Setup:

  • There should be 8 players on each team [1 king, 1 queen, 1 rook, 5 pawns]
  • The roles correspond to the cards as follows:
    • King = K
    • Queen = Q
    • Rook = J
    • Pawns = any numbered card

Rules:

  • Remove any card that is not used in “Lucky Chess” from the playing decks
  • Shuffle the remaining cards and deal them to each player on the team face down. When everyone is dealt a card, players should check their cards and reveal their roles to their team only.
  • Both teams face each other from opposite sides of the room. Whoever is the king and queen MUST sit in chairs. Everyone else should stand away from them
  • The winning conditions are:
    • Beat the opposing king OR
    • Beat all of the other players on the opposing team

Turns:

  • Every turn, the king will pick someone who will represent their team
  • The players who are picked must step forward and reveal their roles to each other.
  • Whoever loses “Rock, Paper, Scissors” will be eliminated from the game.
  • The structure for ‘Rock, Paper, Scissors” differs depending on who is going against each other.
    • King = If facing a King, then it best 2 out of 3. Everyone else, he only needs to win once.
    • Queen / Rook = If facing a King, Queen, or Rook, then it best 2 out of 3. Everyone else, they only need to win once.
    • Pawns = If facing a King, Queen, or Rook, then it best 3 out of 5. Against pawns, then it is 2 out of 3.
  • At any point,  a player can challenge the current King on their team for their position.  When this happens, that player and the king must step forward. If the player wins, they become the new king and the old one becomes a pawn. If the king wins, they remain king and the player is killed. The rules for going against different classes still apply.

 

Appropriation First Iteration: M.A.D. War

Appropriation Art: M.A.D. Wars

 

2-4 players

 

This game takes War (the card game) and adds some twists and new rules to it.

 

Materials:

  • 1-3 decks of cards (depending on number of players), evenly mixed together
  • Nukes (anything to represent a counter, preferably in an atomic bomb-style shape)
  • 2-4 sets of rows of 3 boxes each (Places to put your dormant Nukes)

 

Rules:

Every player chooses a power (either from ALLIES or AXIS) and that skill is applied to them for the entire game.

  1. Every player is evenly dealt the combined decks of cards (modified for Germany due to country effect).
  2. Every player starts with 3 Nukes*.
    1. If a player’s total Nuke amount dips below 3 (modified for Italy because of country effect), Radiation Poisoning** activates.
  3. Players proceed to play a “normal” game of War.
  4. After a declared “war” has ended, the winning side is given 2 options he can either give the cards to the enemy and steal a Nuke from them or take the cards for himself.
  5. All destroyed cards are sent to the Graveyard.
  6. The game is complete when only one player is left with cards in his deck.

*Nukes allow a player to destroy all enemy cards currently on the board and allows you to regain the card you just played. They are a one time use.

Nukes can be activated at any time, including right after a “war” is over after the winner has been decided, preventing the winner from taking the spoils. But if used during a “war,” all cards on the board are destroyed.

 

**Radiation Poisoning activates on a per turn basis. A player gains +1 Radiation Poisoning for every Nuke used that places their total Nuke count under 3. Players must discard the top card of their deck before every turn for every Radiation Poisoning they have.

Ex. A player has 2 Nukes. He has +1 Radiation poisoning.

Ex. A player has 0 Nukes. He has +3 Radiation poisoning.

 

TIPS: It is better to try out the game without using the countries to get a feel for the game first.

 

Allies v. Axis

ALLIES

USA– Gains 1 Nuke every 20 turns

USSR– Can negate a Nuke (once for every enemy)

Great Britain– Can activate a Nuke effect without using a Nuke once a game (Dresden)

France– Gets 2 Jokers, which essentially can be any card France wants it to be (wild card).

AXIS

Germany– Starts with 10 more cards than everyone else.

Japan– Can declare “Kamikaze War” at any time, limited to 2, which is normal “war” except the resulting cards placed will always be destroyed and sent to the Graveyard. The winning side of the “war” always steals a Nuke from the loser.

Italy– The Radiation Poisoning minimum starts at 2 (which means Italy only starts gaining Radiation Poisoning when her total Nuke number is below 2).

Art Work #2 Appropriation: Dice Hold’em Final Draft

Dice Hold’em

 

Players:

Get at least 2 players.

 

Materials:

Dice (5 Dice for each player)

Poker Chips (10 Chips for each player)

Dice Cups (1 Dice Cup for each player)

(This Black cup is called Dice Cup)

 

Winning Condition (Goals):

Eliminate the other player by win over all the poker chips.

 

Losing Condition:

Lost all the poker chips.

 

Number Ranking:

1>6>5>4>3>2

 

(Based on the Number Ranking, the following rules applied.)

 

Dice Ranking (From the Biggest to the Smallest)

Biggest

  1. Five of the Kind (Five dice are the same number)

2. Four of the Kind (Four dice are the same number)

3. Full House (Three dice are the same number with one pair)

4. Three of the kind (Three dice are the same number)

5. Two Pairs (Two pairs in the five dice)

6.One Pair (One pair in the five dice)

7. No Pair (Five numbers are all different)

Smallest

 

Situation when it is draw:

If two players both got same Rank of Dice Combination, compare with the Number Ranking to figure out the winner.

If two players both got same Rank of Dice Combination and the same Number Ranking, then it is draw.

 

Rules:

  1. Give each player 5 dice, 1 dice cup, and 10 poker chips.
  2. All the players put the dice inside the dice cup and shake it.
  3. Now, nobody knows what is the result in their dice cup, and choose an action from: Fold(Give up) or Pay the Blinds(Blinds: Short for “blind bets,” these are the forced bets made before a player look at his or her own dice. The blind bet is one poker chip.)
  4. After pay the blind bet, the blind bet are collected on the table. Players who paid the blind bet are allowed to look at their own dice.
  5. Now, players know the result in their dice cup, and they have to choose an action from: Check (Not Betting), Fold (Give up), or Raise (Betting any amount)
  6. If all the players choose Check (Not Betting), then they will open their dice cup and compare their dice with the Dice Ranking and Number Ranking. The player with the biggest dice combination will take all the betting chips on the table.
  7. If a player choose to raise(Let’s say he is betting 2 poker chips), that will leave other players with following options: Call (Betting 2 poker chips as well), Raise (Betting more than 2 poker chips), or Fold (Give up).
  8. When all the players choose to Call, first put all the betting chips on the table, and open their dice cup to compare. The player with the biggest dice combination will take all the betting chips on the table. (If a player choose to Raise after another player Raise, go back to step 7.)

 

Appropriation:

This Game is called Dice Hold’em. It combined the randomness of the game Dice, and the technics in the Texas Hold’em. It changed the game of dice to a gambling game that needs players’ technics and further consideration. For example, when a player choose to raise, other player/players have to figure out if he is bluffing. In this case, Dice Hold’em is using the rule of Texas Hold’em to change the origin of the Dice game.

Artist Statement:

After looking at Dada’s artwork, I realized that Dada is mostly a art form that is created based on multiple cultures. The game Dice is usually popular in Eastern culture(Especially in China), and the game Texas Hold’em is mostly popular in the Western culture(Especially in U.S.) Also, Dada has the spirit of freedom of creating. Therefore, I decide to combine those two games into a new type of game—Dice Hold’em.

Appropriation: Song and Sound Remix

The Author is called Daniel Kim, he has remixed all of the popular songs throughout the year into a 7-8 minutes song, and he called his work collection as “Pop Danthology”. Another cool sound remix is using the sounds from airplane to produce a remix song with a hype music.

There’s the link for the Daniel Kim’s work collection.

 

Here is the Sound remix for the Airplane.

Fool the hangman the first Iteration.

Need two or more players to play

  1. One player will think of a word and represent it as a row of dashes. Let’s call this person the hangman or the drawing player.
  2. Other players need to guess the what the word is by suggesting letters, but when these players have guessed the word they don’t speak out the word, since they want to fool the hangman in this game. Let’s call these players guessing players.
  3. When guessing players suggest the correct letter, the drawing players should write it on correct position.
  4. When guessing players suggest the wrong letter, the drawing player draw one element of a man stickfigure.
  5. Once drawing player finish the body of the stickfigure, the game is not over. Instead of executing the stickfigure, guessing player can still guess the word. At this time, if guessing player suggest the wrong letter, they can ask drawing player to draw an element of body to decorate the stick figure. Guessing players cannot ask drawing player to draw multiple repeated parts, like to draw a boots on the sneakers.
  6. The game will be ended when: 1) The drawing player does not match the description from guessing players. The drawing player loses and asks to tells the truth answer. 2) The drawing player can give up when he feels like everyone knows the word (being “fooled” by everyone). Then he will ask or tell the true answer.

Appropriation Show and Tell — Hamilton

The musical Hamilton hit the broadway world as an iconic historical revisionist masterpiece. Through its varied themes and multicultural cast, the show’s goal was to tell the story of the American Revolution through the lens of America today, both in the flawed ways we view some of these flawed people, and in how these figures were rockstars of their own kind during their lives. The show not only appropriates the story of the revolution, it directly appropriates many of the events of Alexander Hamilton’s life, directly citing his own work in two songs, Farmer Refuted (based on his work The Farmer Refuted), and The Reynolds Pamphlet (based on the book of the same name). Both of these songs take the themes of Hamilton’s writing, and the impact these writings had on his life, and translate them musically. The show also appropriates and references much of hip-hop and rap culture in specific lines. When Hamilton spells out his own name, he does it in a way reminiscent of the Notorious BIG. Hamilton almost directly quotes a Mobb Deep line, “I’m only 19 but my mind is old” simply replacing the last word with “older.” Many of these appropriations are peppered throughout the show and relate to the impact these artists and songs had on creator Lin-Manuel Miranda. The show has also taken on an almost self-appropriative nature, as there is also a book describing the creation and lyrics of the show (seen below), and an entire other album called The Hamilton Mixtape, which appropriates lines and parts of the show and recontextualizes them into a more traditional, politically-charged rap album.

Weighing Game

Number of players: At least 2

The pieces:

One “deck” composed of the “cards”, who are human participants (of which there needs to be at least 4 times the number of players)

One scale

A die/random number generator and picker

Pen and paper

Goal: To have the combined total of the weights of your cards get as close as possible, but not exceed, a weight decided on by the players before the game.

Instructions:

  1. The two players take a look at the “deck” and agree on a weight to match and not exceed.
  2. Assign each “card” a number out of the total number of cards, and have each player draw two cards to start, as they would in the game blackjack.
  3. Weigh each of the two cards discreetly, with only each player knowing their own cards’ weights.
  4. Have the players record their own cards’ weights and total them.
  5. Each player, one at a time, can then “hit” or “stay” depending on if they want to draw another card or keep their current hand.
    • If a player hits, they then weigh their new card and add the weight to their previous cards’ weights. That is their new total.
    • If a player stays, then they keep their current total weight and are unable to hit any more.
  6. Repeat step 5 as necessary.
  7. Once both players stay, each player reveals the total of their weights. Whoever has a total weight closer to the agreed-upon weight wins.

Artist Statement:

I wanted to create a game that could be picked up at any time (as long as the instructions are understood!). A significant number of households are likely to have a scale, so all you need otherwise are people who are willing to participate. This game could be fun with the right crowd, but I understand that most people feel somewhat uncomfortable with their weight. Still, Weighing Game is my appropriated solution to the game Blackjack. By solution, I mean that it cuts down on the randomness inherent in Blackjack and is very modular – the rules allow for different goals at the players discretion, whether it just be that they agree on a completely random number or that they take a look at the participants and decide a goal based in their judgments. Weighing Game also gives you a smaller “deck” with pre-defined weights, but it does involve some skill in judging what the weights are before you hit or stay. It’s a very judgmental game, period.

In the vein of being a judgmental game, however, I tried to make it so the game doesn’t discriminate against smaller or larger people. If you have a larger audience, then you can make the weight goal larger, and vice versa. However, the game is likely to make people feel bad if they cause a player’s weight total to go over the goal. It’s not a fair game for anyone, really, because so much judgment of actual people is needed.

A lot of games and pieces of appropriation in the Dada and Fluxus movements are interesting, maybe funny, almost always winks at whoever is looking on at the games and pieces, with ready-mades such as “Fountain” and “Bicycle Wheel” being early examples and the many, many chess variations (possibly most notably Yoko Ono’s “White Chess”) being a later ones. They also, much of the time, comment on a current feeling, whether that feeling is about capitalism or war or any other big thing. And, as Duchamp always wanted, some of them are intentionally not aesthetically appealing (even though, as we learned in class, sometimes art is considered more appealing as it is looked at more positively over time).

The Weighing Game is not particularly appealing to play, and it can be disgusting. I am not too happy with having made it – the potential for fun is there if you play with a really tight-knit group of friends, but I do not see any other groups enjoying it too much. I usually want games that I make to be enjoyable in some way, or at least interesting. I’m not sure if Weighing Game is really either of those.

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