Artwork #2: Appropriate

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.

Not Your Pictionary

Final Game Instructions (2 Players):

Get Random Words:

  • Open up on this computer https://wheelofnames.com/ to pick your words (words should already be there)
  • Give both players 10-15 seconds to scan the list of possible objects before starting.

Roles:

  • Choose one player to be the Director and the other to be the Builder (switch roles each round).

Gameplay:

  • The Director randomly spins the wheel of names and writes down the object without showing it to the Builder.
  • The Director gives instructions on how to build the object in Minecraft, but they can’t say what the object is.
    • Example: The Director can say “Build a tall wall with stone blocks” or “fill in that hole with water” but not “Build a house” or “Make a pond.”
  • The Director can make 1-2 clarifications per instruction to specify how to perform the action if the builder is not performing the action as the Director envisioned.
    • Example: “Build a wall horizontally instead of vertically”
    • This does not mean you can add more actions to your instruction. For example you cannot say “Break the floor and replace it with stone”
  • The Builder follows the instructions and guesses what they are building while they construct it, however, they are limited to 3 guesses for every instruction the Director gives.

Scoring:

  • Count how many instructions the Director gives.
  • The goal is to guess the object with the fewest instructions possible.

Switch & Repeat:

  • After the round, discard the object and pick a new one.
  • Switch roles and repeat the process.

End of the Game:

  • The lowest amount of instructions given is your teams high score, go brag about it or something

Playtest #1 Notes:

On my first playtest, my two roommates swiftly resolved the game because initially Players created the prompt cards and thus they could easily guess what the generated words are after a very few amount of instructions as they had a hand in creating them. 

Playtest #2 Notes:

The second playtest went better as I changed the rules to allow for a randomly generated prompt that the director got through a website. However, as the game progressed it became clear that the Builder often misinterpreted the directions in unexpected ways and guessed wildly complex objects, leading to the game dragging on for a while. The players were also annoyed by the lack of a mouse, forcing them to play on a trackpad which is difficult in its own right. From this playtest I realized the following changes were necessary.

  1. The director should be allowed to give instructions as a Clause, not to many clarifying questions.
  2. Let both players have 10 seconds to scan the list before starting to reduce rounds taken and wildness of guesses.
  3. The game should be played with a mouse.

 

Summary:

My work was inspired by how much Minecraft has been appropriated and turned into different games by many fans of the game. I was also inspired by pictionary, which in itself is a game that takes objects and appropriates them into an artist’s interpretation. I also wanted to take some inspiration from the Dada movements by twisting this version of Pictionary, ensuring the artist in charge of drawing is not the one in control of the direction they’re given leading to the game that was made.

StickHarpoon

StickPin is a casual mobile game that focuses on quick reflexes and precision. The gameplay involves a mechanic known as literally “stick the pin in the gap”, where players must strategically place pins onto a rotating circle without letting them touch other pins. The challenge intensifies as the circle speeds up, testing the player’s reaction time and accuracy.

 

My game is based on the traditional *StickPin* game design, where the gameplay and mechanics are similar. The player clicks the left mouse button to stick a pin into a rotating circle, and the objective is to avoid sticking the pin onto an already placed pin. However, in my version, the central circle has been replaced with a whale, and the pins are now harpoons. After the player throws five harpoons, the previously stationary whale starts to struggle, and as more harpoons are thrown, the whale struggles even more. I hope that at this point, the player realizes they are no longer playing a simple relaxing game. With technological advancement, human hunting of whales has become as easy as a player clicking the mouse to throw a harpoon, but the immense suffering inflicted on these intelligent and spiritual creatures is overwhelming. The cost of hunting is far outweighed by the damage it causes, and this is what I want players to take away from the game.

Playtest & Iteration

 

Playtest 1

At first, I designed the game as a Mario version of *StickPin*. While it looked novel and didn’t align with traditional expectations for a Mario series game, I didn’t feel that it had any meaning beyond being “fun,” which wasn’t what I wanted. So, I redesigned the game’s elements and initially replaced the Mario theme with whales and harpoons. The logos for the whale and harpoon, as well as the ocean background, all came from the *China Whale and Dolphin Conservation Association*.

 

Playtest 2  

I received a lot of constructive feedback, such as the message I wanted to convey about whale conservation wasn’t effectively communicated. So, I reflected on this and considered several possible ways to enhance the impact of the game.

 

Playtest 3  

In this test, I added a new animation effect: after the player throws five harpoons, the previously stationary whale starts to struggle, and the more harpoons thrown, the more violently the whale struggles. This mechanism added a stronger hint toward the game’s message, and it received the best feedback from players, who thought it was the most effective version.

This version effectively merges gameplay with a deeper message about whale conservation, making it a meaningful experience for the player.

Appropriation: Geolistenr

By Ruby Harkness

Geolistenr:

Geolistenr is based on the well known game Geoguessr. Geolistenr acts the same as Geoguessr in the sense that the player is trying to figure out where in the world they are. Instead of google earth images, Geolistenr uses 10 second audio clips from around the world. The player will hear 5 different audio clips and attempt to match each clip to a country in a word bank. 

How to play: 

The Idea: Geoguessr with audio clips

  • Geolistener can be played with as many people as you want
  • One person acts as the game master, and uses the spreadsheet to access audio clips 
  • The game master will choose 5 audio clips coming from 5 different countries
  • They will write sound 1, sound 2, sound 3, sound 4, sound 5 next to a list of the 5 country names that go along with the sounds  (the game master should shuffle the countries around so they do not line up with the sounds) (see playtest image below) 
  • The game master will then play each sound for 10 seconds, and the player(s) will try to match the sound up with the country 
  • When played with more than two people, players are allowed to collaborate and talk about where they think each sound is from 
  • The player(s) win if they get all of the countries correct 
  • The spreadsheet is pictured below and shows how the game master keeps track of the sounds and countries 

 

Artists Note: 

Appropriation is using something someone else made to create something new. Geoguessr is a game in which the player is dropped into a random location on Google Earth and asked to decipher where they are based purely on their surroundings. I think this game is heavily based on appropriation, and uses maps, or Google Earth, to create a very enjoyable game. I thought it might be interesting to take a game based on appropriation and appropriate it further. (I also just enjoy playing Geoguessr.) 

I wanted to take appropriation of maps in a different direction and utilize sound as the main recognizer. It is based on DADA performance work. Before taking a deeper look into it, I was under the impression that DADA was overall a visual art movement. I have since learned about the intersection of visual and audio performance that was utilized in DADA after learning about Sophie Tauber and Hugo Ball’s collaborative performance project. While Ball performed a sound poem, Tauber danced. I thought this was interesting, and wanted to explore sound as a DADA theme. The original idea was for the game master to say outloud the name of a city and have the rest of the players guess what country it was in, but during a critique someone suggested using real audio from different places, and so I went digging for a source of audio clips. Finding the sounds was one of the most difficult parts of creating the game, but I ended up appropriating an artistic project titled “Cities and Memory.” This site is a project based on providing different sounds in different places all over the world. I went through and hand picked 25 sounds I thought would provide enough information that the player(s) may be able to tell where they are, but I didn’t want to make it obvious. In a perfect world, I would find a way to automate this process, but for now 25 sounds leaves enough room for 5 play-throughs of the game. 

I did three play tests of the game, one with a game master and one player, one with a game master and 2 players, and one with a game master and around ten players. The first play test done in class with one player was super fun, and it was interesting to see what the player thought of the sounds and how they interpreted what they were hearing. With two players, discussion was a big aspect of the game, and the collaboration between the players as they tried to figure it out was interesting to see. The final playthrough, done with the entire class was even more interesting, and made the game a lot more time consuming, with people going back and forth between answers throughout the entire playthrough. After much discussion, they eventually ended up getting all the sounds correct. It was interesting to see what assumptions the players made about places based on audio, and how language could either help or hurt them. Most of the audio clips I played utilized language, and watching the players try to decipher which language was being spoken and where it is commonly spoken was very intriguing. It was mentioned in a play through that this game could also provide a commentary on colonialism, and how that has altered the way language has evolved in different places. This is an idea I think the game could really utilize, and it could definitely be explored further with different game modes and groups of countries. If this game does anything, I think it provides players a bit more knowledge of the world through having to solve a puzzle. I am very interested in the world, and spent a lot of time lurking on “Cities and Memory,”  It is linked below if you would like to check it out. I love Geoguessr and in the future want to expand Geolistenr even more by adding more countries and sounds to the reference sheet.

Spreadsheet Link

Cities and Memory Link

Playtest and Spreadsheet Images: 

 

 

 

Artwork 2: スクランブル

Overview

For my appropriation piece, I created a game called “スクランブル (Sukuramburu).” The name comes from the Japanese-ified version of the word “scramble.” This game is a fun word game that uses the flexible, “scrambled” grammar of the Japanese language and applies it to English in order to make for a word guessing game.

Setup/Rules

Necessary Materials: Six-sided die, writing utensils, 2x small pieces of paper (where x = amount of players), x amount of Sentence Cards (shown in the Documentation section), and a basic understanding of English grammar rules and devices.

  1. Split the group of 4+ players into 2 even teams.
  2. Have the two teams together decide on a theme/prompt for this round of gameplay. Make sure to pick themes that everyone is knowledgeable about and have a lot of different places, people, or things associated with it. Examples of good themes would be “Household objects,” “Boston,” and “SpongeBob SquarePants.”
  3. Have each person take 2 small pieces of paper and write a person, place, or thing that fits in the chosen theme on each piece of paper. For example, if the theme is “Boston,” possible words could be “Fenway Park,” “Clam Chowder,” or “Green Line.” Do not share your words with any other players.
  4. Once everyone is done writing their words, collect all of the pieces of paper and shuffle them well. Then distribute each person two cards.
  5. Have each person take sentence sheet (shown in the documentation section).
  6. Think of a sentence that describes a scene involving the word on the card. The sentence must have a single verb, location, and one of at least three of the following five grammatical devices/pieces of information: time/frequency, direct object (of the main verb), indirect object (of the main verb), an adverb (directed toward the main verb of the sentence), or adjective. The subject of the sentence must be the word on the card. Examples of viable sentences for “MBTA” would be “The MBTA transports people unreliably around Boston everyday,” and “The red MBTA combusted recently unexpectedly.”
    1. These grammatical devices/pieces of information are called “Sentence Components”
  7. Next, write your sentences for your two cards at the top of the sentence sheet and write each grammatical devices/pieces of information in its corresponding slot below. These cannot be edited or added to later in the game.
  8. Once the sentence cards are completed, choose a team to go first (if unable to decide, the team with the player who has the most proficiency in a foreign language can go first). Choose a member to go first (if unable to decide, the team member who has traveled the most can go first). The player whose turn it is called the “Scrambler” and the team member to their right is the “Interpreter.”
  9. The Scrambler picks one of the two themed words on their sentence card to try to have their team guess (next time they are the Scrambler, the will choose the other Target Word from their Sentence Card).
  10. The Scrambler rolls a 6-sided die in private so nobody sees, and reads aloud the Sentence Component from the Sentence Card that corresponds with that number.
  11. From there, the Interpreter can either ask for another Sentence Component or guess the Target Word. If the Interpreter guesses the Target Word correctly, then their team receives points (the less Sentence Components revealed before guessing, the more points). If the Interpreter guesses incorrectly, then their team receives zero points for that round and it becomes the opposing team’s turn.
    1. One Sentence Component ⇒ 10 points
    2. Two Sentence Components ⇒ 8 points
    3. Three Sentence Components ⇒ 6 points
    4. Four Sentence Components ⇒ 5 points
    5. Five Sentence Components ⇒ 3 points
    6. Six Sentence Components ⇒ 2 points
    7. Seven Sentence Components ⇒ 1 point
  12. The two teams take turns trying to score points until each player has both been the Scrambler and Interpreter twice. Whoever has more points wins!

Documentation

Sentence Card:

Target Word: Target Word:
Whole Sentence: Whole Sentence:
(0) Verb: (0) Verb:
(1) Location: (1) Location:
(2) Time/Frequency: (2) Time/Frequency:
(3) Direct Object: (3) Direct Object:
(4) Indirect Object: (4) Indirect Object:
(5) Adjective: (5) Adjective:
(6) Adverb: (6) Adverb:

Example Sentence Card:

Target Word: Water Bottle
Whole Sentence: “Sealed Water Bottles always hold liquid securely within itself”
(0) Verb: “hold”
(1) Location: “within itself”
(2) Time/Frequency: “always”
(3) Direct Object: “liquid”
(4) Indirect Object:
(5) Adjective: “sealed”
(6) Adverb: “securely”

Artist Statement

My artistic creation, “スクランブル (Sukuramburu),” is not just a game but a reflection of my personal journey grappling with the intricacies of language and culture. Inspired by my own struggles as a native English speaker navigating the scramble-able grammar of the Japanese language, this game embodies the fusion of linguistic exploration, cultural exchange, and playful interaction.

Drawing from the avant-garde spirit of the Dada movement, particularly its subverting of conventions and embracing absurdity, “Sukuramburu” challenges traditional notions of English communication by infusing them with the dynamic structure of Japanese grammar. Just as the Dadaists sought to disrupt established norms, I aimed to disrupt the conventions of language by blending elements of Japanese and English in a playful and innovative manner.

In addition to its artistic influences, “Sukuramburu” is deeply rooted in my personal experiences with language learning. As a native English speaker grappling with the fluidity of Japanese grammar, I often found myself struggling to piece together the complete idea conveyed by a speaker. Unlike English, where the structure of a sentence provides clarity, Japanese offers a more flexible approach, allowing for different pieces of the idea to be grasped at various points in the sentence. This aspect of the language posed a unique challenge for me, inspiring me to create a game that embraces and celebrates the complexities of language.

Like the Dadaists who sought to disrupt societal conventions, I sought to disrupt linguistic conventions through the creation of this game, inviting players to explore the boundaries of language and culture in a playful and interactive way.

Artwork 2: Appropriate – The King’s Cards

The King’s Cards – by Tim Doyle

The Rules:

  • 2-4 Players allowed
  • Play a game of Uno, only the objective is to collect as many cards of the same color by the end of the deck
  • By the end of the game, whichever colored card you have the most of is your designated color, and you gain 1 point per card you have
  • All special cards maintain their properties (skip cards, reverse, wild cards, etc)
  • If by the end of the game two or more players have been collecting the same color, they all lose
  • If by the end of the game you have cards not belonging to your color, you must subtract points from your score

 

I originally centered the game around the rules of King’s Cup, where whichever card is drawn dictates some action the players have to complete, but those rules didn’t transfer over very well to the context of this class. I was suggested to try and use Uno cards to make the game more intuitive, by using the numbers and colors to dictate certain actions and make it easier to remember what it is the player should do, but that was still too complicated. After my first play test outside of class, I found that it was still difficult and confusing to use rules dictated by King’s Cup using cards that weren’t from a standard deck. Eventually, I decided to scrap the rules of King’s Cup entirely and chose to appropriate the rules of Uno instead. I wanted my rules to emphasize division and segregation, so I used the different colors as the centerpiece surrounding my appropriation. The original game of Uno already plays with this idea of using a card’s color to dictate the player’s options, where you can only play one color card per turn unless you meet some specific scenario, but I decided to turn up the use of the colors in my appropriation. Instead, you are forced to collect as many of the same color as you can.

The play tests were simple and easy, as the game of Uno is not very difficult to comprehend. What I noticed is that it was difficult to gather a large amount of cards because of the nature of Uno, but that was alright in the end because you technically didn’t need a lot of cards to win the game.

The game isn’t made to be super balanced, but it was crafted to be a more artistic take on the use of the cards themselves. I drew a lot of inspiration from some of the works in Dada, and more specifically the simple creativity that the artists used in their works. My favorite art pieces from the book were very derivative of the original piece, where they heavily used the source material in their appropriated work, focusing more on putting a simple and creative twist on the work instead of completely warping it. This is what my game has in common, where the game fundamentally feels the same as a regular game of Uno, but the simple change in win conditions completely changes how the game is actually played by the players. 

Super Mario Bros.: Just-Like-You-Remember-It Edition!

The Game:

Super Mario Bros.: Just-Like-You-Remember-It Edition! features five levels of memory-deteriorating fun!

Built upon “Super Mario Bros” by Github user Gold872

…which is recreating some old video game from the 80s or something.

Artist’s Statement:

If you’ve ever played the game Super Mario Maker, or its inventively titled sequel Super Mario Maker 2, you’ve perhaps encountered the many remakes of Super Mario Bros.’s first level, 1-1. These are plentiful and unavoidable when playing this game online. Some people twist the level, adding traps and fire bars everywhere. Some remakes are perfectly accurate, but most aren’t. Many of these remakes get small details in spacing wrong. Some of them miss entire parts of the level. As time passes, which details of the games we play are we still able to remember?

Mario in a 1-1 recreation from Super Mario Maker 2. There are numerous long fire bars surrounding him.

I’m not sure I remember it like this… (pictured: Super Mario Maker 2)

This game project was primarily inspired by the plunderphonic works of Daniel Lopatin (AKA Oneohtrix Point Never, AKA Chuck Person), James Leyland Kirby (AKA The Caretaker), William Basinski, and various artists in the vaporwave genre, as well as the appropriation works of the Dada movement.

Daniel Lopatin in 2010, under the pseudonym Chuck Person, released a limited-run cassette tape of 80s pop songs looped, slowed down, and distorted into what he coined “eccojams”. By taking somber lyrics of songs out of context, Lopatin creates a haunting reinterpretation of these once-hits. These eccojams are heavily concerned with the idea of memory. They feel like distant memories of one part of a song, randomly getting stuck in one’s head years later. Lopatin re-released several of them on his audiovisual project “Memory Vague”. He approaches the idea of memory deteriorating at the end of the tape’s first side, where it gets more and more distorted and noisy until the original sample has been fully drowned out by a pulsing harsh noise.
Another artist even more concerned with the deterioration of memory, specifically in relation to neurodegenerative diseases like Alzheimer’s, is Leyland Kirby, who produces music as The Caretaker. The Caretaker’s most well known albums, “An empty bliss beyond this world” and “Everywhere at the End of Time”, are based on a study where people with Alzheimer’s were able to recall associated memories from the music of their youth. Both albums feature 1920’s music scavenged from record stores, looped and echoed into distant memories. “Everywhere at the End of Time,” Kirby’s final project as The Caretaker, is comprised of six stages reflecting the progression of Alzheimer’s disease. Kirby’s work is often compared to William Basinski’s “Disintegration Loops”, an album of tape loop experiments where the tapes continually deteriorate as they’re played.

The Dada movement saw many artists (although they themselves at the time may have rejected the term, time and Wikipedia have come to know Dada as an art movement) appropriating found objects, twisting their meaning and purpose into new subversive works. While these artists were very interested in specifically using found objects, I am mostly interested in the way these repurposed objects lose or alter their meaning. When Kurt Schwitters repurposes machine parts, old newsprint, or bus tickets, they lose their ability to function as intended. Using these appropriated works in collage puts them in a new context and assigns them new meaning. When Marcel Duchamp creates a readymade statue out of a bicycle wheel or a urinal, he assigns it new meaning as a work of art. I love this idea of assigning new meaning to existing things through selection and transformation.

These projects got me thinking about applying the idea of memory deterioration to games. Artists like Basinski use the decay of physical artifacts to create their art, but digital games don’t degrade in the same way. I wanted to capture the idea of a poorly-remembered level, such as that seen in Mario Maker 1-1 remakes. I wanted to loop one piece of a game into infinity, like Daniel Lopatin or Leyland Kirby did with their music. I wanted the entire thing to collapse in on itself by the end like the Disintegration Loops, because at some point, everyone’s memory runs out.

Mario in a glitchy version of 1-1, with floating pipes and rows of blocks.

I originally wanted to use a game other than Super Mario Bros., but it was the easiest to find an accurate recreation of to modify for this project. It also worked well to work off of a game with wide familiarity, since the game should ideally be concerned with a level the player actually does remember. I took the structure of 1-1 and created five levels from it.

The first level is exactly 1-1, recreated perfectly, in a fairly accurate recreation of the original game.
The second level is slightly off. The spaces between key moments of the level have been altered, and powerups may be in different locations. The music has been slowed down slightly. This level is meant to represent misremembering the small details of the level design, as many Mario Maker recreations do.
The third level begins repeating key structures of the level, or forgetting some entirely. The music does something similar, repeating portions of the iconic overworld theme and skipping occasionally.
The fourth level repeats the beginning of the level over and over again. I consider this the “eccojam level”, as one moment is repeated again and again. The music is inspired by the second eccojam on the tape, called “angel”. It loops one section of the song, speeding it up and down in a disorienting manner. One moment it resembles the original bouncy track, and the next it briefly slows to a chiptune dirge.
The fifth and final level represents the final deterioration of a memory of this level. The level design and background elements repeat and glitch in nonsensical ways, only vaguely resembling the looping beginning of the level. The music is slow and drawn out, randomly pausing for large amounts of time and twisting into sounds the NES would not be able to replicate. Eventually, the iconic features of the level vanish, and the empty land soon gives way to an uncrossable abyss, as the memory eventually fades away.

Mario is walking in an empty level on a thin line of blocks that abruptly ends.

At some point, everyone’s memory runs out.

 

Fun-Sized Party TRPG

The link of the intial game lies here: https://docs.google.com/document/d/1Yp_ar11r5YD4KgCzbWW-UJo9-Me2pTxPWS2h1F9NL3A/edit

I tried my best to ritualize the procedure of the game in an Onoesque way that simplifies everything to the extent that the game is almost unbearably simple, and provided very straightforward and malleable insturctions for each and every step, as an Ono piece would radiate that sort of energy.

The procedure of playing this game extended into crazy and unrestricted interpersonal gameplay, which was my designated plan. That sort of freedom of interpretation took away some constraints of a traditional TRPG and made a fun experience that is easily understood and replayed. I did hope that the extensive usage of the d6 would also bolster that accessibilty and create a party game that would help people enjoy instead of feel constraint in almost any sense. I tried and the rhytm of the game was highly malleable, which also resonates with how simplicity was the central theme of Ono’s works.

Despite liking the sense of this artwork, I find that I would need to be better with people to have the best fun in this game.

A Drumming Party Game!

Originally, I wanted to appropriate the movie Blue Giant which came out recently, its about teenagers who want to play jazz and one wants to become the best jazz musician in the world. This movie has an incredible soundtrack and I wanted to appropriate it for this project so that people could feel that excitement of playing together as the teenagers did in the movie and the same way I have in previous bands. I started out with a concept about jazz music where each player would be playing a different instrument and after learning the play their instruments in the gamified way, they would be able to play together. Upon presenting this idea to my class, the lack of enthusiasm made it clear to me that my idea for the mechanics was uninteresting and the concept too confusing so, I scrapped it and started over. At its core, I wanted people to enjoy making music together when I remembered that during a vacation I went on, the staff of where we were staying, gathered us for a drum circle night of playing and dancing and I remember, despite never having played with these people, you could still have fun however in a much more casual way than jazz typically is. So, for my in class playtest, I brought in a multiplayer rhythm game where players learn to play quarter, eighth, and sixteenth beats. Once learning all these types of rhythms, they had an opportunity to play together. It was during this playtest that I realized, many people who have never experienced reading rhythm notation may struggle with this game so I simplified it for the final version.
In the final version, after each time they learned a new “skill” ie. a quarter beat, eighth, silent or free square, players each got a part and had an opportunity to play together! This minimized the pain of learning each new type of rhythm because players had more opportunity to play together than the previous iteration which kept players more engaged.
I think if I were to continue working on this game, I would add in the sixteenth beats next for players that want a challenge and also allow each player to pick different difficulties so more complex rhythms can be created for those with more experience, and simpler rhythms for players that are new to drumming so they are not overwhelmed.

While I don’t think that my appropriation of drumming circles here quite parallels the readings about artists during the dada era, I think in the general concept of artists stealing parts from things that inspire them and want to use those things to create some emotion in their audience or share their perspective, we are similar.

View the final project here! –>https://docs.google.com/presentation/d/1LicYVpAYDTwsX63m1Ydw8YuLkEHwAmsqyqm5RDUIaz0/edit?usp=sharing

First draft of project party game–> https://docs.google.com/presentation/d/1EhXa9rFqUOjQU7nrzzBMya-cqFzBVC-i0yMby5fO33A/edit?usp=sharing

playtest notes–> https://docs.google.com/document/d/1AVBal4TWfIEXbFqE30LrdEDK59G3CI8ElFbTVnnq1RY/edit?usp=sharing

Tic-Tac-Toe Where?

Game Rules:

Preparations

  1. 4 sudoku tables labeled A – I horizontally, 1 – 9 vertical
  2. Each player marks 3-in-a-row on each 3-by-3 grid on the board as a means of winning, Make sure your opponent cannot view your board.

Playing

  1. On each turn, players would “attack” the board to see where the enemy has placed their markers on the blank board. When attacking, announce to your opponent the grid you are attacking.
  2. The opponent must tell whether the attack hit or missed. If the attack missed, the player that attack may go again.

Goal

First to find 3-in-a-row of the 3 x 3 square of the opponent will win.

Artist Statement 

Initially, I started with a Yoko Ono inspired work where the tic tac toe game would create an infinite game of tic-tac-toe. I wanted to create a distinctive art piece through a game with the only added rule being “add a line anywhere on the page after you play your move in tic-tac-toe”. The games became messy and interesting as people were forced to think outside of the box about their next move until realizing that they would never win. The best part was seeing people coming to this realization and seeing the way that their strategic play-style from before changed into pure chaos. It was a creative spin to the game however, it wasn’t as climatic as I expected it to be. (Playtest result see below)

As a result, I decided to do a mashup of different games together to create a intensive game of tic-tac-toe using a sudoku board and the gameplay of battleship to create a fun and different spin to the game. Initially with this iteration, I started with a basic tic-tac-toe board, but I feel like the game would be too brief for players to feel the fun before it is over. Thus, I adopted the idea of using the sudoku board as it is comprised of 9 tic-tac-toe boards together while also creating a larger 3 x 3 board.

Overall, I felt that artists during the DADA movement were having fun with their work while trying to iterate on previously-created works of art. Iterating on my own idea reminded me a lot of Marcel Duchamp as he has appropriated his own works so many times. In a way, iterating and improving upon an idea could be appropriation as I had changed the ideas and made it into my own. Like artists during the DADA movement, I had fun trying to think of various ways to iterate and add more to a simple game of tic-tac-toe that I’ve known all my life.