Artwork #2: Appropriate

Rock Paper Scissors and Array the trains

What you need: at least 2 players, a deck of poker or more. 

Inspirations: The basic rule of RPS and Chinese card game

Rules:

Two or more players, holding evenly divided cards, keep their hands face down and take turns playing cards in clockwise or counterclockwise order, with each player playing only the top card of his or her hand. 

Each player may only play the top card of his or her hand. The cards are stacked up in the order in which they are played, as long as the numbers on the face of the cards are visible. 

The player who finds that he or she has played any card with the same number as any of the cards stacked up on top of it will win all the cards starting with the one with the same number as the card he or she played up to the middle of his or her own hand, and then place the winning card at the bottom of the pile in his or her own hand, and that player then proceeds to take a card from the top of the pile and play the card.

 The game continues until one player has won all the cards in the other player’s hand, and the game ends with the player with all the cards in their hand winning.

Rock, Paper, Scissor

 

  • After a player place a card  have numbers that  matches the number of the card on table, another player can challenge him by RPS, if he lost he has to take back the card and place it under his own deck 
  • before placing the card, one player can can challenge another player first using RPS, if he/she wins, the player will not be able to be challenge by another player at his turn.)

 

Example:

,if the next player place a card that is either A,K,10,3,7,8- He can take all the cards in between the 2 matched cards.

Forexample, this player draws the Ace card from his deck, he wins all the cards between the 2 Aces.

These cards will needs to be shuffled and put it under the winner’s deck

playtest:

The play test went very well, my game is easy to understand and play.

Artist Statement:

Artistic appropriation is the use of pre-existing objects or images with little or no transformation of them. Appropriation holds an important place in art history. Appropriation, similar to readymade object art, is “an artistic strategy of intentionally borrowing, copying, and altering pre-existing images, objects, and ideas.” Appropriation has also been defined as “the appropriation of a physical object or even an existing artwork into a work of art.”

In my appropriation project, I draw inspiration from the avant-garde movement “DADAism.”” DADAism” emerged in the turbulent early 20th century as a reaction to a chaotic and dystopian world.DADAism’s disregard for traditional norms and challenge to conventional art styles resonates deeply with my creative process. That is, to break some kind of rule or focus on destroying integrity. The notion of “appropriation” is also integrated into the structure of the game. Just as DADA artists often repurpose readymade objects and appropriate cultural symbols, the game itself appropriates and combines the rules of two classic games and works well to produce new game mechanics. Artists such as George Grosz and John Heartfield’s art is extremely caustic and cynical. But while my game also inspired chaos with players fighting each other. However, the game doesn’t deliberately try to provoke players, and players can choose not to disrupt others’ card winning actions. The game’s “rock, paper, scissors” challenges are a subversion of traditional aesthetics, much as DADA artists attempt to subvert social and artistic conventions. Here, players utilize a “game within a game” to achieve control, causing the player who could have won the card to take the risk of winning nothing. Just as DADA artists achieve control over artistic narratives through absurdity and deconstruction.

 

AI Generated Telephone Game

Overview

This game tackles the topic of appropriation by combing a medium that cannot exist without appropriation – AI generated images – and appropriating the rules of pictionary and the rules of drawing telephone games such as Gartic Phone. In this game however, the creation of pictures are completely left up to the AI with the players only writing the prompts and guesses.

Rules and Gameplay

  • The game can theoretically be played by any number of players, but at least 4 players recommended. Additionally 1 person is needed to be the game master.
  • The game takes place in a chatroom or a Discord server, and the game master is in charge of managing the players’ prompts and images, as well as stringing the final results together.
  1. At the start of the game, each player writes down a phrase of no less than 5 words, and send it to the game master.
  2. The game master then sends each phrase to the next player, and each player enter the exact phrases into an AI image generator (craiyon is used for playtesting). Each player chooses an generated image and send them back to the game master. The players must not alter the images in any way, and it does not matter if the generated image does not resemble the input prompt.
  3. The game master then sends the images to the next player, and each player describe the content of the image as reasonably detailed as possible (they are also allowed to twist and remix their own interpretation of the image if they wish).
  4. The players sends their new descriptions back to the game master, who pass them to the next player.
  5. After at least as many rounds as the amount of players have taken place (the game can go on for longer if there are few players or if the players wish to), the game master presents the result of the telephone game.

Artist’s Statement

When I think about the word “appropriation”, my mind immediately jumps to the current hot and controversial topic of AI image generators and how all of them are based on the countless amount of harvested data from across the internet to generate new images based on these data. As a hobby digital artist, I definitely agree with the many ethical problems raised with generative AI, especially in how their data are overwhelmingly gathered and used without the original artists’ or photographers’ consent. However, I also think that there is one area that AI is almost perfectly suited for: making memes and “funny internet pictures”. Since memes already appropriate by nature, AI mashing them together to create something new is basically the next step in memes’ evolution. One particular game that lends well to this are the pictionary type telephone games such as Gartic Phone or Jackbox Civic Doodles, which is the other part of the game I appropriated. I think letting AI do the image making spoofs on the concept of a drawing game and also enhances the collaborative nature of telephone games – in this case collaborating with all the unwitting data used to make the AI image generation possible. While not explicitly stated in the rules, I trust the players will try to write the most ridiculous prompts and choose the weirdest AI generations. After all, to laugh at the results is the point of the original telephone games.

Originally, I wanted the players to draw the pictures themselves, but only closely following that the AI has generated; as I thought this would create extra variance in the game to derail the telephone chain. However, after observing that there are some aspects of AI generated images – the overall blurryness, the weird human hands and the smudged text – that cannot be easily conveyed by drawing in a reasonable timeframe; and the fact that the AI can and will misinterpret the input and generate something completely unexpected, I decided to let the AI completely take over the creation of images. Unfortunately, I was unable to find a online telephone game that allowed direct image uploads, I had to switch the setup to be somewhat clunky and require a game master.

There was another idea I toyed with when iterating with the game, that being instead of needing the players to input descriptions or prompts, the players would put the generated images into AI image identifiers and use that to generate descriptions for the images. I thought it would be a fun parody on the endless cycles of online data harvesting and the corruption of digital data and their meaning. However, currently the AI image identifiers can only use words and not sentences or phrases, this idea had to be scrapped. But I think this idea may be revisited with our current rate of advancement in AI.

Playtest Results

2 sample telephone game chains

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.

Chess D&D

Summary:

My project appropriates chess and D&D by combining the two, where three players and a DM play out a game of Chess involving role-playing and other D&D mechanics that are far too complex for chess. Three players will each receive character sheets (Pawn, Knight, and Bishop), with various attributes crudely changed to fit Chess closer. The game’s ‘map’ will be a standard chess board (a parody of the maps used in typical D&D) that the players will be able to see and make their movements using the board as intended.

Rules:

Like standard DND, there is an out-of-combat and in-combat phase. Out of combat, players may move freely and interact with any NPCs they would like. In this phase, squares on the board represent an area of 5×5 feet in the game world. All pieces have a ‘viewing range’ of 1 square around them. If you speak or do something outside this range, unless you attempt to make it widely visible, that action will be unseen by all pieces not within a 3×3 grid around you. Additionally, while out of combat up to 3 pieces may share a single square. 

When a combat encounter begins, players roll for initiate and take turns in typical DND fashion. On their turn, players can take combat actions like standard 5e (move and/or attack), however moving is special in that during combat, players are restricted to moving only how their piece is able to move in a game of chess.  Other than this, the rules are identical to 5e.

Scenario:

The opposing black and white kingdoms are on the verge of war. Three players assume the roles of three white pieces as they attempt to end the conflict one way or the other. Black pawns are on the move, and all looks grim. However, maybe violence is not the answer, and there is a peaceful resolution to this after all? 

DM ONLY: (Players will only be able to see the board and know their starting positions. I used this board as well as the corresponding graph to keep track of characters and who was who.)

  • Player 1 (Pawn)
  • Player 2 (Knight)
  • Player 3 (Bishop) 
  • Nervous White Pawn 1
      1. Very nervous about the war and secretly doesn’t want to fight. 
  • Nervous White Pawn 2
      1. Very nervous about the war and secretly doesn’t want to fight. 
  • Neutral White Pawn 1
      1. Nervous, but loyal and wants to do their duty. 
  • Neutral White Pawn 2
      1. Nervous, but loyal and wants to do their duty. 
  • Neutral White Pawn 3
      1. Nervous, but loyal and wants to do their duty. 
  • Neutral White Pawn 4
      1. Nervous, but loyal and wants to do their duty. 
  • Nervous White Pawn 3
      1. Very nervous about the war and secretly doesn’t want to fight. 
  • Loyal Rook 1 
      1. Fiercely loyal to the King and won’t stand for any treason or slight towards the king. 
  • White King
      1. Very prideful and unwilling to admit that there is any other way than violence. Sees any disrespect to his flawed thinking as treasonous. 
  • White Queen 
    1. Secretly a pacifist, but wants to support the king despite his flaws. Might be convinced that violence isn’t the answer if given a good enough alternate plan. 

Etc…

Example Character Stats:

  • Pawn (underappreciated footsoldier)
    • Movement: 1 Space Forward*
    • Alignment: Lawful Good
    • Health: 8
    • AC: 11
    • Attributes:
      • Strength: 14 (+2)
      • Dexterity: 12 (+1)
      • Constitution: 14 (+2)
      • Intelligence: 10 (0)
      • Wisdom: 10 (0)
      • Charisma: 10 (0)
    • Skill Modifiers: 
      • Athletics (+4)
      • History (+2)
      • Insight (+2)
      • Survival (+2)
    • Attacks:
      • Capture (uses STR/DEX), 1d6 + 2 damage. [Must be 1 space diagonally to the left or right of the pawn.] 
    • Abilities/Spells:
      • *Haste (on your first turn in combat, you may move 2 spaces forward instead of one.) 
  • Rook (experienced mercenary) 
    • Movement: Unlimited spaces orthogonally (unless blocked)
    • Alignment: Lawful Neutral
    • Health: 18
    • AC: 14
    • Attributes:
      • Strength: 16 (+3)
      • Dexterity: 10 (0)
      • Constitution: 14 (+2)
      • Intelligence: 10 (0)
      • Wisdom: 12 (+1)
      • Charisma: 10 (0)
    • Skill Modifiers:
      • Athletics (+5)
      • Insight (+3)
      • Intimidation (+2)
      • Religion (+2)
    • Attacks:
      • Capture (uses STR/DEX), 2d6 damage. [Must be along the movement path. Goes to target to perform attack.]  
    • Abilities/Spells: (3 spell slots)

Etc…

Artists Statement:

Seeing the many examples of appropriating existing video games to create new experiences shown in class, I knew that I wanted to create a game that embodied the absurd nature of some of these games- ‘PacManhatten’ and ‘Out Run’ come to mind. Particularly, the idea of creating a game that combined two existing games that had nothing to do with each other seemed like a great opportunity to make a comical and original project. Drawing inspiration from ‘DMPacMan,’ I similarly wanted to find two games that seemed completely incompatible on paper and come up with a hybrid- and thus the idea for Chess D&D was born. Just as PacMan and Unreal Tournament contrast each other so starkly, the idea of the in-depth combat and role-playing of Dungeons & Dragons being used to frame a simple game of chess seemed like a properly absurd idea. 

In playtesting, I found that players responded well to even the basic absurdity of the idea from the start, which led to more fun attempting to work within such an outlandish and silly premise for a D&D campaign. I’m happy with the overall player experience, however, I do feel that the board itself, while a novelty to use in the context of a D&D map as intended, makes the free-form interaction with the world that D&D normally offers significantly more difficult. It was a challenge in all my playtests to decide on how players were allowed to move outside of combat given that I wanted to balance actual playability while maintaining the fact that they were chess pieces that could only move how they were able to move in a standard game of Chess. It also might have helped the experience overall if I had a true chess board, but as I didn’t own one I had to make an imitation board with paper. 

 

“Find the Fire Emblem” – Samik Mathur

How to Play:

  • The game needs 2 people, one person plays as “Ike” or the Player, and the other plays as “Ashera” or the DM
  • Ashera must place the board in front of Ike and place all the information and items face-down
  • Lastly, Ashera shows the player the card that says that they are Ike
  • Then the game starts
  • Only Ashera can see the location of items and ensures that Ike is following the rules presented on the card
  • Ike wins the game if he obtains Lehran’s Medallion

Artist’s Statement:

For this project, I had 2 initial goals: appropriate from Fire Emblem and make a game that is open-ended. I wanted to appropriate from Fire Emblem because I was heavily inspired by the series when coming up with the basic premise of the game. I had the idea to make a game where the player has a set amount of actions they can perform before they die so that every time they had a new life they were a little better off than before. Unlike a roguelike, I wanted to make the benefit of another life something more immaterial. With that, I settled on making lives useful because you would have more information about your surroundings. This is where the inspiration from Fire Emblem (specifically Fire Emblem: Path of Radiance) came into play. I could appropriate the grid-based movement system to make the player’s life equate to a number of steps, I could use famous items from the game to serve as tools to get you to your ultimate goal, and I could use lore from the series to contextualize your adventure. Lastly, I wanted to make sure that the players’ approach to the game was open-ended. This was inspired by the Dada Movement and from games like Super Metroid that emphasized trying new things and not explaining a lot. I wanted the player to interpret the board and realize what was happening on their own, so I did not give much information to the player.

This work relates to the Dada Movement for a few reasons. The first reason is that I used images from another artist and used them in a constructive way for my game. Dada artists often took images from other places and used them in collages, especially in cities like Hannover. Another way this relates to the Dada Movement is that I used lore or a story from another place to influence my work. The reading Dada artists in Cologne were often inspired by Christianity when making their works. My game took the story of Fire Emblem: Path of Radiance and adapted it. Lastly, I built my game to be open-ended and ordinary-looking. The game is made with simple paper and the only materials you need are your mind and the paper (though a pencil helps). The way the game is played is also very open-ended because there is nothing saying what you should do on a life, only an end goal and 1 restriction. This is similar to how Dada artists like Duchamp took ordinary objects like a chair and bicycle and transformed them into an open-ended piece of art.

Documentation:

An Endless Scrabble

Requirements:

  • Minimum of one player
  • No player maximum
  • A modified digital version of the game Scrabble that could conceivably be played for an infinite (or at least incredibly long) amount of time

 

Rules:

  • Players take turns playing Scrabble as normal
  • The game never ends
  • The victor is the last person playing with the highest score
  • No turn timer
  • Individuals players can take a long a turn as they want

 

Artist’s Statement:

My initial point of inspiration for this game came not from another existing piece of art from the Dada Movement or otherwise, but instead from a game design exercise undertaken in the second semester of my freshman year at Northeastern University. The first assignment I encountered in Professor Christopher Barney’s “Foundation of Game Design” course—or at least in the online experience I was treated to at the time—involved iterating upon one of the most basic physical multiplayer game ever: tic-tac-toe. This was my first experience with the core principle of recursive design, as we were tasked with adding additional rules to tic-tac-toe and thoroughly playtesting after each change. After a few slight changes, I was possessed with the idea of scaling the grid far beyond a simple 3×3, and accompanying this change the introduction of additional players in the forms of more unique shapes: triangle, star, hexagon, checkmark, hashtag, even pentagram—the possibilities are endless. This scaling would of course have to be accompanied by additional length requirements in what would constitute a full “tic-tac-toe”; unfortunately, upon playtesting, this iteration functioned much more as an endurance test than one of strategy and cunning. It was thus that when tasked with the opportunity of appropriating an existing game to create a new experience, I thought of a recent game of online scrabble played—quite foolishly—without the instatement of a turn timer; which understandably resulted in the incredible elongation of what should have otherwise been a brief game. And so I was given my concept, and the execution was fairly simple: bring together a group of friends, modify an online game of scrabble to posses the possibility of continuing ad infinitum, and see how long we lasted. The results can be seen in the photos below. I succeeded in gathering six friends—including myself—and over the course of five hours we lost players until only three of us remained, who elected to all end the game simultaneously. Over the course of these five hours each of our turns became progressively longer as the board become more cluttered and points became harder to come by. This resulted in the constant discovery of incredibly rare words containing some of the higher value consonants. This phenomenon can be seen in “xis” “dioxide” “djinny” “poi” and “zoarial.” Additionally, we discovered that the words were created in a uniquely procedural nature as over the course of multiple hours players managed to find ways to add one or two letters to a preexisting word. The 104 point “dolesome” is a fantastic example of this, as it started as “dol” into “dole” to “doles” which progressed all the way to “dolesome.” Myself and my friends had an incredible time playing this new and unique word-hunting experience; for despite it lasting into the wee hours of the night, our desire to be the last one standing—which also transformed into a level of dogged camaraderie—kept us going. Although, I despite any of ours are keen to repeat the experience any time soon.

 

Documentation:

State of the final board after five plus hours of play with a dwindling group of six players.

 

Final winner—myself—and the longest word.

 

 

 

 

Pictionary (But With Extra Steps & It’s Not Pictionary)

The Requirements:

*5+ Players (odd number of people)

*Ages 10+ (children & adults)

 

The Materials:

*Writing Utensils (pencils, markers, chalk, etc.)

*Drawing Mediums (papers, whiteboard, chalkboard, etc.)

*Square sticky notes (1×1 inches)

*One-minute-long hourglasses (4x)

*List of Categories (1x)

*List of Instructions (1x) –> Look below “Documentation:” 

 

Artist Statement: 

During the ideation process of my project, I analyzed a multitude of inspiring Dada movements that we have discussed throughout the Experimental Game Design course thus far. From the linguistic collages of the Berlin artists to the textual imagery of the Cologne illustrators, many of these talented innovators brilliantly demonstrated the power of words and symbols through intricately-designed artworks. They discovered newfound methods of blurring the boundaries between the familiar and the abstract while simultaneously using language as their key component, and I wanted to find a way to express those profound ideas even further. Even though I prefer to avoid appropriation for my more personal projects, I strived to incorporate the stylistic decisions and design principles of these numerous artistic endeavors into my newest piece. Ultimately, my excessive research and dedicated lucubration led me to composing “Pictionary (But With Extra Steps & It’s Not Pictionary).”

In short, the rules for this appropriated game can be summarized in the following sentence: instead of guessing what the original word is based on a picture, the players have to find the letters of an unknown word that are obscured within the picture, and then they have to unscramble those letters to determine the true, hidden word. The game was not only inspired by Pictionary, but it was mainly influenced by a multitude of artworks that utilized letters, numbers, and symbols within their finished products. Multiple movements across the globe (more specifically, the ones in Berlin & Cologne) excelled at their harmonious combination of writing, sculpting, & illustrating as a means of highlighting certain aspects about the art, the artist, and the audience.

One of the most prominent themes that I genuinely wished to explore in this derivative party game was the intrinsic nature of a collage versus a composition. If phenomenal artwork draws inspiration from a wide variety of different mediums (and if letters are composed of very basic lines), then when does a collage end and a composition begin? Is a composition just a collage where you can’t pinpoint the individual sources, or is a collage just a composition where you can? Is it neither (or both)? As someone who doesn’t typically create collages and instead works from their imagination, I found this question to be rather fascinating, so I composed a variant ruleset of Pictionary that encapsulates this philosophical question. Players are shown pictures that seem to be original illustrations from the get-go, only to look deeper and realize that they have to obscure letters in a textual (and pictorial) collage. A defining characteristic of the avant-garde is its inherent capacity to search for deeper truths through unique processes and nuanced perspectives, and I wanted to exemplify those endeavors through the usage of collages, compositions, and characters. In the end, I am honestly very content with how this specific artwork turned out, and I legitimately look forward to the next project that we will be tasked to create. Thank you for reading!

 

Documentation: 

 

Never Have I Ever

In the introduction to Dada: Zurich, Berlin, Hanover, Cologne, New York, Paris, one of the lines reads: “The word Dada itself provides an overarching moniker for the raucous activities of its participants.” For my artwork, I want to call out the double edged sword that is alcohol. 

Alcohol is a substance you can easily find in any household; it is a substance that is used recreationally as a party or social drug but it also has its dark side which is abused by people for its sedating effect. Returning to the quote in the introduction, I want to create an artwork that uses alcohol on its participants to create a “raucous activity”. I want to appropriate the game “Never Have I Ever” as the basis for my artwork. How you play the game is people go around in a circle and say “Never Have I Ever”  with a specific activity and whoever has done it has to put a finger down. Whoever puts a finger down has to take a shot of whatever alcohol they have found in their area. I want the game to follow Macchab’s stance which states, ”tenacious yet mocking presence wants to transform tragic memory into skeptical consciousness, refusing therapeutic mourning by being seditious. As a whole, the leitmotiv of Der Ventilator is productive anxiety, indulging in the play between apparitions and realities, mockery and gravity, and feeding a culture of instability that forecasts Dada’s tactics of provocation in Cologne (220).” I want the game to take a dark turn by revealing something personal for each person, turning the game “raunchy” in nature. Alcohol “refuses therapeutic mourning” and “feeds a culture of instability”. Alcohol is a powerful substance that can bring out the emotion in people and makes the game like “Never Have I Ever” transparent in a sense. 

I feel my artwork is in line with the Paris Dada movement. According to the Dada text, “The cumulative effect of this first “Dada season,” as it became known, was to mark the movement as a nihilistic collective force leveled at the noblest ideals of advanced society. According to critical consensus, Dada represented youthful provocation, an adolescent destructiveness that (for those favorably inclined) should clear the way for a new intellectual engagement with art and the world at large (349).”  Alcohol use can be looked at as a disorder which is a form of self-destructive behavior. The point of my artwork is to expose the dark deep truths of our lives and to invite the somewhat “nihilistic” way of thinking similar to the Paris Dada Movement. I want the users to engage with the game with a different perspective and leave the game learning something not just about themselves but also other people.

Shiranui 2 fan-made Minecraft version

A fan-art game about Onmyoji, focus on rebuild the Onmyoji game scene in Minecraft. Made for my friend Bella during last summer vacation. This game that mainly focuses on plot and performing. There are many NPCs in the game, but they don’t really exist on the map, their names and description will be given by text, and players need to “see” them with imagination. Clues and “ties” are collected through the “find button” method.
Production process: I found a Japanese-themed map on the market(the used map’s name: 沧海城),remodeled some of its building, and built the dock and Liren(or Lee chin) cabin based on the game advertisement’s picture. I took screenshots from the original game, extracts the text, and then use command blocks to enter them in Minecraft.

My main challenges are to convert the third person of the original work to first person, to build and convert the scene, to build the time system (so that I can restore the in-game scene, for example, Yeecin saved Shiranui at the sunset on the third day in the original work, that correspond with “52” in Minecraft), money system, altered part of the prototyped plot and added some of my own(the whole fisherman thing, for example. Because in the original game it is with his monster friends’ help Yeecin fled Leechin Cabin. Monsters requires massive text description and thus is heavily relied on the player’s imagination. (There is no NPC function in the Neteast version Minecraft.), for this reason I deleted three of his monster friends. Also, this change make multi-ending possible, that I can set difficulties for the player with my original plot, while in the original game you don’t have chance to choose, the game just go to true ending)

I want to say that one main joy of playing this game came from the interaction of the hoster(me) and the player. The players are supposed to groan at and complain about the game’s unhuman difficulty level(which I set up on purpose to make fun of them), and also mock at all these bugs I have in my games. And I’m suppose to laugh when the players fail to reach happy ending again and again(only works for best friends).

I had two players. One is my best friend Bella, who spent eight hours playing and more hours testing the game for me so that I can debug it. Bella did exactly what I mentioned on the last paragraph. Another player is fom this class, Fred, who is Chinese and thus can understand the story and interact with me. Due to time limit I helped Fred to reach true ending with only one try. I enjoy the feeling of manipulating how difficlult this game is, as if, “I’m the producer…! I know everything about this difficult game!”.

Also, just to mention Dadaism for my grade. I can see now that one reason for why people of this generation is pursuing beauties, is that we really have a nice life now. The distorted and dispressed scenes from Dada art is fostered by the darkness of that society, while in our’s society we “beautiful-ize” monsters such as Shiranui. (The Shiraui in the legend is not a young beautiful lady but just mysterious fire on the sea).

The follow links, one is a walkthrough video, with translation and summary provided for the class. It shorten an one-hour process to 15 minutes. The other one is a performing scene, with two part(important!!), one is pure fanart version and the other clip with comparision to the original game. Guest that would be critical to grading.

Walkthrough video:【纯纯的交作业用-哔哩哔哩】 https://b23.tv/vAgriEW

【【阴阳师百闻牌不知火】作业用部分翻译版本我的世界同人游戏-哔哩哔哩】 https://b23.tv/7eOXtuy