Artwork #2: Appropriate

Elena Kosowski Artwork #2 Appropriation: Mad Rock Paper Scissors

Something that caught my interest during class, was whenever someone took a very simple game and created an entirely new experience by changing one mechanic of the game. Some examples that come to mind are the giant joystick by Mary Flanagan and the Octopad by Patrick Lemieux, an 8-person game controllers where each person can only push one button. I wanted to do something similar with the very simple game of Rock Paper and Scissors. I wanted to see this game played with more collaboration and chaos.  So, I decided to merge the game of Rock Paper and Scissors with the game Mountains of Madness.

Mountains of Madness is a boardgame I discovered about a month ago. The aim of the game is to have a team of five players reach the top of the mountain alive with as much treasure as they can. To do so, the players must work together against a bunch of mini challenges. In order to beat these challenges, communication is the most important thing. If the team ever fails a challenge, one of the players gets a madness card. Madness cards impair that member’s ability to communicate in some way, which make the game progressively harder the more and more you fail challenges.  Each player can have up to three madness cards each, which make the game very exciting, crazy, and chaotic.

My combination of Rock Paper and Scissors and Mountains of Madness, called Mad Rock Paper Scissors, is best played with 6, 8, 10, or 12 players. The group of players is split into two teams. In order to win each member of one team must decide on an action to use on the other team, however, they must all perform this one action in sync in order to get the point. For example, if team 1 all perform “rock” and team 2 all person “scissors”, team 1 wins. But if 2 members of team 1 perform “rock” and the other 2 members of team 1 person “scissors”, that team automatically loses.

The game consists of at least three rounds. Before each round, each team has 45 seconds to discuss what action they will perform. During the first round, neither team has a madness card. During the second round, each team has one madness card that each team member shares. During the third round and onward, each team member will have their own madness card. The distribution of the madness card is random before each new round. Like Rock Paper and Scissors, it runs on a “best out of three, best out of five” method where the teams decide how long they want to play.

I do not own the game Mountains of Madness, so I was unable to use the real madness cards. Instead I made my own and formatted them to fit the game of Rock Paper and Scissors better. There are blue and green cards. Blue cards are normal madness cards. Green cards are more restricting. Green cards restrict what action a single player can perform. For example, a green card can tell the player that they can only do rock. This player would have to convince their team to person this single action. Each team can only have as most one green card, because too many green cards can lead to impossible outcomes. If two team members both have green cards and one member can only do rock while the other can only do scissors, then the entire team is doomed to fail.

When I presented this game in front of the class, it is interesting to note groups would perform fake hand gestures during the discussion period in order to deceive the other group. This interaction between players was a fun addition I didn’t anticipate.

Examples of Blue Cards:

Examples of Green Cards:

Artwork #2: Appropriate – Whack Gacha Card Game

Artwork #2: Appropriate – Whack Gacha Card Game

For Artwork #2 I decided to appropriate multiple different card games into one gacha card game. For those who do not know what a “Gacha” game is, here is a brief explanation and history. A Gacha game usually take form of mobile games. The core game mechanic usually having players using in-game currency to “gamble” for playable character base on luck. Because of this luck based system players can get duplicates and have grind for more in-game currency to draw the character they want. This is similar to loot boxes, however loot boxes usually give skins or items that is not essential to the core gameplay. What gacha differs from loot boxes is that it is the core mechanic and attraction. Many popular gacha game came from Japan as well as the term “Gacha”. The origin of this name came from gachapon machines that could be found all over urban Japan. Gachapon usually requires around 100 to 200 yen to draw a random accessory. The first gacha game is “Dragon Collection” on a Japanese social platform called GREE in 2010. Here’s some popular gacha games: Kantai collection, Girls frontline, Azure lane, Fate grand order, Onmyoji, Fire emblem heroes, Pokémon master and even Hearthstone count as a gacha.

During my planning phase I thought about what object that I appropriate and I thought of the Pokémon Cards that I had at my home. Which lead me to combining multiple different card games into a single card game. You can say this combination of multiple items are inspired by Kurt Schwitters. This use of random cards is like Schwitters’ use of random found objects in his collages. What inspired the gacha part is because of the gacha game that I am currently playing and the realization that Hearthstone is essentially a gacha game. The reason that I chose Pokémon, poker and Uno cards is because those are the most accessible cards to me. Pokémon cards fit perfectly as the central battling monster cards. Uno’s special cards provided interesting mechanic to the game. And the basicness of poker cards allowed it to be easily appropriated. During the development phase I have to think of the varies rule that card games have. Thanks to the already existing rule that came with the cards I just have to simplify it and adapt it into my game. Now for the gacha part, since all gacha game are virtual I have to think of a way to bring it to the physical world. I came up with the idea of assigning each card with a dice combination. In most gacha game there is a tier list where high tier characters have the lowest chance of getting. And as a gacha parody I decided to make the top tier Pokémon to be overpowered and have the lowest chance of getting. During the testing phase with my brother he suggested a extension to one of the mechanic: defending, giving it more purpose to take this action. After testing with him, I realized that this isn’t just appropriation of cards but also mechanic. The game has the mechanic of Pokémon, Yugioh, Uno and gacha games.

The cards

When it’s finally the time to test it in class interesting result appeared. The game is a one on one duel with deck that the player gets through rng. The game was played twice with different people both time and both time one of the player gets exceptionally good pulls, both getting the legendary Pokémon. This made it that in both game one player were up against another player that had good luck. However, the result of the 2 games were different. Through the creation process of this game I have one thing in mind and that is unfairness. In a game of luck like gacha game, people with good luck always had the upper hand. To recreate that feeling I made the best card ridiculously overpowered. The first game ended up as I expected, both players played well but the player with the better luck won. However, in the second game the luckier player lost. I concluded that it’s because the other player have the better strategy. And the second game proved to me that with strategy you can win against luck. You could almost saw the second game as an analogy to some real life situation. Some system are made unfair and people with the better luck generally have a easier time. But with a good “strategy” and hard work you can also succeed.

Game Rule and offering chart
The second games player’s deck

Pranav Gopan – Artwork #2 Donut Defender

In most video games, you play as a hero trying to achieve an objective while defeating some enemies. Take Space Invaders, for example. In the classic arcade game, you play as a pilot ship trying to destroy evil alien aircraft. It’s obvious that you need to defend what’s right and take down what’s wrong. For my project, I wanted to spin that concept around. In my game, Donut Defender, you play as a pizza slice and your goal is to block and deflect any delicious healthy fruits that fall down the screen. By the way, there is a donut at the bottom of the screen and if a fruit touches it, it will replicate. If enough donuts fill up your screen, you lose the game. Now you might be wondering, shouldn’t I have made a game where the objective was to defend fruits and extinguish donuts and pizzas? Well my goal was intentional. I wanted this game to be a subtle reflection on how America values unhealthy foods. According to data from the federal government, breads, sugary drinks, and pizza are among Americans’ top sources of calories. They are also made from seven crops that are greatly subsidized by the federal government (corn, soybeans, wheat, rice, sorghum, milk, meat). This means that junk foods can not only be made in great quantity, but also for a cheap price. The real kicker is that the government gave $170 billion in agricultural subsidiaries between 1995 and 2010 in order to produce these goods (O’Connor 1). If we live in a society that pushes for so many healthy eating initiatives, how come the money is going to the foods that aren’t so healthy?

Now that I’ve explained my game’s hidden agenda, let me go into detail about the game’s mechanics. Though it is currently a computer game, it is intended to be played on mobile devices. You would use your finger to drag the pizza icon and deflect incoming fruits. For each fruit you deflect, you earn 10-30 points. Apples give you 10, pears give you 20, and bananas 30. My original design had it so that every time a donut replicates, the player would earn more points. This gave the player the incentive to spawn some donuts, so that they would earn more points by the end of the game. I’m still unsure if I want this to be the case and further play testing might help me come to a conclusion. There are also coins that randomly fly across the screen every now and then. If the player were to risk moving to a different position and acquire the coins, they will eventually be able to buy different donut skins. I created five skins so far, but if I further develop the game, I could create more. Overall, I wanted this game to be an easygoing experience that also builds your finger reflexes (and maybe make you think about the FDA).

O’Connor, Anahad. “How the Government Supports Your Junk Food Habit.” The New York Times, The New York Times, 19 July 2016, well.blogs.nytimes.com/2016/07/19/how-the-government-supports-your-junk-food-habit/.

DFvideo1

Cards Against the Internet

With Cards Against the Internet, I am trying to recreate a scenario that explores individual humor through a social party card game with an objective reflection of the best and worst that the Internet has to offer. The game rules play out similarly to the actual Cards Against Humanity card game, however with changes to the answer cards (which are now Google Image results) as well as an additional “Bamboozle” mechanic. With the trend of memes of dogs in costumes that “Bamboozle” (or senseless dog pictures with the main purpose of “startling” its viewers), this unpredictability and spontaneity of the Internet is integrated directly within the mechanics of the game. Players can recreate an instance of online media culture, except share their own personal opinions and interpretations in a physical space. The question of what collectively is humor and what things can be accepted in a social setting (without the usual sense of security and anonymity behind a computer screen) is the crux of this game.

The game draws characteristics of Dada art, where one of the underlying motifs is generating questions about society, in this case posing the question of whether the unrestrained freedom of the Internet creates a culture where people are accustomed to instant gratification, randomness, and the profane. A specific example can be drawn from artist and co-founder of the Dada movement, Hugo Ball and his 1916 poem Karawane, one that is made up entirely of sounds (Dada: Zurich, Berlin, Hanover, Cologne, New York, Paris. pg 43). The performance of Karawane was meant to instigate unconventional ideas at the time to its audience, in this case the experimenting with the limits and communication of human language. What is interesting is the fact that Karawane still relies on the fundamental structure of syllables, rhyme, and prose, however changes only the meaninglessness of words through sound. In essence, it is appropriation. With Cards Against the Internet, the rules and questions have not changed drastically based off of the original Cards Against Humanity, however the answer content has shifted towards a representation of random Internet searches. An observed response to my game is the randomness and wide response of choices that is provided due to the nature of Internet pictures. Ideally, it is meant to question our association and reliance to the Internet, our browsing, and how it influences us in a public setting.

AllCards (PDF)

Design Iterations and Testing

Initially, the idea was brought into consideration after playing Cards Against Humanity and observing the rise of Meme Card games. They are both games I enjoy playing, but both lacked an element of “dark humor” due to restrictions as well as the fact that the randomness came from an unnatural place (answer choices that were purposefully made to sound drastic, yet the exaggeration makes it worse). Combining the aspect of a “humorous” party game and appropriating it with the wide honest results of Google Image searches (from history, people, items, events), the list is endless. The Internet drives the humor in the game, and surprisingly people are usually very drawn and open to the idea of Internet humor. I’ve personally given it a second thought and consider the Internet to be a “wild and lawless” place where profanity is left unchecked, and realized its effect on how it has started to normalize the youth of this generation.

I first created a list of potentially funny questions keeping in mind the idea of making them generic enough that both nouns and verbs can potentially be an answer choice. I then created a large list of images that I could use, and went ahead to find pictures of all of them on Google Images, along with as many pictures of dogs in costumes as I could find. I printed the images on a size of half an index card as the standard and attached them to color-coded index cards.

Results:

The game rules were easy enough to pick up and play and required little to no explanation for those who have already played a similar game. Overall, the results were mixed to my surprise, but after later consideration I deemed the results to be correct. My first playtest in a private setting garnered a lot of laughs and a general acceptance of the profane humor. However, playtesting it in class, I noticed the general hesitation to the humor when participants were placed in a public setting. I feel as if this game may even have a bigger impact when played in a general setting. Internet browsing history is usually a private matter (along with dark humor), where players obviously tend to reserve themselves in public. I hope that playing this in such a setting will really make a person think twice about the Internet and their behaviors.

Artwork #2: Appropriation

My game is called “Tsum Tsum Party”,  an appropriation of both Mario Party and a line of Disney plush toys called “tsum tsums”.  Mario Party is a party video game with involved a virtual game board that players navigate and each round, they interact through mini games. I wanted to try to recreate that setting through a physical game. The board itself operates similarly to Mario Party’s, with forward and backward directing spaces, with mini events and luck-based triggers.

One of the best attributes of Mario Party was its encouragement of physical movement even though the game operated virtually, so I tried to include that as much as possible. Tsum-tsum means “stack stack” in Japanese, and all the plushes are Disney characters. Thus, a number of mini games involved stacking and disney-related events.

Mini games included:
– disney pictionary based on a blind-drawn tsum tsum from a bag
– disney trivia along the board
– speed stacking tsum tsum (tallest stack wins)
– FINAL GAME: tank and ammo with tsum
– Players get into pairs, one is the tank (on all fours, blindfolded) and one is the driver. The driver has to verbally direct the tank to tsum tsum scattered across the floor and get them to throw it and hit any of their opponents. If either the driver or tank gets hit, they are out. The last team standing wins. This game gives a lot of bonus points.

Tsum Tsum:

Mario Party:

Tsum Tsum Party:

Playtesting Notes:
Everyone really enjoyed the game, and it had the level of interactivity that I wanted. I think with any use of appropriated media, you can’t assume that everyone knows the material you’re appropriating, and some people didn’t know Disney as well as others. However, I feel that Disney in general is popular enough that it’s okay.
Players all had fun, and overall I feel it was an entertaining party game.

 

Appropriation: Beauty Guru LARP

Rules

  • 4-5 players: One running the game (GM), the rest playing
  • Materials: 5 random cosmetic products, which the GM keeps secret until each one is necessary
  • Concept/Goal: Play as a social media beauty influencer and try to advertise a sponsored product the best, using trends and insecurities to win over the “audience” (the GM), who decides whose sell was the best.
  • For prompts, players can use any of the following social media types/personas, but it is not required to stick to one
    • Tutorial; review; prank; vlog; storytime; skit; etc
    • Doesn’t necessarily have to be a “video” format
  • Rules
    • For each round, the GM picks one thing from a list of “insecurities” or can make up their own. They can elaborate on it as much as they want, and make it anywhere between realistic and absurd. These are trends in the hypothetical beauty audience that the players should take advantage of. (List below)
    • The GM then reveals a product from the bag. This is what the players must sell.
      • The insecurity and product DO NOT need to be related; in fact, it is more interesting if they are not.
    • Players can go in any order and can argue and play off of each other, but whoever is speaking MUST be holding the product
    • Players can go for
    • It is up to the GM’s discretion how they judge the players, and who wins. For the rest of the game, the winner of a round holds onto the product as their “point”
  • Insecurities
    • Pore size
    • Acne
    • Skintone
    • Facial hair
    • Hairstyles
    • Hair hygiene
    • Body size

Artist Statement

I’ve always had a lot of opinions about makeup and the culture around it, and those opinions are frequently shifting. Recently, I’ve been thinking a lot about the popularity of influencers and beauty gurus on social media and how they market products to consumers in a more subtle way than traditional advertising. These people portray themselves as friends of their audiences, leading to strong parasocial relationship that can then be exploited; they’re called “influencers” for a reason. I respect their careers, but as a frequent consumer of their content it’s important to remain critical and mindful.

In this piece, I’m appropriating both the physical makeup objects as well as the culture and behaviors of online makeup communities. The interactions between players in the game simulate and parody the more long-term interactions of social media influencers, done over comments and replies and my personal favorite, the “response” video. Influencers are known for their dramatics and the constant feuds and callouts; recently, many have been called out for racist behavior, resulting in video after video of bad apologies and people getting angry. It’s escalated to the point of some social media personalities creating entire Youtube documentary series about a particular issue, fanning the flames as well as perpetuating the drama for entertainment. Not only are they marketing products to us, they’re also marketing that this kind of behavior is okay, and that this is the correct way to deal with it. They make reality television more personal just as they do with marketing.

I was inspired quite a bit by the themes of consumerism in the Dada and Fluxus movements, and thought a lot about how they tried to separate art and artists from their associations as precious, valuable things and people (moreso than others), to no avail. It reminds me of the celebrity reputations of social media stars and how, even if they don’t want to, they must often sell their popularity for a living. I was also inspired by the readymades of the Dada era, especially those of Duchamp, and how they take an object and, by turning it into an art object, render it useless in the original regard. In my game, the makeup products become objects, and it is up to the players to decide what its use is, whether it’s true to reality or absolutely absurd. The point of the game isn’t the makeup, it’s what the players do with it, and how it makes them interact with each other. The original idea for using makeup objects as pieces also came from Takako Saito’s Fluxus chess pieces.

Originally, the game had players take turns, speaking one at a time. However, once playtested, the players began talking over each other and directly responding and arguing with one another. I found this tied into the themes even better and was also more entertaining, so I changed the rules to encourage it.

Artwork 2: Lost in Google Translation

For this artwork, I chose to focus on the appropriation of technology. We use technology to assist us in our work and so design this technology to be used in a certain way. For example, Google Translate is intended to be used to simply translate text from one language to another. This is typically used in situations where we need to interact with those who do not speak the same language as us, so that we may communicate with them. I was inspired by the works of appropriation from the Dada movement, especially works like Raoul Hausmann’s Mechanischer Kopf (Der Geist unserer Zeit). In this piece, Hausmann adorns a wooden head with a variety of objects that have specific purposes, such as a ruler used for measuring. This use of objects with specific, everyday purposes to create art is what inspired me to use Google Translate in a way that was not intended by its designers.

This work is a game in which one player chooses an English sentence or phrase with a certain theme and translates it between various other languages, about 10 or so at least, and then translates the sentence back to English. Because certain words or phrases do not translate perfectly from one language to another, the original sentence becomes modified in the translation. The other players must then look at this translation and write down what they think the original sentence was. The player that comes the closest to the original sentence wins the round. This game can be played for as many or as few rounds as the players desire.

In the original iteration of the game, there was no theme for the sentences, so it was difficult to discern what the original sentences might have been referencing. With a theme, such as famous first lines of books, the players at least can draw from a specific set of knowledge, rather than randomly guessing.

The original sentence

The modified sentence

Artwork #2 & Appropriation Game – Erik Ojo

I initially began my game with the premise of translating fanfiction, a popular and often created transformative work, into a visual novel. My idea was to take a popular franchise, mix it with a popular fanfiction trope to create an entirely new world, and create a VN from that.

I wanted to create a VN with a choice of three different tropes:

  • a coffee shop AU (an extremely popular alternate universe trope putting characters in the setting of a coffee shop/cafe, as either workers or customers)
  • a historical AU (putting characters in another time period, such as Ancient Greece or Rome, Victorian era, the 1920s, etc)
  • a science fiction AU (putting characters in a science fiction storyline – usually when the original story is not science fiction, or at least not the specific type of science fiction the fanfiction is set in)

The franchise that I chose to transform was the X-Men franchise, as I’m extremely familiar with it and it’s fanbase, and it’s a relatively well known property.

I planned to begin to write the VN in a Google document, and then transfer it to Twine, and if I had time, code it into Ren’py.

The first pitfall I came across was creating interesting stories for each of these worlds that work properly as VNs. In a way, I am attempting to write fanfiction – something that takes a good while to properly formulate and write out, just like any kind of fiction. I had trouble coming up with proper stories as the inspiration wasn’t quite there, and I was working off the idea of tropes rather than first having a core theme, and centering the trope around that theme. Writing it became more involved than I could realistically handle in the time I had, and I felt that it was becoming more about creating a world than about the concept of appropriation.

(Which in a way fanfiction is? I guess it’s logical that fanfiction itself is less about the concept of appropriation than the act of appropriation?)

The second pitfall, was that I was having a hard time making my game into a game rather than a story you click. I want to engage the players through choices that matter, but reflecting on it, fanfiction isn’t really about power of onlookers, it’s about the author’s power to do whatever they like with the characters they’ve chosen.

(I had a conversation with our guest about choices and how some developers put them there for no reason except for them to be there, and give them no real power in the game. She also mentioned how it’s not always necessary to give players a choice, and told me about VN-esque games that don’t, which made me rethink my game quite a lot.)

I decided I needed to scale down my game, and decided to create an analog game instead. I focused instead on giving players the power to change characters and stories in the same way fanfiction gives writers power.

I decided to use the Marvel Cinematic Universe instead of X-Men, because just about everyone knows it and it has enough high-profile characters for non-repetitive play.

It is a 4 player game.

The basis of the game is

  1. randomly picking a character from a deck of characters
  2. selecting 10 characteristic cards
    1. picking 5 of these characteristics to assign their character
  3. combining these transformed characters with the other players to create one big fanfiction synopsis
    1. synopsis is helped along by drawing 4 random plot cards

For example:

  1. Picks Steve Rogers from a Marvel deck
  2. Characteristics chosen from cards:
    1. works as a security guard
    2. has clinical depression
    3. does ballet on the side
    4. is secretly a vampire
    5. upset about the fact that he peaked in high school
  3. Players pick one plot-themed character action or character development for their character
    1. “your character has some tough lessons to learn”
  4. [depressed security guard vampire Steve Rogers, hipster fashion blogger Bruce Banner, nursing home volunteer social media influencer Natasha Romanoff, and anxiety ridden weed dealer closet furry Tony Stark]
  5. Players pick four cards (one of each kind of plot card) that create a framework for the fanfic
    1. story begins on a yacht (story begins… card)
    2. it’s a story about greed (story is about… card)
    3. a 30-year old murder case is resurrected (plot/inciting incident card)
    4. mostly takes place in the heart of a big city (setting card)
  6. and the players take it from there.
    1. (excerpt of a synopsis example: one of the senior citizens Natasha has taken care of is Nick Fury and everyone thinks Steve is the one who killed all those people because he’s an vampire with murderous impulses and was in the wrong place at the wrong time but it was actually Tony Stark’s (dead) dad and Nick Fury working in cahoots)

This is inspired in part by crack/crack-esque fanfiction

“Crackfic” is a term for a story which takes a ridiculous premise as its starting point, such as casting all the canon characters as My Little Ponies. It may or may not deal with this premise in a serious way. (Fanlore)

which is usually of questionable quality and very random, but can also be the basis of extremely interesting works with a lot of depth. There is a lot of fanfiction with generally weird premises that is like War and Peace in some fandoms.

It is also inspired in part by collaboratively written fanfic. Fanfiction writers (and fan artists) often team up to write and set up events to facilitate this as well (see: Big Bangs, holiday fic exchanges, etc)

And it is inspired also, by Cards Against Humanity. The random matching and player engagement bits.

Thoughts after playtesting:

  • Players keeping character roles concealed from other players could improve play and more surprising for other characters
  • Reducing the amount of cards on the table at once could help stop the game from becoming too complicated/confusing
  • Adding an “ending” card would help reduce gameplay difficulty/increase game cohesiveness
  • Less plot cards could help reduce the gameplay difficulty

Appropriation Game – Telling Lies?

For my appropriation game, I designed a game I dubbed “Telling Lies?” it’s a card game played with a standard deck of cards revolving around deceiving your opponents and collecting pairs of cards. Sound familiar? If so, you may draw parallels to this and games like Go Fish, BS, and Coup.

In the game, each player asks for cards from another player’s hand. That player may give them the card, or deny that they have it. A player may call someone’s bluff though, and ask them to reveal their hand to prove it. If they’re caught lying, there’s a punishment. But, if they were telling the truth, the accuser gets punished. The goal of the game is to collect as many pairs of cards as possible before the deck runs out. Feel free to read the full rules here: Telling Lies

I took a lot of inspiration for the game from the chess appropriations we learned about in class, namely White Chess and Saito’s chess series. The concept of taking a game that is so cemented in place as a classic game and making it something new seemed enticing to me, so I decided to choose something classic that most players could instantly think of while playing the game, Go-Fish. Of course, this is a little different, since chess appropriations make an entirely different game with a board and chess pieces which is different, while different card games pop up all the time. That being said, does that make all card games appropriations of each other?

Playtesting went very well, as the game had a massive amount of strategy that I wasn’t ready for when I started playing. I got destroyed, and realized that several aspects of the game were important, most of all being mind-games. You could fake a card in hand by asking for that card from someone, leading the rest to believe you have a copy of that card to pair with it. Reading body language, eye contact, and more was important. All these levels of play that were outside of the physical game themselves made the game highly competitive and fun. The players enjoyed playing, as did I. A few changes were made over time, such as covering some edge cases where players would accuse with no cards in hand to pay for the possible penalty, and the penalties were messed with a bit for balancing so there wasn’t accusations every turn or none at all. However, not much was changed, and the fundamentals of the game were the same throughout the game’s existence.

Meme Uno

Artist Statement:

My game appropriates content from the internet, specifically memes. Usually, the memes are either posted independently on social media, added as reactions to other posts, or innovated and reinterpreted on the original post. The game takes the idea that the people interacting with the memes have to know what they are seeing before being able to interpret and enjoy it, and applies it to Uno. In Meme Uno, before a person can play a card, they have to identify the meme on it, and the other people can state that they are wrong. If the player cannot name any usable memes from their hand, they have to draw cards from the deck until they find one that is both applicable and that they can name. If they have 10+ cards in their hand that they cannot interpret, they can place the cards at the bottom of the deck and draw an equal number from the top. The goal, like Uno, is to get down to one card.

The memes in this version of the game are hand-drawn, but a more easily identifiable version would have the memes printed right in the cards, rather than drawn on. That would make it easier for the person bringing the deck since they wouldn’t have to draw the memes on.

The game is, because of its meme parts, partially inspired by the Dada movement, because a lot of the memes used draw upon styles used in the movement such as Baader’s photomontages. However, it is too broad a selection of images and styles to speculate which exact pieces might have influenced the memers of this generation. The actual game I made draws upon the idea of the memes as “found objects” in the way that Duchamp’s art used found objects, except instead of using objects from the outside world, the game takes memes found on the internet and translates them into the cards used for the game. Using images from sources that do not fit the base material (in this case, memes and blank Uno Cards, respectively), was also inspired by Baader’s photomontage, as well as Schwitter’s Merz collages, because those incorporated images more than words.

Playtests:

The first playtest spent about half of its time drawing the memes onto the cards, something that was later, in the secon playtest suggested to be turned into its own game of Meme Pictionary. After the memes were drawn, the game of Uno continued as it usually went, without the added component of naming the memes. This concluded pretty fast, because everyone knows how to play Uno and I had added nothing to the actual game.

The second playtest used the same cards as the first, so there was no drawing component, but it had the naming component, which made it last a longer time than the original. It was also a lot more chaotic and conversational, because people debated the memes they used and disproved other people. It was suggested here that either the drawings were separated into a different game and the Uno game just used the actual memes printed out, or the game was played with a BS vibe to it, where people would play memes and if they didn’t know the meme they could lie, but if they were caught they would take the card back and have to draw instead. Either option is viable, as is a combination of both.

Gallery from the second playtest:
       

The entire deck of memes laid out

And on a final note: