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April 08, 2008

A2Z/Game Design: Critical Responses to Cave of Time

cave of time graphic

My critical responses to Cave of Time (an early Choose Your Own Adventure book by Edward Packard) are now available. Every Path Through the Cave of Time is a collection of 54 text files, each of which provides the full text of a traversal through the book. (Every possible traversal is included.) Cave of Time: The Computer Game is an alternative version of the book that emphasizes gameplay: you're rewarded for finding every path through the book, and given bonus points for finding the shortest and longest paths.

February 29, 2008

Game Design: Prototyping "pride"

Some sample output from our Game Design prototyping session earlier this evening. (Explanation and rules after the jump.)

Activity: Freedom Fighter. Constraint: "yesterday"

My skill as a freedom fighter is unmatched. Why, I freed the repressed peoples of like seventeen countries just yesterday. Day before that? Nineteen countries, and a Southern state. I won't tell you which one. I think you'll be pleasantly surprised.

Activity: Pig Farmer. Constraint: "as the volcano erupted"

I take care of my pigs better than anyone. I've rescued them from hurricanes, floods, earthquakes, and tornadoes the likes of which would make my fellow pig farmers tremble in their muck-covered boots. Once, when I was a pig farmer in Hawaii, I saved a pig from certain doom on the slopes of Mauna Kea... as the volcano erupted, I held that sow in my arms, and she whispered into my ear: "I love you..."

Activity: Limousine Driver. Constraint: "having only lost three toes"

I take dangerous jobs that other limousine drivers would never consider—jobs they'd never even hear about. I'm exclusive. I've driven limos in war-torn nations, in the deepest darkest jungles, across burning deserts, through the bleak Antarctic wastes. Once I drove Michael Jordan all the way up the Amazon. Michael, having lost only three toes (to the ravenous piranha) during the course of the trip, proclaimed me the best limousine driver ever.

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February 26, 2008

Game Design: The Grind


Play-testing with folks on the floor. Click for a larger view.

Our first group assignment in Game Design was to create a board game. Frank gave us constraints to help spur the creative process: ours were dice and secret teams. We came up with a game we're calling The Grind. Loosely based on The Wire, The Grind is (to take an excerpt from the rules)...

a tabletop game about hidden identities, taking risks, and dealing drugs. Players act out an urban cat-and-mouse game between drug dealers and undercover police—and the snitch, who seeks to exploit them both. Will you grind, or will you be ground? Roll your own destiny in this exciting strategy game!

The central idea of the game is that all four players have different "roles," each of which potentially has different win conditions. At the beginning of the game, however, no one knows who has been assigned which role (hence "secret teams").

The fun of the game lies in trying to figure out what role the other players are playing, based on their behavior. The game's tension lies in deciding when to stop behaving ambiguously and reveal your identity. This can make you vulnerable, but it's often the only path to victory.

Download the game's rules in PDF format here.

If you want to try playing the game on your own (with three friends, naturally), you can download the game's map as a PDF here. This PDF has the obverse sides of the game's role cards; you'll need to cut them out and write one of each of the following on the blank side: cop, snitch, dealer, and dealer. (See the rules for more specific information.)

The Grind was designed by Neilson Abeel, Charles Amis, Shlomit Lehavi, and myself.

Pictures of our process after the jump.

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