Monday, October 11, 2004

:: Final Game Post #3 ::

The Not Anti Un-Destructive Game: Since all of my ideas for final games involve rather regular Core Mechanics, I will go back to something brought up earlier in the semester that would be --perhaps-- a little more interesting to talk about.

On one of the first days of class we talked briefly about how the majority of games were based on destructive principles (killing, wrecking stuff, etc.) and that there should be more constructive games. It's an interesting idea because for the most part games are considered a waste of your time and playing them is never associated with doing something productive. So, what if the Core Mechanic of a game was being constructive? Uh, I'm not sure. But I hope it come up with something good soon so I can go to bed.

Let's see, um.... okay, well I've always liked Junkyard Wars and other shows where people are given an objective, some materials and a time limit. It's fun to see people who know alot more about stuff than you do build something that works out of a bunch of stuff that does absolutly nothing.

So this game will be between a handfull of teams with 2-4 somewhat constructive/creative players on each team. The teams will be given a vauge build objective that can be interprated in different ways (like "make a vehicle" or "make something that works") and each team will recieve an equal amount of monopoly money (or any fake $). Each team will have a brief period to discuss there build ideas, so for this inital part of the game, the Core Mechanic will actually be contimplating and discussing.

There will be one "store" which is a collection of parts and supplys each with price tags on them. After teams discuss their ideas each group will take turns buying items from the "store" (it'll be more like a draft than a survival-of-the-fitest one-day sale at Macy's). If one team has an item that another team really really wanted, they could buy/sell amoung each other (scalping is welcome). So for this phase of the game the Core Mechanic is bartering ...I guess.

So now the teams will take what they've bought and within a set time period will have to construct whatever the build objective is. This would be where the Core Mechanic was construction. And since it is a "game" and not an "activity," at the end of the time limit they will present their build to the judge or panel of judges who will score there build on the following terms:

Achieved Build Objective :: 0-10
Materials Used in a Creative Manner :: 0-5
Created an Aestheticly Interesting Object :: 0-5
Use of the color Pink :: 0-5

The team with the highest score wins and --if this show were to be televised-- the reward would have to be the destruction of their opponants creations. Ya gotta give the people what they want to see.


Blogger Jane said...

hey, I'd actually, like, buy this game. hmmmm.
This idea works really well on a product-level: If you had a stack of "goal" cards, a different one randomly selected each game, and a pretty robust, flexible and replenishable set of construction materials, this could be packaged and sold as a pretty viable home product. (nudges Grey to go pitch this to Lego or whatever the kids are building with these days....)
Of course, you could also stage a really interesting, more intervention-oriented version of the game: do this in a public place, for instance, have people build with really attractive or unlikely materials, enlist help of passersby, etc. That way, you could make the statement about needing games not oriented toward destruction. Hell, you could even stage it outside of the annual Game Developers Conference. woot!

October 11, 2004 at 9:52 AM  

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