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SiSSYFiGHT 3000

SiSSYFiGHT 3000. Overview. SiSSYFiGHT simulates a playground fight between little girls. Overview. Each girl begins with 10 Self-Esteem chips … and the goal of the game is to reduce your opponents ’ self-esteem to ZERO!. Overview.

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SiSSYFiGHT 3000

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  1. SiSSYFiGHT 3000

  2. Overview SiSSYFiGHT simulates a playground fight between little girls.

  3. Overview Each girl begins with 10 Self-Esteem chips … and the goal of the game is to reduce your opponents’ self-esteem to ZERO!

  4. Overview When there are only one or two players left with any self-esteem, they win the game!

  5. Setup Each player starts with: 1. Three “Action” cards 2. Six “Target” cards, 1 “No Target” card 3. Ten chips. Each player plays a different color. Choose a color and set it aside for other players to see.

  6. Setup

  7. Each Round:

  8. Each Round: • Choose action and target card in secret. • You can plot and scheme with other players, but your final choice must be secret. • All communication must be public.

  9. Each Round: • Choose action and target card in secret. • Everyone Reveals

  10. Each Round: • Choose action and target card in secret. • Everyone Reveals • Resolve all actions.

  11. Solo Your target discards one chip.

  12. Team If someone teams up with you, each Team card forces the target to discard two chips…

  13. Team If someone teams up with you, each Team card forces the target to discard two chips… … but, if no one else played a “Team” with your target, there’s no effect.

  14. Defend Always play with “No Target” Lose half as many chips as you would have: 1  0 2  1 3  1 4  2 etc. If no one targets you, lose 1 chip.

  15. Game End • When you run out of chips, you’re out. • When one or two people are left, they win.

  16. Play until 11:00 • Put the cards back in the box when you’re done

  17. Take a Break • Back here at 11:15

  18. General Observations About Sissyfight?

  19. What’s fun about SiSSYFiGHT? • What kinds of fun did you experience? • Can we get more specific than “fun?”

  20. What’s fun about SiSSYFiGHT? • What kinds of fun did you experience? • Can we get more specific than “fun?” • Intrigue: Negotiation, Cooperation, Betrayal • Challenge: Tactics, Problem Solving • Drama: Narrative Arc

  21. How do we get from… • Cards • Chips • Rules

  22. To… • Intrigue • Challenge • Drama • Cards • Chips • Rules

  23. What’s missing? “Rules” “Fun”

  24. The causal link… “Rules” “Activity” “Fun” This is what sets games apart…

  25. Games As Software “Rules” “Activity” “Fun” Code Process Requirements

  26. A Design Vocabulary Mechanics “Activity” “Fun” Process Requirements

  27. A Design Vocabulary Mechanics Dynamics “Fun” Requirements

  28. A Design Vocabulary Mechanics Dynamics Aesthetics

  29. Mechanics Dynamics Aesthetics The MDA Framework

  30. Definitions Mechanics: The rules and concepts that formally specify the game-as-system. Dynamics: The run-time behavior of the game-as-system. Aesthetics: The desirable emotional responses evoked by the game dynamics.

  31. The Designer/Player Relationship   Mechanics Dynamics Aesthetics Player Designer

  32. The Player’s Perspective  Mechanics Dynamics Aesthetics Player

  33. The Designer’s Perspective  Mechanics Dynamics Aesthetics Designer

  34. MDA • A “Taxonomy” of Design Knowledge • Aesthetics • Dynamics • Mechanics • …and the interactions between them.

  35. Aesthetics of SiSSYFiGHT • Fellowship: Negotiation, Cooperation, Betrayal • Challenge: Tactics, Problem Solving • Narrative: Drama

  36. Mechanics of SiSSYFiGHT • Turn-based • Hit Points • Public Communication • Simultaneous Action

  37. Competition, Random Attacks Equality Scourge Cooperation, Team Attacks Dynamics of SiSSYFIGHT

  38. SiSSYFiGHT Fiction • Does SiSSYFiGHT do a good job of conveying its subject matter? • How can it do better?

  39. SiSSYFiGHT Fiction What other fictional genre or subject matter could the mechanics of SiSSYFiGHT simulate?

  40. Exercise • Choose a fictional genre and/or setting that might fit this game. • Adapt the game to your chosen subject matter. • Keep in mind the aesthetic qualities we identified in the breakdown. • How can the rules of the game be changed to best support your fiction?

  41. Brainstorming • Everyone Grab a Sticky Pad

  42. When I Say “Go…” • You will have 90 seconds. • Write down as many subject matter ideas as you can. • One to a sticky note. • Keep it Short ( 5 words) • No idea is too dumb. • Work in silence.

  43. Ready? • Go!

  44. Pens Down! With your group: • Get on your feet! • Find some wall space • Stick your ideas to the wall • Put like ideas together • Look for critical mass • Narrow down a fiction to work on.

  45. Start by “Skinning” The Game In the game fiction: • Who are the players? • What do the actions mean? • What do the chips mean? • What do victory and defeat mean? • Play a few rounds of the skinned game, then go to lunch. Lunch at 12:00

  46. Lunch • Sign up for electives on gdc.8kindsoffun.comor tinyurl.com/gdc-mda • Continue work at 1:30

  47. Exercise: • You’ve chosen a setting or fiction for SiSSYFiGHT. • You’ve played a “skinned” version of the game. • Now go deeper, look for rules changes that will support your theme. Work until 2:45

  48. Beta Test at 3:00 • Make sure your rules are written down.

  49. Beta Test • Send 2 team members to another table as beta testers. • Test until 3:20

  50. Discussion • Let’s compare solutions. What different approaches did we take? 3:35

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