New favorite game.. July 16, 2008
Posted by jennahoffstein in fun games.Tags: fun games, game, games, grow cube
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I played this a few weeks ago and thought I would share
http://www.eyezmaze.com/grow/cube/
The purpose of the game is to add all 10 of the things to the cube in the right order. You can tell if you’re on the right track by how high a level all the various elements get to.. it makes more sense after you’ve played it a few times
Enjoy!
Game Design Challenge: Spoken Word July 10, 2008
Posted by jennahoffstein in Game Design Challenges.Tags: cahoots, drinking game, game design, game design challenge, spoken word
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Another submission to a GameCareerGuide.com game design challenge
http://www.gamecareerguide.com/features/575/gamecareerguidecoms_game_design_.php
The challenge?
“Create an original, yet simple, game that requires nothing more than a few people and spoken words. The game must be easy to play and easy to learn and teach others. Average gameplay time should last at least one minute, but up to 30 minutes.”
My first thought, since I’m only a year out of college, was a drinking game
I submitted this as a slightly modified version of that since I wasn’t sure how well that would go over! Also, I wanted to call it “Who’s in Bed Together?” but changed that to make it more PG.
Here’s my submission:
Game Name: “Who’s in cahoots?”
Description: This is a game that could be played very easily by a group of people sitting around in a circle, and would be a great way to get to know other people better. One person starts and states the name of two or more other people in the group that they believe are in cahoots based on some similarity that those people share (for example, they could both be drinking lemonade, they could both love chihuahuas, they could both be game designers etc.) It’s the job of everyone else in the group to figure out what this similarity is – whoever figures it out first gets one point and it is their turn to say who they believe is in cahoots. The first to 5 points wins!
Game Design Challenge: The ESP Game July 9, 2008
Posted by jennahoffstein in Game Design Challenges.Tags: contest, esp, game design contest, priming, psychic, village, witch doctor
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My entry to another game design challenge from Game Career Guide:
http://www.gamecareerguide.com/features/569/gamecareerguidecoms_game_design_.php
This time the idea is to design a game that makes the player believe she has psychic powers! (Cool idea, hard to come up with ideas for). You’re supposed to take advantage of the fact that people often perceive patterns in random data, and have a poor understanding of probability, but since I couldn’t really come up with anything along these lines I took a slightly different twist. Here’s my entry
Since my background is much stronger in psychology than in mathematics I decided to go in a slightly different direction than suggested. My game would present the player with a village asking him/her to act as their witchdoctor – their crops have been bad in the past couple of years, all of their pet guinea pigs have run off, and they need someone to turn their luck around. Before the player can do this however, she needs to prove that she can read people’s minds (clearly the most important factor in becoming a witch doctor!) 10 villagers would line up in front of the player, each thinking of a number between 1 and 10 with no repeats (meaning exactly one villager is thinking of the number 1, exactly one villager is thinking of the number 2, etc.) The player can then pick any villager and, after reading a short text blurb (either about the villager or something the villager is saying), guess what number the villager is thinking of. This text blurb is key, because that is where we would employ a psychological concept called priming, described by Wikipedia as “an experimental technique by which a stimulus is used to sensitize the subject to a later presentation of the same or similar stimulus.” An example of this is if someone reads the word “table” in a list of words, and is later prompted to complete a complete a word that starts with “tab..”, that person is more likely than they otherwise would have been to answer that with “table”. This type of priming, along with others, could be used in the text blurb and possibly the image presented to the user before they are asked to guess what number the villager is thinking of. For example, if that particular villager is thinking of the number six, the villagers name could be Sibyl, could use a few words starting with “si” when talking to the player, and she could be carrying a basket of eggs (since eggs usually come in multiples of 6 this could further trigger the player into thinking six.) Clearly this type of thing would need a lot of user testing to make sure that the priming is working! If it’s done effectively enough and subtle enough so that the player doesn’t notice, perhaps the player could be led to believe they do in fact have ESP and are qualified to become a witch doctor!
Game Design Challenge: 10 Sci-fi Crates July 7, 2008
Posted by jennahoffstein in Game Design Challenges.Tags: challenge, crate, design, game, sci-fi
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Update: Woo! One of my crates was listed (among with many others) as one of the best in the bunch, check it out (I’m the first one on the page, Jenna Hoffstein)
http://www.gamecareerguide.com/features/576/results_from_game_design_.php?page=3
I recently discovered that Game Career Guide has weekly game design contests and promptly put in my response to the one they had last week. Here is a link to the challenge:
http://www.gamecareerguide.com/features/565/gamecareerguidecoms_game_design_.php
Long story short, the challenge is to come up with 10 sci-fi alternatives for a crate (ie something that can be use for “storing, blocking, building, climbing, throwing, smashing, and more” and is “versatile, movable, stackable, and stable when situated on the floor.”
Here’s what I came up with:
1. Hover Platforms – Would take up the same cubic volume as a crate
2. Mood Cubes – Left over from early experiments in AI, can be coerced into helping you or into exploding in anger
3. Large Batteries/Power Source – Could be used in puzzles where the player needs to power something on
4. Giant Robot Pieces
5. Compacted Trash Cubes – Inspiration goes to Pixar for this one ![]()
6. Cages around Tears in the Space/Time Fabric – Created by messing around with time travel, can be busted apart and used on enemies.
7. Kryptonite – A natural substance mined into blocks that’s harmful to an enemy alien species, placed strategically to protect the city/colony/whatever
8. Interstellar Storage Container – Specially designed to protect objects in the jump to hyperspace!
9. Mined Meteorite Blocks
10. Clean Air & Water Storage Cubes – Weight would vary accordingly (and the ones containing air should float in water) and could be used in puzzles