Multi- Pop

[youtube]http://youtu.be/5_UmA7bLXCU[/youtube]

My game was 98% skill and 2% chance. It consisted of knowing your multiplication skills. Being able to use the numbers 1 through 12 to figure out what two numbers on the board, when multiplied, gives you the number they spun on the wheel. Also, because they only had 30 seconds to figure it out there was a element of speed that was implemented, another skill. However, there was a hint of chance in my game, if you spun the wheel and landed on you win he player would have received 10 tickets without even answering a question.

I think people responded well the the style of the game. They wanted to play and realized, quickly that it wasn’t as easy as they thought it would be. Some of the kids were stuck on certain numbers and couldn’t come up with a combination.

My game was truly a showcase of knowledge game. It didn’t require students to learn much. However, in the end they would learn whether or not they really knew there required multiplication tables (1 through 12 table).

The mechanics of the game I feel were good. The mechanical areas of the game is what I would have changed. The board wasn’t very stable at all that was something I was most disappointed in. Another major issue I encountered was the fact that he balloons were not big enough to pop. This took most of the fun out of the game, I felt. I would have liked to work that out before the day we presented the games.The only rule I would have, and technically did change, was the one about popping ALL possible combinations. That rule I altered decided as long as the player gave me one they could win some tickets.

One of my favorite games was Find the Ace. I enjoyed that it was the complete opposite of my game, all chance. Iliked that it was a spn off of Deal or No Deal. The game was exciting, it gave suspense and was fun to play. However, out of all the games I played Physical Fitness Plinko was one that could have used a slight change. I loved the Plinko board and the way in which you won the tokens to play on the board but I didn’t like the structure of the rules at the beginning. For one the definitions written on the card needed to be more legible. Two, I feel each player should have received maybe 50 or 60 seconds to place the definitions in the right spot. Third the fact the the player was handed the definitions kind of slowed down a part of the game that as suppose to be speedy. Other than that the game was awesome!

I loved this class. My expectation was that it was going to be computer based with exams on how to operate programs and technical devices. I was happy to see the class was not like that at all. Having the class goal be an arcade game for students to play to help them learn was a fantastic idea. I feel it taught us, as teachers, to be open to the idea that chalk, notes and textbook readings aren’t always as effective in teaching as making learning fun. We have to add technology and it isn’t limited to computers technology can be anything, any tool, that isn’t text based.

My favorite assignment this class was the maker Research Assignment. I found MOOC’s to be so interesting. Learning how they worked, what their goal was originally and how that goal changed over time. I was interested in all the problems that contributed t the POSSIBLE demise of MOOC’s as a creditable way to earn a degree. I would change this class by NOT making it a winter course but rather a regular semester course. I think that would allow students to really create an amazing game that would not only be fun an learning oriented but one tht they could later implement in their own classroom.

Lets Play Sequencial Order

Step 1: Gather Materials

  • One deck of 54 playing card (including 2 jokers)
  • a 10 sided die

Step 2: Assign one material to strategy and one to luck

Deck of playing cards >>>Strategy

10 sided die >>> Luck

~I made the cards the strategy because I like card games and throught there was more room for strategic expression with card. I made the dice random because rolling a die is a random action so it made sense.

Step:3: Craft a core mechanic around choice

 First thing is you need to know the Order of Cards

After that, the rules about the Jokers (Wild cards)

These cards are used anytime during the game and allow the next player to put down any card they choose as long as the card is the same color as the wild card. ex. if the wild card is red the next player can only play a dimond or a heart. If the wild card is black the player can only play a spade or a club.  

Now lets see a demo of the game (keep in mind the demo isn’t a whole game just explain some rules and giving you an idea of how to play) :

~ I choose the idea for putting the cards in order from the game ‘Bullshit”. This is a game where you put the card in order face down and if you think the person is lying about the card you put down you say “bullshit” if the person i lying they have t take the deck of cards but if you were wrong you have to take the deck of cards. I based my game on the idea of order.

Step 4: Disrupt your core mechanic with randomness

To create randomness I incorporated a 10 sided die into the game. When the player can not go and have to draw the die is thrown to tell them how many cards to draw from the deck.

Demo of how this works:

~ I decided to implement chance in the game this way becuase I didn’t really know how else to do it.

Step 5: Pick a goal

The goal of the game is to get rid of all the cards in your hand. The first person to do this before all of the other players playing is the winner.

~ I made this the goal because , like the game it was based on, the goal is to ge rid of all your cards.

Step 6: Playtest your game

I played the game with my dad. Here it is:

[youtube]http://youtu.be/yWXPfWoMFI0[/youtube]

 

What is fun about the game? Not fun?

~ I enjoyed playing the game because learning how to strategically place you cards in order, in order to get rid of the most cards in one turn is really fun. I would say the original form of the game wasn’t so fun because having to draw one card at a time from the deck seemed to make the game go on forever. By adding the die you are using the randomness to cause the game to progress faster make it more fun.

What would you do to change the game? Why?

~ I wouldn’t change the game however, when I played the game with my dad he found something he would change. He didnt like the name of the game. He didnt think it was a good title for a card game. I don’t really have another name for it and my dad was no help but I wouldn’t change the game bacause I feel like its not too complicated once you get the hang of it and its quite fun.

I hope you guys enjoyed my game. I encourage all to try it and if you have any changes you would like to add please leave a comment I want to hear from you.

 

 

 

 

 

 

 

 

 

Bottle Cap Foosball

For this activity, I brainstormed using objects at my job, I searched for items and thought of games I could build with them. I first thought of paper football and foosball, with those two games in mind I started to have ideas then began to look for and select items.  Using paper cups, popsicle sticks, a bottlecap, a quarter, two big bottles and a simple set of rules/scoring system I came up with a pretty cool game that is strategic, educational, challenging and also made time fly while at work.

Step 1

Gather 6 paper cups, 2 big bottles, a quarter, a popsicle stick and a bottle cap

Step 2

Align the cups in a formation similar to foosball and position the two bottles as a goal

Step 3

The player will then spin the quarter behind a designated line and where ever the quarter stops is where the player must shoot the bottlecap from

Step 4

The player will then try to strike the bottlecap through the goal using the popsicle stick

Step 5

Depending on whether the quarter lands on heads or tails, the player will have 3 shots if it lands heads and only 2 shots if it lands tails

Goals of the Game

To be the first player to score 5 points

Rules

1. The player must spin the quarter from behind a designated line and where ever quarter stops this is where they will shoot the bottle cap from

2. If the quarter lands heads player will get 3 shots, if the quarter lands tails player will get 2 shots

3. If the bottle cap hits a cup player loses 1 point, if bottle cap goes off table player loses 2 points and their turn

4. Player gets 2 point for a goal

5. Player cannot touch cup with hand or loses a turn

6. First player to 5 wins

Scoring System

Each player starts at Zero, +2 point for a goal, -1 point if bottle cap hits cup, -2 points if bottle cap goes off table, first player to 5 wins, flip of coin decide who starts

Bottle Cap Foosball Video Demo

This is a quick video of my buddy who scored in two shots pretty easy but as we played the game it was kind of challenging as we hit the cups a bunch of times or the cap went off the table.  With the scoring system it was a back and forth battle for the winner to reach 5 and with the negative point system as well it introduced a sort of tricky math element in keeping track of score.  With an option of 2 or 3 shots, the design and the scoring system there was a need for strategic comprehension and mathematic comprehension involved. It was cool game that both kids and adults can play.

 

Game Modification

In modifying the game we decided to tape pospsicle sticks to the bottom of the cups which made it more difficult to navigate the course

In modifying the rules we decided to make a rule that if the cap hits one of the sticks you would have to reshoot from the beginning and also lose a shot

These modifications made the game more challenging and forced us to play more controlled and strategic

Tape posicle sticks to the bottom of the cups

 

Try getting through the course with out hitting the new obstacles

Use strategy when determining how to get through the course (how many shots and how hard or soft to hit the cap) 

Thoughts on the game experience

Overall the game was pretty fun in terms of design, strategy and consequense of how you hit the cap and where it landed.  The game was creative and flowed well, it offered a lot of room for modifications or changes which forced us to keep thinking. Overall we enjoyed the whole process and really didnt find any negatives.  By making changes it made the game more challenging and really was something to think about.