Hello, Scouts! I'm Excited to Teach the Game Design Merit Badge, and I

Total Page:16

File Type:pdf, Size:1020Kb

Hello, Scouts! I'm Excited to Teach the Game Design Merit Badge, and I Hello, Scouts! I’m excited to teach the Game Design Merit Badge, and I hope you are all excited to be taking it as well. The biggest part of this merit badge is the independent project (requirements 5, 6, and 7). It’s a good idea to already start thinking about what kind of games you like to play and what kind of game you want to make. Remember, this is the “Game Design” Merit Badge, not just “Video Game Design” or “Board Game Design.” That means any game - video game, board game, card game, sport, tabletop game, visual novel, wargame, ARG, escape room, etc. - is on the table for this, so long as you can put in the work to prototype it. I made a sample game design notebook and appended it to this letter. Read over it so you can know what will be required in the project. You don’t need to do anything just yet; we will discuss more at our first meeting. See you on Monday! Jackson [email protected] Game Design Notebook Scout Name: Game Name: Overview: Medium: Player Format: Objective: Theme: Setting: Story: Characters: (b) Play Value: ​ (c) Rules: ​ (c) Resources/Materials: ​ Drawings and Diagrams: Prototype Playtest 1: Date: Players: Notes: Prototype Playtest 2: Date: Players: Rule Changes (with reasons): Notes: Were the rule changes successful? Prototype Playtest 3: Date: Players: Rule Changes (with reasons): Notes: Were the rule changes successful? (7) Blind Test: ​ Date: Players: Write an instruction sheet for your players. Clearly describe how to set up, play, and end the game. Share your prototype and instructions with a group of players who have never played the game. Watch them play, but do not give instructions. ​ ​ Notes: Player Comments: Necessary Changes: .
Recommended publications
  • Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
    Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems.
    [Show full text]
  • Three Different Paths for Tabletop Gaming in School Libraries
    Three Different Paths for Tabletop Gaming in School Libraries Teresa Copeland, Brenda Henderson, Brian Mayer, and Scott Nicholson Abstract Three school library staff members explore how they have used table- top games in different school library settings. Teresa Copeland (Tes- seract School, Paradise Valley, Arizona, USA) explores how tabletop and role-playing games have been integrated into the curriculum across a wide variety of grade levels. Brenda Henderson (Trinity High School Learning Resources Centre, Redditch, UK) discusses how a board game club has made a difference in a high school library in the United Kingdom. Brian Mayer (School Library System, Genesee Valley Educational Partnership, LeRoy, New York, USA) supports multiple school libraries in finding matches between the curriculum and authentic games and runs game design workshops. Introduction Gaming in school libraries is evenly split between two primary goals: ed- ucation and recreation (Nicholson, 2008). Some libraries have worked with teachers to integrate games into the curriculum. Other libraries have created recreational programs around games where students can engage with each other in a safe space. One advantage of gaming programs in school libraries is that tabletop games, if chosen properly, can be both ed- ucational and recreational. Good educational games are also good games, and recreational tabletop gaming facilitates social engagement, planning, decision making, and mathematics. The focus in this article is on nondigital games: board, card, and role- playing games that are played on tables instead of on screens. Most stu- dents are used to digital games but may not have familiarity with tabletop gaming. Tabletop games are inexpensive, have a long shelf-life, are porta- ble, and can be used in a much wider variety of classroom situations than LIBRARY TRENDS, Vol.
    [Show full text]
  • Major Developments in the Evolution of Tabletop Game Design
    Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game.
    [Show full text]
  • Ncrl Teen Tabletop Game Collection Title # Players
    NCRL TEEN TABLETOP GAME COLLECTION Requesting Games ➔ To request games, email [email protected] ➔ Games are for in-branch use only. Games are NOT to be checked out to patrons. ➔ Games can be borrowed for up to 3 months at a time. Returning Games ➔ Games will be sent out by the 1st of the month and should be returned by the 15th of the following month. ➔ Return games to “Distribution Center Attn. Service Managers” ➔ All game materials must be included in labeled bag/tub when returned. Double check the inventory list to make sure all items are present before sending back. ➔ If there are any issues with the games, please notify [email protected] AGE TITLE # PLAYERS SUGGESTION PLAY TIME APPLES TO APPLES 4-10 12+ 30 min BEARS VS BABIES 2-5 10+ 20 MIN BOSS MONSTER: THE DUNGEON BUILDING CARD GAME 2-4 13+ 20 MIN CARCASSONNE 2-5 8+ 30-45 MIN CATAN 3-4 10+ 1 HOUR CATAN: 5-6 PLAYER EXPANSION UP TO 6 10+ 1.5 HOURS CHESS TEACHER 2 6+ 30 MIN - 1HR CHICKAPIG 2-4 8+ 25-60 MIN CODENAMES 2-8 14+ 15 MIN CODENAMES: PICTURES 2-8 10+ 15 MIN DIXIT 3-6 8+ 30 MIN DOCTOR WHO MONOPOLY 2-6 8+ 1-1.5 HOURS DUNGEON MAYHEM 2-4 8+ 5-10 MIN Updated Aug. 2019 1 EXPLODING KITTENS 2-5 7+ 15 MIN (EXPLODING KITTENS EXPANSION) IMPLODING KITTENS 2-5 7+ 15 MIN FLUXX (DOCTOR WHO) 2-6 8+ 5-30 MIN FLUXX (STAR) 2-6 8+ 5-30 MIN FORBIDDEN ISLAND 2-4 8+ 30 MIN GOAT LORDS 3-6 7+ 30 MIN GOAT LORDS: CELEBRITY EXPANSION 4-8 7+ 30 MIN HANABI 2-5 8+ 30 MIN JUMBO PLAYING CARDS 1+ 3+ ~ KING OF TOKYO 2-6 8+ 30 MIN MUNCHKIN DELUXE 3-6 10+ 1-2 HOURS ONE NIGHT ULTIMATE WEREWOLF 3-10 8+ 10 MIN OREGON TRAIL 2-6 12+ 30 MIN OREGON TRAIL: HUNT FOR FOOD 2-6 12+ 30 MIN PANDEMIC 2-4 8+ 45 MIN POOP THE GAME 2-10 5+ 15 MIN QUELF 3-6 12+ 1 HOUR REVERSE CHARADES 6+ 6+ 30 MIN SEQUENCE 2-12 7+ 30 MIN SMART ASS 2-6 12+ 30 MIN SNAPPY DRESSERS 1-10 7+ 15 MIN SPLENDOR 2-4 10+ 30 MIN SUPERFIGHT 3-10 5+ 30 MIN SUSHI GO PARTY 2-8 8+ 20 MIN TELESTRATIONS 4-12 12+ 30 MIN Updated Aug.
    [Show full text]
  • Balancing Skills to Optimize Fun in Interactive Board Games
    Balancing Skills to Optimize Fun in Interactive Board Games Eva Kraaijenbrink, Frank van Gils, Quan Cheng, Robert van Herk, and Elise van den Hoven Eindhoven University of Technology, P.O. box 513, 5600 MB Eindhoven [email protected] Abstract. Playing games against people with a different skill level can be boring or frustrating, which decreases fun. A solution is to introduce specific rules that balance a game. In this paper we describe a study in which we used an electronic board game with tangible interaction to investigate whether balancing a game indeed increases fun experienced. We also investigate whether balancing skill levels implicitly (players are unaware) or explicitly (players are aware) has an influence on the fun experienced. We found that players who lost a game felt more successful in the balanced game compared to the unbalanced game. The balanced game also offered the players more fun experience than they expected beforehand. Finally, players preferred to play an explicitly balanced game because it increased the feeling of effort and challenge. Keywords: Balancing skills, board games, tangible interaction, game balance, interaction design, fun experience, and social interaction. 1 Introduction In this paper we present a study that focuses on the balancing of differences in players’ skill levels in a game. Fun in games is influenced by three factors: fantasy, challenge and curiosity [14]. Offering a suitable amount of challenge can be difficult when people with different skills play together. When no effort is needed to beat an opponent a game is boring. Conversely, when an opponent is too challenging a game is frustrating.
    [Show full text]
  • Tabletop Games: Platforms, Experimental Games and Design Recommendations
    Tabletop Games: Platforms, Experimental Games and Design Recommendations Michael Haller1, Clifton Forlines2, Christina Köffel1, Jakob Leitner1, Chia Shen2 1Media Interaction Lab, Upper Austria University of Applied Sciences 2Mitsubishi Electric Research Laboratory INTRODUCTION While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. The recent success of Nintendo’s wii controller is often credited to its support of natural and intuitive gestural interactions, and much of the attention to this platform has come from its ability to attract people from markets not typically thought of as gamers. Indeed, stay-at-home parents, retirement homes, and working professionals make up a large portion of the Wii audience, which at the time of this writing is over 13 million (status Sept. 2007). Figure 1: (left) Desktop-based games are often an isolated activity – even when gamers play in a multi-player mode. Therefore, traditional board games are still very popular (right). In addition to the popularity of gestural interaction, the multi-player nature of console games makes them more communicative than single-player desktop games. Even when desktop games are played in a multi-player mode, individual players are still separated from one another in front of their personal displays (see Figure 1, left). Despite the growing popularity of computer- based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit.
    [Show full text]
  • Tabletop Games As Social Catalysts by Huong Thu
    TABLETOP GAMES AS SOCIAL CATALYSTS BY HUONG THU NGUYEN THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science in the Graduate College of the University of Illinois at Urbana-Champaign, 2006 Urbana, Illinois ii ABSTRACT In this thesis, we explore social catalysts that encourage interaction between people in a public space in the form of play. Ordinary objects already integrated in the public and semi-public spaces, such as tables, can be transformed into playful interactive devices and serve as social catalysts to encourage conversation and socialization. Many early applications of interactive tables focused on ambient devices, information displays and browsers, and computer supported collaborative work spaces. In this thesis, we present an iterative design process for two interactive tabletop games: the concept, low-fidelity prototypes, high-fidelity prototypes, and current implementations. We conclude with a discussion of critiques conducted throughout the design process and a preliminary evaluation of the current implementation of one of the games. iii ACKNOWLEDGEMENTS This project would not have been possible without the support of many people. Many thanks to my adviser, Karrie Karahalios, who read my numerous revisions and helped make some sense of the confusion. And finally, thanks to my boyfriend, family, and numerous friends who endured this long process with me, always offering support and love. iv TABLE OF CONTENTS CHAPTER 1: INTRODUCTION ......................................................................
    [Show full text]
  • A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
    EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School).
    [Show full text]
  • Tabletop Games in the Age of Remote Collaboration
    Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game Experience YE YUAN University of Minnesota, USA, [email protected] JAN CAO Northwestern University, USA, [email protected] RUOTONG WANG University of Washington, USA, [email protected] SVETLANA YAROSH University of Minnesota, USA, [email protected] Prior research has highlighted opportunities for technology to better support the tabletop game experience in offline and online settings, but little work has focused on the social aspect of tabletop gaming. We investigated the social and collaborative aspects of tabletop gaming in the unique context of “social distancing” during the 2020 COVID-19 pandemic to shed light on the experience of remote tabletop gaming. With a multi-method qualitative approach (including digital ethnography and in-depth interviews), we empirically studied how people appropriate existing technologies and adapt their offline practices to play tabletop games remotely. We identify three themes that describe people’s game and social experience during remote play: creating a shared tabletop environment (shared space), enabling a collective understanding (shared information and awareness), and facilitating a communal temporal experience (shared time). We reflect on challenges and design opportunities for a better experience in the age of remote collaboration. CCS CONCEPTS • Human-centered computing • Human computer interaction (HCI) • Empirical studies in HCI Additional Keywords and Phrases: Tabletop games, Remote play, Social connectedness ACM Reference Format: Ye Yuan, Jan Cao, Ruotong Wang, Svetlana Yarosh. 2021. Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game. In Proceedings of CHI Conference on Human Factors in Computing Systems (CHI '21), May 08–13, 2021, Yokohama, Japan.
    [Show full text]
  • You're Getting It!: How Preschool Teachers and Students Experience Literacy Tabletop Games in the Classroom
    University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Public Access Theses and Dissertations from the Education and Human Sciences, College of (CEHS) College of Education and Human Sciences 5-2017 You're Getting It!: How Preschool Teachers and Students Experience Literacy Tabletop Games in the Classroom Katherine Sydik University of Nebraska-Lincoln, [email protected] Follow this and additional works at: http://digitalcommons.unl.edu/cehsdiss Part of the Curriculum and Instruction Commons, and the Educational Psychology Commons Sydik, Katherine, "You're Getting It!: How Preschool Teachers and Students Experience Literacy Tabletop Games in the Classroom" (2017). Public Access Theses and Dissertations from the College of Education and Human Sciences. 283. http://digitalcommons.unl.edu/cehsdiss/283 This Article is brought to you for free and open access by the Education and Human Sciences, College of (CEHS) at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Public Access Theses and Dissertations from the College of Education and Human Sciences by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. YOU'RE GETTING IT! HOW PRESCHOOL TEACHERS AND STUDENTS EXPERIENCE LITERACY TABLETOP GAMES IN THE CLASSROOM by Katherine A.W. Sydik A DISSERTATION Presented to the Faculty of The Graduate College at the University of Nebraska In Partial Fulfilment of Requirements For the Degree of Doctor of Philosophy Major: Psychological Studies in Education (Cognition, Learning, and Development) Under the Supervision of Professor Roger H. Bruning Lincoln, Nebraska May, 2017 YOU'RE GETTING IT! HOW PRESCHOOL TEACHERS AND STUDENTS EXPERIENCE LITERACY TABLETOP GAMES IN THE CLASSROOM Katherine A.W.
    [Show full text]
  • Physical Vs Digital Tabletop Games
    Physical vs Digital Tabletop Games Andreas Larsson Jonas Ekblad Main field: Computer Science ​ Program: Game Development ​ Bachelor thesis 15 credits Spring 2020 Supervisor: José Maria Font Fernandez ​ Examiner: Alberto Enrique Alvarez Uribe ​ Final seminar: 1 June 2020 ​ 1 Physical vs Digital Tabletop Games Abstract This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant. 1. Introduction Tabletop games have been around for thousands of years [1] and are now at their peak [2]. Games like Talisman, Magic: The Gathering and other popular titles are showing up on the digital platform.
    [Show full text]
  • Drafting an Army: Reprints and Permission: Sagepub.Com/Journalspermissions.Nav DOI: 10.1177/1555412013513349 the Playful Pastime Gac.Sagepub.Com of Warhammer 40,000
    Article Games and Culture 2014, Vol. 9(2) 122-147 ª The Author(s) 2014 Drafting an Army: Reprints and permission: sagepub.com/journalsPermissions.nav DOI: 10.1177/1555412013513349 The Playful Pastime gac.sagepub.com of Warhammer 40,000 Marcus Carter1, Martin Gibbs1 and Mitchell Harrop1 Abstract Multiple recent works have emphasized the contribution that nondigital game scholarship can make to the study of games and gameplay. Warhammer 40,000 is the market dominator of the nondigital tabletop wargame genre. In this article, we perform a ludological analysis of the process of preparing, or drafting, an army for a competitive Warhammer 40,000 tournament. We find that there are four inter- related categories of resources that influence this fundamentally playful process. Our results indicate that this process of preparation constitutes a core component of the appeal of Warhammer 40,000. This emphasizes the importance of under- standing the diverse activities that go into gameplay that often exceed the computer game ‘‘client’’ or board of play. We suggest the category of engagement pastime to encapsulate these extended, ongoing elements of Warhammer 40,000’s appeal, which we define as a collection of interlinked and associated activities that serve to occupy one’s time and thoughts pleasantly. Keywords nondigital games, Warhammer 40,000, pastime, tournaments, hobby, wargaming, ludological analysi 1 Computing and Information Systems, The University of Melbourne, Melbourne, Australia Corresponding Author: Marcus Carter, Computing and Information Systems, The University of Melbourne, Doug McDonnel Building, Parkville, Melbourne, Victoria 3051, Australia. Email: [email protected] Carter et al. 123 Introduction Warhammer 40,000 (W40K) is a tabletop wargame played by two or more individ- uals using 1-inch models.
    [Show full text]