Showing posts with label community development. Show all posts
Showing posts with label community development. Show all posts

Saturday, May 14, 2011

Announcing: Bellwether Games!

I am so very pleased (and thankful) to announce officially the opening of Bellwether Games!

Bellwether Games will:

-Design, develop, publish and sell new board games and card games exclusively from our website
-Be an outlet for this blog and other board game related news items
-Be a community base for board game and card game enthusiasts (like you) to post content and discuss the hobby you have come to love

In addition, Bellwether Games will sell the award-winning Drop Site, the card game the Lord enabled me to design. Pre-orders start tonight!

First 50 orders get 30% off!

So, without further adieu, check out the website here!

Thursday, January 20, 2011

Viva La...Board Game Add Ons


Board games are incomplete.

Sure they have all the pieces you need to play the game, but sometimes you need a little something more to complete the experience...a dish, a plastic tub, special print-outs, ect...

Last night we played Philip DuBerry's home-engineered-hit Revolution! published by Steve Jackson Games (2009), my favorite game for "Add-Ons."

First (and most important for me) is what I call "the DISH." It comes out every time we play Revolution!...EVERY TIME. In fact we use it more for playing Revolution! than we do for eating food.

If you aren't familiar with the game (check it out, its viva la fun) there are three types of payment, blackmail, gold and force, which are used for bidding. Its important to keep the stockpile separate from your personal bidding stash, so to avoid confusion, the DISH is an essential element. I even tried to pack it away in the box...an exercise in frustration.

The other Add Ons are called LAS BANDERAS (Flags), which are actually just clothes pins. We have one for each color used in the game (yellow, blue, green and red). When we have finished placing our bids behind our player screens, we place the "flag" on top of the screen to signal to the others that we are ready to show their bids, an event I affectionately call, THE GREAT REVEAL.

Ok...So maybe these add-ons aren't exactly essential, but I like to claim that they are, and they can enhance the game experience.

What types of ADD-ONS do you use for your favorite games?

My wife has told me that buying player-colored bandannas to wear around our heads as we play might be taking it a bit too far...

Wednesday, May 19, 2010

Residence Life Clue


Next year my wife and I will be the Hall Directors of a small (and very old) Residence Hall on campus, that will house about 250 students. The building has a rich almost nostalgic feeling--not in a haunted sort of way, but in a "theres a lot of history here" sort of way--and there are many unique rooms artifacts to look at. The idea came to us to adapt the game of Clue into a theme/game for the RAs and the residents to enjoy.

Although Clue is far from my favorite game, I think the best thing about Clue, and the reason people continue to enamored with it, are the feelings of warmth, mystery, and nostalgia that game evokes. I think these feelings could help to make a fun and unique environment for the RAs and residents of our building.

Several ideas we have so far include:
-Labeling rooms with names like: "Conservatory" "Study" "Billiard Room"
-Giving each RA an alias of one of the people from clue: "Professor Plum" "Colonel Mustard"
-Hiding clues throughout the building for RAs to find on their duty rounds or for residents to find and redeem for some sort of credit. These clues could also be integrated with a hall newsletter, which could encourage residents to visit and get to know their RA or myself
-Using the theme "Get a Clue" coupled with resources about campus to direct student to different campus activities
-Having a mystery or game night as a community builder

I'm not sure how far to take this idea, but I think at the very least it could become a good foundation for a host of creative ideas, and would give an extra sense of identity to the people who will live here, and of course it will be fun for me too.

If you have any other ideas, let me know!

Monday, March 8, 2010

Res Life Wasabi

It shouldn't be a surprise, especially not now with this, my third post on the game Wasabi!, that I have undertaken, along with a small committee of coworkers to modify Wasabi! into an interactive game, playable among hundreds of students.

The premise was simple enough: in the actual board game, players create sushi rolls by combining ingredient tiles. In our modification, Res Life Wasabi!, Resident Adviser's gain points by completing sushi rolls as well, except that in our game, each recipe is a special combination of people (and places) that have to be photographed and sent to me in an e-mail. Each roll is assigned a number of points based on a standard (for example, for each person required to be in the photograph, the roll was assigned an additional 1 point). All the moderator (me) has to do is to keep track of e-mails as they come in, and input scores into an excel spreadsheet that I made.

The point of the game is of course to get the most points, and there is a reward tied to victory, but the purpose of the game is to get Resident Advisers to interact with one another, to meet each other, and to develop community by competing within the game. As with any massively interactive game such as this, there are three main criteria to evaluate how the game is going. First, are the rules clearly understandable and avoid loopholes? Second, is the game easy to moderate and keep-up with? And third, is the game accomplishing what its purpose?

In the two weeks that we have now been playing the game I would rate our successes as follows: Rules = B, Ease of Moderation = A-, Purpose = D

The Rules: While I undertook to make the rules as easy as possible to learn and follow, the simple adage about students has been winning out. They do not read, period. Of course I anticipated this problem. Instead of writing a big paragraph of rules, I subdivided the rules into 5 simple points, spelling S-U-S-H-I. "S" Select a sushi roll, "U" Unite the correct number of people, "S" Snap a photograph, "H" Highlight your achievement in an email to me, and "I" Invite others to start playing as well. All this is well and good, but when asked about Res Life Wasabi, many Resident Advisers said that they didn't understand what to do. Could the rules have been improved? Simplified even more? My guess is that people need to rules to be explained to them. It is good to have them in written form, and simple, but I think that most people prefer to be taught rather than learn themselves.

Ease of Moderation: Moderation is key to the success of any large interactive game. If rules are legislation, moderation is judicial. Excel is very helpful. A couple of years ago when I first started designing games like Res Life Wasabi, I used complicated excel spreadsheets with numbers splayed over several pages in no recognizable order. If anyone else wanted to get information from the spreadsheet then it would have been nearly impossible, and it certainly would have been impossible for me to teach my methods of keeping track of scores and actions of the different players to somebody else. In Res Life Wasabi, however, it was our plan to have dual-moderators, or two different people to whom emails of completed sushi rolls could be sent, myself and Jeff. I knew I would have t vastly simplify an excel workbook in order for anyone else to use it and understand it. Thankfully, I just finished a class in reporting accounting data through excel in which I picked up a handy list of excel functions. In the resulting workbook that I designed I used COUNTA, VLOOKUP, SUM, INDEX, and IF functions to simplify moderation so that all anyone has to do to input scores is to find a players name, and type the number of bonus points they received in a cell beneath the heading of the sushi roll they completed. Excel does the rest. If nothing else, I would consider this game a success for the ability of the excel file to accomplish what it does. Still, however, there are some difficulties involved, such as determining bonus points (I did not explain earlier that bonus points for every player in their first sushi roll picture) from the picture, and sorting through the large volume of RA names.

Purpose: If the purpose of the game was to build community between RAs, then, unfortunately, it does not seem to be working very well. Very few people (about 8%) have gotten involved. The main problem could be tied to the rules, that is, people don't understand the game so they don't play, but it could also be tied to the "fun factor". The rules that we set-up were relatively simple, but did we, in the name of simplicity, erase the concepts and points of novelty, which could have made a really great game? We kept the theme, we kept sushi rolls, we kept artwork (one of our committee is a graphic designer who put together some neat looking menus), and we kept points, but we eliminated spatial elements such as the restrictions of a board and tiles, as well as the bonus cards. In essence, I fear, that all we have left is a themed-up photo-scavenger hunt, which might require more work to play than the fun which could be gotten from it. In addition, previous games we have played were modifications of Capture the Flag, Monopoly, and Risk. I think that games like these pique peoples' interests because they have at some point in their lives enjoyed such games and wanted to play again. Wasabi!, however, is a fairly unknown game, and few have any idea of the fun that could be associated with it.

I could conjecture as to other reasons why the game has not gathered much steam, but for now, suffice it to say, that it is not really working. We have added some changes and tweaked some of the rules, and we have offered a reward (free sushi/steakhouse lunch) to the winner, but so far, these have done nothing to change the status quo. Any ideas?