Monday, November 8, 2010

Collect the stars! Meta game!


Need an idea for a team competition?

Think, METAGAME.

That means: game within a game.

This past year for RA training the meta game I made was themed "collect the stars." It utilized a board game mechanic known as SET COLLECTION.

Teams competed in various activities (such as scavenger hunts and other physical events) as well as in leadership and spirit to earn stars (see the picture at the top of this post).

On the back of each star I wrote either an "M" "S" or "U". Instead of a traditional point accumulation scoring mechanic, in this meta game a team's score is their total of complete sets of M, S, and U. Thus, a team with 4 Ms, 2 Ss, and 2 Us would have a score of 2.


When stars were awarded, they were awarded at random (a mechanic I will call HIDDEN BENEFIT) so that no team was able to see what letter they were getting. In addition, teams were not allowed to trade stars with one another, and each team's name was printed on the stars they received so it would be obvious if there had been cheating.

How to win?

The winning team was the team with the most sets of MSU at the end of the week. Second place went to the team with the most stars overall. Thus, both teams with few sets and teams with many sets were encouraged to continue to compete in every daily activity.

Of yeah, and the winning prize included a significant portion of "time-off" for the winning team.

The plan worked! (For the most part). Competition was consistently high throughout training and I believe it helped teams to grow and develop as they worked together to collect the stars.

And it was fun!

That is, I think it was fun. Every day, teams were excited to draw their stars from the stack (I handed out close to 100 throughout the week), and there were both cheers of excitement for good draws and groans of agony for that 15th "S."

And lastly, THE ULTIMATE BEST THING about this META game is...

You always have something to give as a reward, at little cost to you, but relatively great value to those involved.



Ok, maybe thats not the ultimate best thing, but I liked it.

Thursday, October 28, 2010

Not the "Video" That Makes the Game


Video games may have killed the motion picture, but they haven't killed the board game.

In a Wall Street Journal review of new book Fun Inc., by Tom Chatfield, which highlights the progress of the video game industry, reviewer Robert Ferrigno critiques the arguments presented in the book.

Not surprisingly, what I find most interesting about the article are two quotes buried deep within the publication that seem to undermine both authors' glorification of the video game as entertainment medium.

Ferrigno adapts Chatfield: "'Videogames, he says, uplift the spirit, satisfy the neurological need to solve problems and possess the power to bring people closer together.'"

Interesting.

Say the same thing about board games and I'll give you an eager nod of agreement.

Later, in the same article Ferrigno revises Chatfield's hypothesis, expressing that the mark of a good game--one that gamers embrace--is not a result of some vague moral precedent, but whether or not the game is "compelling."

Board games rock (too) if they are compelling.

Board games rock (too) if they satisfy certain psychological needs.

A man walks into a store and asks for a good game, something that involves problem solving, something that will help him to develop better relationships with his friends or family. "It has got to be compelling!" He adds.

Would you not just as quickly offer one of the awesome new titles of board games than a video game? Would you not more readily offer a board game?

It's amazing how much technology has advanced and yet still, the standard for a good game remains the same. Perhaps this is why board games remain one of the most popular activities.

Give the consoles a rest.

Unpack a new board game this holiday season.

Wednesday, October 27, 2010

To Win or Not To Win...


I would certainly love to win every game I play. It's not going to happen, though.

In an opinion article from a Georgia newspaper, Terri Hintz attempts to answer a friend's semi-serious question, "should I always let my kid win at board games to avoid the tantrum?"

[aside] You may be thinking, I don't have kids; of what use is this article to me? Well, you can store it in the vault for later, or, like me, you can reflect on what your own childhood was like. What fun! Now back to the question at hand:

The short answer is "no." The long answer sheds some light on the ideas of competitiveness and grace, in addition to the opportunity these qualities might afford a person later in life. If a child's parents let him win all of the time, will he or she be spoiled or have an overly competitive attitude? Hintz says:

Instinct tells me that competitive drive is largely innate in one's nature. Gracious composure as one wins or loses however, I contend to be a result of nurture.

Thus, board games provide opportunity for valuable life lessons, even at an early age. I love when that happens! Is "avoiding the tantrum" important enough to throw a game? Probably. To throw every game? Maybe, but the scales probably tilt in favor of winning some of the time, doing it with grace, and teaching the tot to tame the tantrum. Read it, and decide for yourself!

Tuesday, October 19, 2010

Games For Your Child's Math Brain


Clearly I'm not the only one who thinks games are great educational tools.

A September article by Melanie Mulrooney highlights several great games for teaching the children to learn math skills. A great thing about this article is that Mulrooney lists a variety of simple games, not just the obvious first picks.

Included on the list, besides the classic Yahtzee and Uno, are light strategy games Phase 10 Dice game, and Gamewright's "Zeus on the Loose".

What makes a great educational math game? The article suggests that simplicity, and thorough use of math functions are two keys. I would suggest that a good educational math game should also teach good decision making.

Check out Rummikub, Muggins, or Days of Wonder's colorful fantasy game with plenty of addition and subtraction, "Small World", if you want a game that teaches decision making skills along with the fundamental mathematics.

Sunday, October 17, 2010

Prototypes En-Route!



Prototypes en-route!

Last weekend my wife and I spent nearly 12 hours cutting, gluing and making boxes for the 4 prototypes to be sent to Italy.

All told, there were 260 cards (thats 520 cards if you count the fronts and the backs) and four boxes. I'm not a very good box maker, but I survived and made a huge mess on our office floor.

Had some trouble sending the prototypes to Italy. Apparently, "playing cards" are prohibited by Italian customs. I'm not sure whether Drop Site would be considered "playing cards" since it is home made, and doesn't contain all the typical elements of playing cards, such as suits and face cards and aces. I can only hope it will make it through.


More about the game:

Still, I believe Drop Site is an ace in terms of game play and design. As I mentioned before, Drop Site fell into place one lazy Saturday morning and was truly and answer to prayer.

I designed the graphics myself using Adobe Illustrator CS4 in our Library at MSU. (By the way 520 cards in card stock prints for about $50 bucks). Each card has a picture of a box of "AID" parachuting down towards the drop site. The higher numbers are closer to the sun, and the lower numbers are closer to the earth.

As you play the game, you help to "lower" the parachutes toward the ground in hopes of matching various packets of aid to bids you make in a pile in front of you called your "debt."

You score points based on how risky your bids were, then re-shuffle and send several more parachutes toward the ground.

Mechanics Drop Site employs are: Matching, bluffing, play and draw, graduated scoring, and a vague sense of zero-sum.

What happens next?

Leo Colovini, of studiogiochi in Venice, and well-established game designer has been in contact with me regarding Drop Site. I will get to keep 1000 copies of Drop Site, which will be developed by ScriBabs and printed by CartaMundi. The prototypes will go to three European game companies for further testing.

As Mr. Colovini explained, essentially when I participated in the Premio Archimede, I agreed to make studiogiochi the "agent" for Drop Site, that is, they help to connect the game with interested publishers.

The remaining 1000 copies I am free to do with as I please, provided another company does not decide to publish Drop Site and restrict my distribution of the games in specific ways.

Conclusion:

As usual, I continue to learn more and more about the Euro-gaming industry almost every day. Looking back even to June when I first entered the competition, I feel that I know so much more now.

Even if no company decides to publish Drop Site, I am very pleased to have learned so much in the process, and now feel that getting a published board or card game is an attainable goal--if not now, then perhaps in the not so distant future.