Game Concepts
Atlas Game
Requires 2 players and 1 Atlas
Taking turns, one player names a city anywhere in the world and the other must find it in a limited amount of time. The searcher can receive a maximum of two clues. When a city is found the player receives 3 points, minus 1 point for each clue. This game has no particular duration period and the goal is to earn the most points.
Categories
Requires 3+ players and papers and pens/pencils
Each player must write five categories on their piece of paper; cities, rivers, famous people, and plants. While one player chooses any letter from the alphabet, the other players must write down as many possible words for each category in a limited amount of time. Each category is worth 1 point in one round. For example in a round, if you guess a word for all the categories, you will earn 5 points. For each extra word, you earn 0.5 points.
Baggy Race!
Requires 3+ players and 1 garbage bag per player
The Baggy Race is a more entertaining version of an actual race. The players are lined up at the same starting point and whoever arrives at the designated finish line wins. All players must run inside a garbage bag.
Ping Hole
Requires 1+ players
The goal of this game is to get the ping-pong ball into one of the holes. Each hole has a different point value, so try to earn the most points.
Male Blow Up Doll
New and improved and with extremities!
This is a redesign proposition for the male version of the blow up toy companion. The current product offers companionship, but not in all ways. In order to create a new version, I plan to combine the existing male blow up toy with a sex toy dildo.
1-2-3 Pints
Requires 2 or more 19+ players and a long piece of planar material.
The goal of the game is to walk straight on the long piece of material without stepping off. The challenge is that after each walk, each player must drink one pint of beer and complete the task again. These rounds are repeated until only one player is left. The key is to stay in the game for as long as possible!
Monday, February 18, 2008
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4 comments:
i am a big fan of categories and lists. so take a guess, which one do i like??
people seem to like games with points, where they can prove just how smart they are. i think the list one is fantastic, doesn't need a whole lot of explanation, its all in the packaging! maybe you can make different categories worth more than others, to get those competitive juices flowing, and to give people a chance to strategize. [whether they go for all one pointers, or try to get all 5 pointers etc...]
the blow up doll, well, we discussed that one. but is it a game?
the plastic bag one could be good, but it is a lot like the potato sack races...maybe add an other element to it? soap and water on a long plastic run that contestants have to race on?
good luck babe, let me know if you need more, and we can talk it over.
j.
Awkwardly, I'm interested in your "redesign." I appreciate your desire to provide appropriate affordances where none currently exist. But I agree with Jenny - this product would probably fall outside of our definition of fun. On the other hand, Norman might call this product a source of "physio-pleasure."
As for your other concepts, Categories seems to have the most potential. In a fast-paced game, you're "designing for flow," by using visual strategies to make the experience proceed as smoothly as possible. The challenge here is how to take a simple idea (that can effectively be implemented without any product at all) and enhance its social and intellectual attraction through design. We don't need any apparatus to play Pictionary, and yet people still buy the box - why?
Designing for Flow is yet another concept derived from GUI (graphical user interface design) that has wide applicability.
http://www.alistapart.com/articles/designingforflow/
Flow, as a mental state, was first proposed by psychology professor Mihaly Csikszentmihalyi and is characterized by a distorted sense of time, a lack of self-consciousness, and complete engagement in the task at hand. Software engineers might feel it when they’re writing code, gamers might feel it when playing Guitar Hero III, Christopher Cross felt it when he went sailing. For designers, it’s exactly the feeling we hope to promote in the people who use our sites.
Concerning the blow up doll:
Not that I plan pursue this concept, but I thought this project encompassed all forms of fun, that includes toys and sexual "fun". If physio-pleasure was not part of our list of categories, why then did we list it in our post-it mind map of fun?
Or were we just assuming that no one had the audacity to venture to this category? Haha.
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