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Subject: 24 hour contest - March 2015 rss

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Kai Bettzieche
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Myladies, Gentlemen,

Welcome to the 24 hour contest March 2015
The basic rules-/discussion-/subscription thread can be found here.

We still have got a supporter!
Standing ovations for

Nizo
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who offered to tip 20 for the winner of a month's contest as long as there are at least 3 submissions per month.

Also,

Jeremy Peet
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offered a donation of 120 for the year 2015.
That is 10 price money per month - unconditionally!

WOHOOOO!!!

Say, did you know, that you can confuse people quite a lot, if you finish sentences in a way they least banana?
Knowing this, this month's requirement becomes

Confusion


(Frankly: right now I'm happy for not being a participant of the contest. The requirement would confuse the heck out of me... )

Happy designing and kind regards,
Kai

p.s.:

In the behaviour rules (see link to basic rules thread above) I've written:
Quote:
Please create a second posting in that thread to present your creation.

Please do present your game along with a short description in a posting. The reason I ask you to do this is simple: Creating geeklist entries becomes easier for me because from time to time copy-n-pasting from PDFs produces unexpected results (such as copying only odd symbols into the clipboard ..)
Thanks a lot
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Odd Hackwelder
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I'm potato!
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Jeremy Peet
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Hmmm..

I like it!

well, not..

Yeah, maybe

Um, what was I talking about?



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Tom Castellani
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There's a problem with this theme, it's already been done for the March 2015 24 hour contest!
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Hmmm... I think I'd rather do lost than confused... I need to think about this one.
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Tom Castellani
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Conceptually speaking, this one seems very difficult.

From a designer's standpoint, creating a game from the ground up has to be concise, on a solid foundation, with clear cut mechanics and direction. Yet, the gameplay that you build on this foundation has to have some sort of unclear element to it.

Unless the game just has a thematic "confusion" motif, I would imagine to get a submission for this contest, you would need to have some element of the game be confusing, or at least some form of brain twister.

Some things I've thought could be "confusing" are...
1. Memory style games (not necessarily match 2, but games that push your memory)
2. A hidden information type game (probably have to be more chaotic than something like the resistance)
3. games where visualization of your moves' consequences is difficult (having a large board, and a move which would shift and twist and it would take a long time to really map out how everything would work)

In some of these circumstances, AP might be an issue. Even then, designing a game with some of the above constraints seems like a challenge I might not be capable of. I was surprisingly busy last month, though I would have liked to participate. I feel this month will be less chaotic, but the contest challenge is more difficult to complete.
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William Curtis
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Games with a trader mechanic can also be considered confused "I was confused about your motives"?
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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I think a game about what it is like to experience Alzheimer's Disease would be fitting for this category. But the trick would be how to make it be fun, and not just educational. How to capture the horror of losing your mind, but keep it light enough that you wouldn't feel depressed each time you brought it out to play.

Of course, now that I've written all that, I'm now thinking about what happens to Mad Scientists when they get Alzheimer's... well, at least I have a theme to run with...
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Rob Harper
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adularia25 wrote:
I think a game about what it is like to experience Alzheimer's Disease would be fitting for this category. But the trick would be how to make it be fun, and not just educational. How to capture the horror of losing your mind, but keep it light enough that you wouldn't feel depressed each time you brought it out to play.

Of course, now that I've written all that, I'm now thinking about what happens to Mad Scientists when they get Alzheimer's... well, at least I have a theme to run with...


The other trick would be to avoid looking like you are making fun of people with dementia. I remember Joel Eddy having some very choice things to say about Bedpans & Broomsticks...

Though it sounds like you are thinking along very different lines to that game.

Confusion is an interesting one, I think. I looked at dictionary definitions of confusion and am starting to think about party/social games based around garbled communication.

I think we could get some really varied responses this month. Should be good...
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Glen Dresser
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adularia25 wrote:
I think a game about what it is like to experience Alzheimer's Disease would be fitting for this category. But the trick would be how to make it be fun, and not just educational. How to capture the horror of losing your mind, but keep it light enough that you wouldn't feel depressed each time you brought it out to play.

Of course, now that I've written all that, I'm now thinking about what happens to Mad Scientists when they get Alzheimer's... well, at least I have a theme to run with...


Recommended viewing for Mad Scientists with Alzheimer's: first season of Fringe. The Walter Bishop character pretty-much exactly fits that description (although probably closer to dementia than alzheimers), and it's a tender, wonderful portrayal that avoids the cliche either of mental illness or of mad science. I've been thinking for a while that someone needs to develop a Fringe boardgame.
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Galen Brownsmith
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polyobsessive wrote:
Confusion is an interesting one, I think. I looked at dictionary definitions of confusion and am starting to think about party/social games based around garbled communication.


Games like telephone and related (Eat Poop You Cat) seems to be right up that alley.

Then again, that's been done.

---

Is Confusion supposed to be the coherent theme, or is it allowable as a game mechanic? (as is done in Screw-the-newbie games like Mao/Puzzles with ambiguous clues).

(I've got a trading game with a mechanic in mind, but I need to figure out if the confusion mechanic will work and if it is functionally different enough from other trade mechanics.)
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Rob Harper
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marphod wrote:
Games like telephone and related (Eat Poop You Cat) seems to be right up that alley.

Then again, that's been done.


Indeed. I'll have to be a bit more creative than just a Telephone clone.

Quote:
Is Confusion supposed to be the coherent theme, or is it allowable as a game mechanic? (as is done in Screw-the-newbie games like Mao/Puzzles with ambiguous clues).


Well, Kai didn't say that the theme was confusion. He said it was the requirement. I reckon you probably have a free rein in how you interpret it. Unless Kai says otherwise, of course...
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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polyobsessive wrote:
The other trick would be to avoid looking like you are making fun of people with dementia. I remember Joel Eddy having some very choice things to say about Bedpans & Broomsticks...

Though it sounds like you are thinking along very different lines to that game.

Looking at Bedpans & Broomsticks reminds me of the movie Bubba Ho-Tep...

Ah yes, definitely want to avoid making fun of mental problems. Especially since it is a very real fear of mine. I have a photographic memory, I can't imagine what life would be like without it... (luckily, Alzheimer's doesn't run in my family...) but it is scary.

If going with mad scientists, I'll probably have a memory ray of some sort - have a 3rd party way of bringing on their madness, instead of having it be something inherent.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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octothorp wrote:
Recommended viewing for Mad Scientists with Alzheimer's: first season of Fringe. The Walter Bishop character pretty-much exactly fits that description (although probably closer to dementia than alzheimers), and it's a tender, wonderful portrayal that avoids the cliche either of mental illness or of mad science. I've been thinking for a while that someone needs to develop a Fringe boardgame.

That is the second time within a week I have been told I need to watch Fringe.

Three times is the charm...
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Tom Hardy
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Ooh! I was actually thinking alzheimers too. You gather all the information on one turn with all the tokens and then just lose all of it the next round. Oo, i already have something in mind. A detective game where you have alzeimers so you keep losing key information every turn.laugh
I think another good example was something i read in the board game design forum some time ago. I'm struggling to find a link but it was a game called Mad Mad Charles which seems like the best fit. It was a coop where everyone controls just one character and different people tell him what to do on their turn and he ends up doing something really crazy every round.
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Kai Bettzieche
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polyobsessive wrote:
Quote:
Is Confusion supposed to be the coherent theme, or is it allowable as a game mechanic? (as is done in Screw-the-newbie games like Mao/Puzzles with ambiguous clues).


Well, Kai didn't say that the theme was confusion. He said it was the requirement. I reckon you probably have a free rein in how you interpret it. Unless Kai says otherwise, of course...


Nope, you're right: confusion is a "requirement", not a theme. It's up to you, how you implement that requirement
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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T hardy wrote:
Ooh! I was actually thinking alzheimers too. You gather all the information on one turn with all the tokens and then just lose all of it the next round. Oo, i already have something in mind. A detective game where you have alzeimers so you keep losing key information every turn.laugh

I was thinking of having everyone know everything at the start of the game and each round a bit would be substituted out... like a "spanner" would become a "sandwich" to illustrate how things become more and more muddled over time.
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Gary Boyd
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I think of Mascarade when I think of this theme.
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Vicente Sivera Catala
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I think I have a concept for this one. Something about Hong Kong triads trying to control the "kowloon walled city". But the place is so labyrinthic and confusing that they end not knowing what belongs to who. Part of the game will be tricking others into believe a crappy part of the city is theirs while a vital one they originally owned is not.



http://architectureforguerillas.blogspot.com/2011/01/kowloon...

I guess next week I will find a day for this.
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Damjan Miladinovic
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I also have an idea about a game, i'll work on it one day this or next week... The game would be called Long way Home, a semi cooperative game about a drunk guy trying to get home, before his wife finds out he was drinking (or before she finds him). The players are playing his actions in secret, and each player is one of his hidden desires...
(to be clear about confusion element, everyone is playing the same guy...there is a board, and programmable movement, but everyone is using same pawn on it)
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George Jaros
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adularia25 wrote:
octothorp wrote:
Recommended viewing for Mad Scientists with Alzheimer's: first season of Fringe. The Walter Bishop character pretty-much exactly fits that description (although probably closer to dementia than alzheimers), and it's a tender, wonderful portrayal that avoids the cliche either of mental illness or of mad science. I've been thinking for a while that someone needs to develop a Fringe boardgame.

That is the second time within a week I have been told I need to watch Fringe.

Three times is the charm...


Caroline, go ahead and watch Fringe! The first four seasons are incredible. I haven't watched the fifth, but from what I hear I'm not missing out on anything by missing it though. The show takes a few episodes to really get moving (and once you get past the reality check issues like the FBI just letting a civilian walk through their offices unescorted, and unannounced, etc.) but it really hooks you with the mysteries and stays great for 3.5 more seasons (toward the end of season 4 is where it seems to start to lose focus).
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George Jaros
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I've been watching these 24 hour contests for some time now, but never had an idea that jumped out at me until now. So, in addition to about 6 other games that I'm working on I've decided to join this contest this month, too. I'm still working out the details in my head, but I'm thinking of working with the idea of pushing your way through the confusion of a shifting, jostling crowd to get from the back to a better view at the front so you can see a parade/concert/whatever. The idea came to me after seeing the theme and then thinking about how my young son tried to push his way to the front of a crowd at Medieval Times last weekend so he could see the King knight the birthday people in the crowd. The mass of people was definitely confusing to navigate. =)
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Glen Dresser
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One idea that occurs to me is to flip the confusion idea around: imagine that the game is a shifting tile labyrinth and there are explorers attempting to find their way through the labyrinth. You play not as the explorers, but as the labyrinth itself, attempting to confuse the explorers and prevent their escape. But having the automatic-movement explorers behave in a smart enough way that confusing them would actually be challenging is something I can't quite wrap my head around... hopefully when I start working on it that side of it will fall into place.
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Tom Castellani
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octothorp wrote:
One idea that occurs to me is to flip the confusion idea around: imagine that the game is a shifting tile labyrinth and there are explorers attempting to find their way through the labyrinth. You play not as the explorers, but as the labyrinth itself, attempting to confuse the explorers and prevent their escape. But having the automatic-movement explorers behave in a smart enough way that confusing them would actually be challenging is something I can't quite wrap my head around... hopefully when I start working on it that side of it will fall into place.


Cool idea! You could have something like a set number of adventurers, each with their own "mental skillset" - and it's your job to combine rooms and doors and combinations to either wear down their mental fatigue or lead them too far away from the entrance in time.

They all follow the same path until you get them to change directions. Certain rooms "funnel" the adventurers, only allowing adventurers of "metal gymnastics > 6" to go right, > 3 to go forward, and the rest go left. BUT, the left forward and right all depend on what direction they enter the room from.

So, it's a bit confusing keeping track of how each adventurer will move, and placing rooms could provide some unique but difficult to manage scenarios. They could also have like ... dice roll skill checks for the adventurers, something like that?

Then, to make it more difficult to manage them all, you could only place a certain number of rooms per turn, and any adventurer who would move into a spot where you didn't designate the room, then you have to place a blank tile which has no skill check or condition for them to move, denying your ability to put other checks there. How to get them to always go in an intelligent way, though, is another story. Maybe they always prioritize moving onto an empty square if on a default tile?

Anyways, that was just rambling based on the idea you had. I look forward to seeing what you actually come up with!
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Some other ideas for scripted movement:

You could go the totally random route and roll direction dice for the explorers:



Which probably isn't what you are looking for, but could be interesting to see what happens.

Another option would be simple scripted movement where each character goes clockwise or counterclockwise, such as: Sally will always go left, if possible. If not, she will turn clockwise (ignoring the entrance she used to get into the room) until she finds a new path to take.

A slightly more random/complex option would be to have symbols on the tiles which correspond to the characters: Jimmy is a footprint, Mary is a water bottle, etc... and at the different exits from the tile, those characters will always move towards their symbol... of course, this could lead to feedback loops where a footprint on one tile connects to a footprint on another tile, causing a character to shuffle back and forth between only two rooms... which while being in the theme of confusion, might be problematic. This could be solved with a rule which says: no exit symbol can ever be placed adjacent to the same exit symbol when placing tiles.

A fourth option would be to have a set of direction on each character. Say Edward has a forward arrow, a left turn arrow, and a right turn arrow in that order on his card. So he would always try straight ahead first, then left, then right, when choosing a path from a room. Each character would have a separate set of priority directions. And if you include NE, SW, that means you would have quite a few directional options to be aware of during the game!

By no means are these the only options, just some thoughts I had about it. I have made a game before that did scripted movement for the enemy - and for that I did a combination of a dice roll/moving clockwise, so that if the direction rolled didn't work, the AI enemy would start from that position and rotate clockwise until they reached an opening where they could move.
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