Difference between revisions of "Game Projects"
From civicintelligence
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| − | Goals | + | One of our class projects is to develop a game that will help educate its players about Civic Intelligence. |
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| + | ==Goals== | ||
#Use patterns | #Use patterns | ||
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#Play on May 28th | #Play on May 28th | ||
| − | Ideas | + | ==Ideas== |
*Challenge orthodoxy | *Challenge orthodoxy | ||
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*Inhabiting a role | *Inhabiting a role | ||
*C.I. As byproduct of game | *C.I. As byproduct of game | ||
| + | |||
| + | ==Design Teams== | ||
| + | Our Class broke into five(?) design teams each developing a different type of game. You can see their work below. | ||
| + | |||
| + | ===Civic Intelligence RPG=== | ||
| + | "Team Awesome" (how is this not a great name?) is interested in designing a role playing game. Some of the examples mentioned were: | ||
| + | *[http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf Twilight Imperium] | ||
| + | *[http://www.catan.com/gamerules.html Settlers of Catan] | ||
| + | *[http://boardgamegeek.com/boardgame/83330/mansions-of-madness Mansions of Madness] | ||
| + | |||
| + | In our first brainstorming session we envisioned some of the elements of the game we might design: | ||
| + | *Character Sheets - a number of different roles within a community. Each character could have | ||
| + | **Atributes | ||
| + | **Personal Goals | ||
| + | **Flavor Text | ||
| + | *Scenarios - these would drive the game by giving the characters something to work towards | ||
| + | **each scenario might have multiple phases | ||
| + | **each phase could impose a limited number of turns to be completed in | ||
| + | *Other game elements | ||
| + | **Resources | ||
| + | **Influence | ||
| + | |||
| + | We agreed to meet an hour before class next Wednesday to play Mansions of Madness | ||
Revision as of 23:24, 13 April 2011
One of our class projects is to develop a game that will help educate its players about Civic Intelligence.
Goals
- Use patterns
- Should advance civic intelligence
- Connection to "real world"
- Publish rules online
- Play on May 28th
Ideas
- Challenge orthodoxy
- Present alternatives
- Observe utopia
- Use teamwork/promote collaboration
- Rewards for good behavior
- Consequences for actions
- raise awareness of civic intelligence
- Inhabiting a role
- C.I. As byproduct of game
Design Teams
Our Class broke into five(?) design teams each developing a different type of game. You can see their work below.
Civic Intelligence RPG
"Team Awesome" (how is this not a great name?) is interested in designing a role playing game. Some of the examples mentioned were:
In our first brainstorming session we envisioned some of the elements of the game we might design:
- Character Sheets - a number of different roles within a community. Each character could have
- Atributes
- Personal Goals
- Flavor Text
- Scenarios - these would drive the game by giving the characters something to work towards
- each scenario might have multiple phases
- each phase could impose a limited number of turns to be completed in
- Other game elements
- Resources
- Influence
We agreed to meet an hour before class next Wednesday to play Mansions of Madness