Video Footage from Imagine RIT, and RIT Spring Fest. Edited by Dan.
1. Is if fun to play?
2. Is there a reward at the end of the game or along the way?
3. Is the game a challenge to play? Is there a learning curve that allows you to get better each time you play?
4. Is the game non-frustrating?
5. Does the game have immediate repeat play value and long-term repeat play value?
6. (Optional) Is there something “magical” about the game? Usually, in a board game, that would involve color-changing ink, magnets, clever use of electronics, 3-D viewers, etc.
When I evaluated games at Milton Bradley and Parker Brothers from inventors and from inside game designers, only games that had all of the first five attributes would be considered for the line. Sometimes skill-and-action games could get away with just four of the five because they were more ‘toys with rules’ than real games.
Most of our brainstorming to date has revolved around trying to figure out how to create an entertaining game for the user. At our last meeting with Adam we determined that our goal was to make an entertaining game that is FLAWLESS – hence last week’s mutilation of our idea, and the process of regathering and rebuilding that we’re involved in now.
All our research and conversations with Adam seem to have led us to one basic idea – the best way to create a new game is to use an old, familiar, and already knownt to be fun one as a base. Something as simple as hot potato or breakout can be used as a jumping off point, dressed, added to, changed, etc, to create something seemingly new and exciting. Adam describes the process in 3 levels:
- Skin the game - dressing an old and familiar game in nice graphics so well that the user doesn’t necessarily see past the skin of the game to the very basic and familiar concept, i.e. hot potato, breakout, etc. In something like breakout, which usually involves a ball that breaks blocks, this could mean that instead of a ball it is a small creature being launched at a collection of stuff that it has to gather while it is up there, etc. Same basic principle – different skin.
- Advanced Game Play – this one means skinning the game, then taking the basic gameplay and changing it a little to add a new element. Taking the example of hot potato, may be instead of just tossing the object around, every time you throw it you have to rotate it a certain way to make it fit through a certain shape in the middle of the screen on its way to the other person. Adding this elements fundamentally changes the game and adds challenge, but the basic idea is the same – catch and throw, and don’t hold on to stuff or it will burn or otherwise deface you.
- Deeper Meaning – this is the third and final level of the game design process. Not every game needs to be tied to some universal problem or cause to be fun and entertaining, but there are some out there that actually work really well for raising awareness of global issues. Weaving in a deeper meaning like that into the game allows players to make better connections with the game play and to care about the outcome of the game
We went through and identified some elements pertaining to each level of depth:

Then we identified some elements particularly applicable to our game:

And created a flowchart of the game play we outline in our conversation:
We knew we had to simplify whatever game we do to its bare essentials, but the more we thought about breaking the Human Machine game down, the more it seemed, well, too simple. After another long brainstorming session we decided that instead of doing one large game or one small simple game, we could do a game that is made up of many mini games.
There are several advantages to the mini game option. First of all, whatever game we do will need to be able to support a lot of people going through it quickly. We want to allow as many people as possible to play the game and have access to the exhibit, so that nobody has to wait for a long time for one round to finish in order to jump in. This means that the rounds will need to be very quick – a minute tops. Otherwise the wait period may become too long and people will wander away before getting a chance to try the game. Having a series of very short mini games will allow us to push large quantities of people through the exhibit at a fairly quick rate, while keeping the games interesting and the players fresh and new.
The other advantage to this solution is that the games will need to be super super simple, based upon a universally well-known concept, and therefore intuitive and well tested in their quality of fun. Our list of basic games to take as the basis of our interpretations went a little something like this:
- The Human Machine (make stuff out of body parts)
- Tetherball
- Pick & Throw @ Target
- Hot Potato
- Fit Into This (fit into certain shape with body)
- Falling Objects (catching game)
- Simon Says
- Don’t Break the Ice
- Rope Pull
- Digging (dig something out)
- Don’t Wake Daddy
- Whack-a-Mole
From there, we each came up with 2 detailed games based on these simple concepts and the following criteria:
Important things that ALL games should have: – group/team interaction (working together to complete a task) there can be versus games, but in those games, the game itself should show a sense of communal “good deed” – good use of 3D space (being able to move forward and back, side to side, using your whole body) – problem solving – around 30 secs to a minute long (minute long games for memorization or taking turns games) – be witty, have a sense of humor, the graphics are as enjoyable as the action of playing the game (it can still be beautiful, Little Big Planet does an excellent job of blending “sense of humor” and “beauty,” Wario Ware makes excellent use of the mini game concept)
The games we came up with were these:
1. Human Machine
Story: The machine has broken and you must fix the circuitry by using your
team of nano robots.Players: 2 or 4
Objective: Two teams try and connect their start and end point before the
other.Style 1: Twister / Tuba-Ruba Flow Style
Players are divided into two separate, equal teams. When the game starts,
two different pairs of colored points are placed on the game playing field.
Each team has 2 colors to signify their start and end points. The players
must position themselves in such a way as to define the path the electricity
will take using glow sticks or the like. When the electricity beam begins to
flow the players must adjust their path to avoid obstacles and the other
teams path.Style 2: Block / Break style
Players are divided into two separate, equal teams. When the game starts,
two different pairs of colored points are placed on the game playing field.
Each team has 2 colors to signify their start and end points. A countdown
timer will count down from 3 and at 0 the players begin game play. The
players must position themselves in such a way as to define the path the
electricity will take using glow sticks or the like . The countdown repeats
until a circuit is connected in a turn based style. Players can block the
others path like in snake, you cannot cut into a path. There would be
barriers, bombs, dead spaces and other obstacles to avoid.
2. Electric Team Tetherball
Players: 2 or 4
Objective: Wind the electric rope attached to the electric ball completely
around the electric polePlayers are divided into two equal opposing teams. The setup is each team is
in front of a display that shows an avatar representation of each players
position around a tetherball pole. The players will have glowsticks to track
their arm movements. The two teams stand on opposite sides of the pole. Each
team tries to hit the ball one way; one clockwise, and one counterclockwise.
The game ends when one team manages to wind the ball all the way around the
pole so that it is stopped by the rope. One player can hit the ball around,
but if a player manages to hit it in such a way that their teammate can hit
it as well then the ball will achieve Super Shot Status and thusly have to
be countered by both teammates or it will keep swinging in favor of the
other team.
3. Team Pong
Players: 2 – 4
Objective: Score 5 points against the opposing team by hitting the ball into
their play areaPlayers are divided into two equal opposing teams. Their glow sticks help
define their paddles. Players can bounce the ball against their teammate up
to 3 hits per side before returning but never against themselves.
4. Don’t Hatch the Egg!
Game round fades in from black with one of the players holding a spotted creature egg that was supposedly given to them by a lazy creature mama. The egg vibrates and shakes every once in a while, threatening to hatch at any time.
The players are instructed that they must pass the egg from one to the other by throwing it, because it is about to hatch. When it hatches, the little newborns will decide that whoever was holding the egg at the time of its hatching is their rightful mother, and will attach to that player, slowing down his or her movements through the game and putting them at a disadvantage.
There are multiple rounds to the game, which end when one player reaches a chain of 3 hatchlings attached to him or her.
The egg cannot be dropped – if it is, the creature mama will come and wreak havoc on the players, taking away a life. The reward in this game could be an extra life for the team, or a specific object/skill that could help the team in the game.
Game Play:
Users must work together to not drop the egg, and against each other not to have it hatch in their hands.
They can utilize 3D space to run around in and be of a certain proportion to the size of the egg to determine whether they are close enough to it in Z-space to successfully catch it. The catching motion will be recognized by folding the hands together a certain way to mimic catching – just contact with the silhouette is not enough and will cause the egg to slide down the side of the body and break.
5. Nom Nom Nom
Game round fades in from black and the players find themselves in a field of strange looking edible things, and strange looking poisonous things. The aim of the game is to pick up the yummy things and throw them to you partner to collect or “eat”.
The game can be played two ways.
1:
One player is the designated picker, the other the designated catcher. The picker must pick up only the edible objects and thrown them to their partner to put into their basket and have for later – depending on the amount of yummy things collected at the end of the game the players may or may not get another life or advance in the game (versus starving). If the picker throws non edible items and catcher catches them, points are subtracted, and/or the catcher become momentarily poisoned or otherwise affected, slowing down the game.2:
Both players can pick up objects and take turns throwing them to each other to “eat”. Same deal – if someone eats a non-edible object they get sick, affected, or die, ending the game. The game is timed to speed is a factor, and the aim is to get as much as possible yummy food in the time allotted.
6. Slaughterhouse Roundup:
Cock-a-doodle-doo, it’s morning on the farm. And oh no the herding dog has run away with a bitch! You told him she was nothing but trouble and know he will come crying back to you.. But for the meantime guess now you have to herd all those farm animals into the slaughterhouse yourself!It also seems that someone, not you because your are perfect, but someone left the gates open. Cows, Chickens, and Pigs are all over the place. And they must be drunk and hangover because they are walking in random directions and glare at you if you yell at them.
How to Play:
Contort your body to block the animals paths so that they hopefully walk in the right direction into the slaughterhouse. Be careful because you also need to sort the animals into the correct sections of the slaughterhouse. People are whiny little princesses and complain if you give them a ham sandwich when they asked for a hamburger. So just getting the animals to the slaughterhouse is not enough.Scoring:
You have 20 seconds to collect as many animas as possible. You get 5 points per animal correctly lead into the slaughterhouse. You get -5 points for animals incorrectly lead to the slaughterhouse. And 0 points for animals that never made it there at all.The Slaughterhouse spits out Hams, Steaks, and Chicken Breast to let you know the animal made it in properly. It spits out bloody censor pixels for the animals herded into the wrong section.
7. Murder Mystery (Silhouette Simon Says)
InspirationPlayers: 2
Background story:
There were a series of murders in the community and they’re still looking for the killer. You are crime scene investigators and have noticed that the bodies seemed to be positioned into letters. Use your memorization skills and your bodies to remember the clues and put all the letters together at the end.Game Play:
The dead outlines show up with the crime scene number in the corner. You and your partner have to contort your bodies to fit the silhouettes and remember what letter you made. There will be 2 rounds: first and last name of the killer. The first name will be short and easy to memorize (for example: Ben) and the last will be harder (for example: Brenner, haha). You win when you know the killer (memorized the letters and put your bodies correctly into the positions. Every letter will require both player to aid in it’s creation.
8. Trapped (Don’t Break the Ice, Jenga)
Inspiration 1 and 2Players: 2-3
Background story: There are people trapped inside a collapsed tunnel and you need to set them free before the mythic creature eats them! Unfortunately, the wall of rocks/metal that is blocking them is also holding the rest of the tunnel up. If you knock them all down you’ll get crushed in the process of trying to save them! Knock down pieces carefully enough for them to get out and you not get crushed.
Game Play: The screen is full of rocks/metal and in turns the 2-3 players have to knock out 1 piece. Unlike Don’t Break the Ice, this is a team effort and after a certain amount of blocks are broken out they pass the level. The have to use the 3D space to hit smaller and larger pieces out (back and forth) and they have to be careful not to hit more than the one they want – keeping physics in mind.
9. Cow Power:
Rumor has it there is a powerful magical cow flying around. And collecting its milk will give you good luck, good health, and maybe even superpowers. This cow is in demand!The rules to this game are simple. Whenever the cow shoots off its powerful milk rays, users must rapidly move their hands up and down like they are milking the utters, to collect as much power from the magical cow as they can.
10. Digging
Setting: beach.
Three users are lined up and the middle one is immediately covered with sand, but their head is still poking out. The goal is to dig out your friend before time runs out. the players on the side need to dig from the side and the player in the middle needs to shake their body as much as possible to break free of the pile of sand. If the time runs out the person in the middle is then dragged underneath the sand for a moment and then the sand EXPLODES all over revealing that the person in the middle and transformed into a giant crab that then kills the other two players with their gigantic claws.
11. Don’t wake daddy
Setting: bad guy warehouse
Three users stand are told to stand on a marker where the height of their silhouette is saved. This is where their character will be stationary. If the silhouette becomes taller their character will move forwards if the silhouette is shorter then that character will move back. This game then turns into kind of like the helicopter game where you fly over and under obstacles except its more horizontal movement instead of vertical. so moving left and right to avoid obstacles and forwards and backwards to speed up or slow down they need to each navigate through their own section of the warehouse to steal important incriminating documents in the time alloted. If they fail or hit an obstacle then the bad guys come out and shoot dem fulla holes.
12. Classic with a twist: Whack-A-MYO
Like the classic Whack-A-Mole game, but instead of moles, we pop up making funny faces at the players! The players must hit a designated number of MYOs with their mallets before time runs out to win the challenge.
13. Balloon Bomb Drop
Along the top of the screen there are many balloons. Users must frantically hit the balloons to pop them, dropping items that bonk the bouncing moles (or MYOs) on the heads. Items could be anything from cartoon bombs, anvils, hammers, etc. Again, users must reach an assigned number before time runs out.
14. Quack-A-Duck
Arranged on the screen are a line of ducks. At the beginning of a round, the ducks are highlighted in a specific order that plays out notes of Blue Danube ( like the cartoon found here from 4:14-5:05 ). Users must tap the ducks in the correct sequence to win the round. They have until the designated time limit runs out to complete the task. However, if they make a mistake, they must start the sequence over again.





