SiSSYFiGHT 3000.

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Presentation transcript:

SiSSYFiGHT 3000

Overview SiSSYFiGHT simulates a schoolyard fight between little girls. Each girl begins with 10 Self-Esteem chips the and goal of the game is to reduce your opponents self-esteem to zero. When there are only one or two players left with any self-esteem, they win the game. This year the rules of the game are described in a way that is noticeably more abstract than last year. That having been said, I may delete this slide or move it later.

Setup Each player starts with: 1. Three “Action” cards 2. Six “Target” cards 3. Ten chips. Everyone should pick one of the six colors. This is just a summary. The real rules are on the handout.

Rules Each Round: Everyone picks an “Action” and a “Target” in secret. Reveal cards simultaneously, then resolve actions. All communication must be public. When you run out of chips, you’re out. When one or two people are left, they win. This is just a summary. The real rules are on the handout. Play for about half an hour.

Observations? 5 minutes.

Aesthetic Breakdown What are the aesthetics of SiSSYFiGHT? In other words, what kinds of “fun” does it deliver? Can we come up with aesthetic models? This is the part where the attendees make the bed that they will eventually have to sleep in. A certain amount of rigor is important here. Don’t let them be vague; make sure you can come up with a model for every aesthetic you identify.

Discussion What other settings, genres or subjects might fit this game?

Exercise Choose a fictional genre and/or setting that might fit this game. Adapt the game to your chosen subject matter. Keep in mind the aesthetic qualities we identified in the breakdown. How can the rules of the game be changed to best support your fiction? Make it clear that the aesthetic qualities from the breakdown are goals. Conveying their subject matter is also a goal. Maybe they should come up with a model? Obviously the point here is to stress the value of mechanics in conveying fiction. Attendees should also feel free to rename the moves or make other cosmetic changes to convey the fiction, but encourage rules changes. They should think about adding new kinds of actions, etc. Also encourage people to limit their ambition; don’t just rewrite the rules from scratch. Justify your changes in terms of the goals.

Brainstorming Write three genre ideas on three scraps of paper. Mix all your table’s ideas together. Lay them all out and discuss. Choose a genre; don’t feel limited to the ones written down.

Exercise Choose a fictional genre and/or setting that might fit this game. Adapt the game to your chosen subject matter. Keep in mind the aesthetic qualities we identified in the breakdown. How can the rules of the game be changed to best support your fiction? Make it clear that the aesthetic qualities from the breakdown are goals. Conveying their subject matter is also a goal. Maybe they should come up with a model? Obviously the point here is to stress the value of mechanics in conveying fiction. Attendees should also feel free to rename the moves or make other cosmetic changes to convey the fiction, but encourage rules changes. They should think about adding new kinds of actions, etc. Also encourage people to limit their ambition; don’t just rewrite the rules from scratch. Justify your changes in terms of the goals.

We will reconvene after lunch. (2:00) Feel free to take supplies with you, but PLEASE return them. Don’t forget to sign up for an elective. This, obviously, is the last slide for part 1. Because of the way the lunch break works, part one is shorter this time.

Welcome Back! Finish your designs. Take some time to playtest. If time permits, share your designs with another group. Part 2 is two hours. Feel free to give them a whole hour of design time, followed by half an hour of playtest.

Discussion Let’s compare solutions. What different approaches did we take? Solicit results from each group. Discuss. Give each group 3-4 minutes. About 20 minutes total.

Discussion How did the game dynamics support your subject matter? Were the game dynamics and the subject matter ever in conflict? How did your choice of subject matter influence your process? As time permits.

Any Final Observations? General discussion as time permits. Try to tie it back to digital games.

Coffee! After the break, pick a different section to go to.