PROJECT
Method
The play concept is based on the gamification of Dr. Scott Campbell’s sustainability triangle, and using the existing conflict elements, it establishes the main goal of the game which is to gather knowledge to solve conflict (Campbel, 2013).
In the game the three E’s are represented as vectors, where each vector is controlled by a player(s). The players are not opponents but collaborators, and cooperation is essential in order to progress in balance. The games motivate the players to brainstorm, research and find solution in the following three conflict areas:
1. Resource conflict
2. Property conflict
3. Development conflict
Critter Crossings Ages: 6 – 9
Sarah Albright, Kimmie Zoll, Conner Shipway, Eilish Thomas, Monica Nguyen
Players: 2 – 5
Game Pieces Include:
Instruction Manual
1 Game Board
1 Device to play app
24 Resource Pieces
5 Character Pieces
5 Character Cards
5 Goal Pieces (Red)
How it relates to Sustainability:
•Team/Collaborative Game
•Communication with other members to help finish bridge together
•Each team/individual has their own special character piece to utilize the best pathway to help bridge completion
•Limited number of resources
•Must learn to use resources wisely
•Luck of the draw but must also organize a good strategy to fit pieces
•Connection to Characters Habitat
•Hex bridge is built with chance pieces to unite all the islands
Design Process
Objective of the Game
•Players must work together to create a path that connects from each start point to the other.
•Losing the game:
•Players run out of resources (game pieces)
•Players discard a total of 5 game pieces
•Players cannot fit anymore pieces on the board
Preparation
•Place the game board on a flat surface with enough room around the game board for placement of the general game pieces, character game pieces, goal pieces, and app device.
•Players must be arranged around the game board in a circle for game play. Players each choose a character card and select the piece coordinated with that character. The box of general game pieces are placed in a common area for every players access.
Set Up
•Three Levels of play in this game:
•Beginner – Plays with 2 goal pieces
•Intermediate – Plays with 3 goal pieces
•Advanced – Plays with 4 – 5 goal pieces
•When starting the app, choose the level of difficulty desired for the game. The differing levels have a different number of resource cards in the deck. Less resource cards, results in a more difficult game.
•Place at least 2 goal pieces on the board. More goal pieces can be added to connect more areas of the board.
•The goal points are placed on the outer edges of the board. The farther away the goals the more resources players will have to use.
For each turn
•For each player’s turn, they have to press the button on the app to draw a card. After the player has grabbed the game piece specified by the card then they have three options:
•1. Place the resource game piece somewhere on the board.
•2. Use their character piece in place of the resource card given by the app. That resource piece is then discarded into the box and cannot be used for the rest of the game.
•3. Discard the resource piece given by the app. If the player cannot find a suitable location for the piece on the board, it can be discarded into the box. However, players must remember that if they discard 5 pieces total, they will lose the game.
Planet Mizbee Ages: 9 – 12
Bethany Cantrell, Isabel Hennes, Emily Parker, Madison Tart, Zoe Winton
Critter Crossings Planet Mizbee Villains No More EOTERA
Villains No More Ages: 12 – 15
Lucas Gargano, Kelsey Huff, Julia Lineberry, Kierston Morrison, Simon Park
Story
So ruling an evil empire wasn't all that it was cracked up to be? What with dashing heroes breaking down your door every weekend, the cost in un-dead minions going up and peasants fainting at the sheer mention of your name. Changing your identity is hard and re-branding yourself "a former-villain" won't De easy. The Kingdom is in ruins thanks to you and your friends, to avoid an untimely end you strike a deal with the King. Against his better judgment, he and his royal council have extended you and your villainous band an olive branch of peace. Lucky break for you and your friends, though not all agree with the King. Our fearless hero, Conrad the Courageous sees his job as fearless crusader in danger of becoming nothing more than a bard's tale. He will endeavor to frame you and your companions in an attempt to convince the King to imprison the lot of you. While you would have relished in being known for burning fields, poisoning the watering hole and flogging peasants in the past, now is not a great time to be a Villain. Set out with your friends to clear your name, prevent disasters and fix what's been broken by the once gallant knight! You'll have to work together to prove that you are Villains No More!
Rules
•2-5 players
•Goal of the game, have ALL players reach the castle
•Players will pick one of five characters
•The board has three types of spaces, free spaces ( empty circles), action spaces ( filled circles) and Location spaces
•Free spaces: points without action
•Action spaces: players must draw one card from the action deck
•Location spaces: points I-IO where disasters can occur
•Players can move four spaces each, these are called actions, ( 5 for Winona the Werewolf)
•After a player completes their action they must draw 2 Conrad cards (I card for 2-3 players)
•Conrad cards will dictate where disasters occur on the board (I-IO)
•Players can mend affected locations, this takes 4 actions
•If two Conrad cards are drawn of the same location while remaining unrepaired then that location falls
•If players have four locations fall then they immediately lose the game
•Once a player chooses to enter the castle they leave the game, forfeit all cards and player abilities, players may pass over the castle to proceed around the board if they choose
•When ALL players reach the castle they win
EOTERA Ages: 15 – 18
Dylan Bryant, Amanda Dean, Matthew Gluf, Christopher Hall, Cassie Sun
Instructions
Eotera is played from scenario to scenario. At the beginning of the game the Orbital Token is placed at the top most space on the outer rim, denoted by the matching symbol. Each player starts the game with one Resource Token.
Orbital Token: Denotes the turn count from the beginning of the game 􀀄 and the "passage of time" on Eotera.
Resource Token: The currency used to acquire other Tokens from the "Planetary Exchange" and a representation of a departments overall success.
Help Token: Allows the players to ask the moderator for more information or help regarding the scenario.
Time Token: Allows the player to hit the 'more time' button and receive more time during a turn.
Upgrade Token: Once purchased players are granted an extra dice to roll when they are receiving a resource token.
Adjacent to each building is a place to store department Resource Tokens, and department Upgrade Tokens denoted by matching symbols. Once a turn is initiated, players have a limited time to solve the scenario they are confronted with. During this time they can use Resource Tokens to buy things from the "Planetary Exchange''. (Players can also purchase items at the end of a turn.) Once time runs out, present your solution to the moderator, and discuss whether or not it will pass or fail. Once the moderator decides, have them press the appropriate button and follow the instructions for who loses or receives resources.
Whenever a player is receiving a Resource Token as a reward at the end of a turn, they must roll a single dice to see if they score a bonus resource. You must roll a six and only a six to do this. For every upgrade token you have purchased, add one die to this roll, increasing your chances at one or even more bonus tokens.
Once everyone has exchanged the appropriate resources and is ready to move on, move the Orbital Token one space forward and press the Next Turn Button to move onto the next scenario!
Continue playing until the "Colony Life Meter" on in the Eotera App is either Maxed out or drops to the bottom.
Approach
We can approach gamification through defining the objective of the game in a similar way how a story synopsis composes the essence of a story. We don't need to know exactly how things evolve! However we need to know what is the main complication and for this we need to find conflicting elements. Based on what we have learned in linear storytelling, almost any game can be constructed by designing activities to engage the player to follow these stages:
•Awareness
The player understands the risk or danger, what is at stake. This stage is not about understanding the rules of the game, this is already part of the play.
•Need for change
Understanding the element that needs mastering in order to win.
•Commitment
Creating a plan.
•Experimentation
The player takes risks.
•Failures and attempts
The player takes risks and fails - must learn from failure.
•Dedication
This is the climax of the play and it can require sacrifice of power or other serious decisions from the player. Absolute dedication!
•Solution
All elements, loss and winning is known and controlled. Final stage of the game.