Slides are partly from Marc’s Game Design Workshop GDC 2003.

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Slides are partly from Marc’s Game Design Workshop GDC 2003

Transcript of Slides are partly from Marc’s Game Design Workshop GDC 2003.

Page 1: Slides are partly from Marc’s Game Design Workshop GDC 2003.

Slides are partly from Marc’s Game Design Workshop

GDC 2003

Page 2: Slides are partly from Marc’s Game Design Workshop GDC 2003.

Overview

SiSSYFiGHT simulates a schoolyard fight between little girls. Each girls 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.

Page 3: Slides are partly from Marc’s Game Design Workshop GDC 2003.

SetupEach player starts with:

1. Three “Action” cards 2. Six “Target” cards 3. Ten chips.

Everyone should pick one of the six colors.

Page 4: Slides are partly from Marc’s Game Design Workshop GDC 2003.

RulesEach Round:

1.Everyone picks an “Action” and a “Target” in secret.

2.Reveal cards simultaneously, then resolve actions.

3.All communication must be public. 4.When you run out of chips, you’re out.5.When one or two people are left, they win.

Page 5: Slides are partly from Marc’s Game Design Workshop GDC 2003.
Page 6: Slides are partly from Marc’s Game Design Workshop GDC 2003.

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?

Page 7: Slides are partly from Marc’s Game Design Workshop GDC 2003.

DiscussionWhat other aesthetics can you add to this

game or change?

Page 8: Slides are partly from Marc’s Game Design Workshop GDC 2003.

ExerciseChange a game aesthetic and play test

Page 9: Slides are partly from Marc’s Game Design Workshop GDC 2003.

DiscussionSo what happened?