Game Design Showdown
February 2010 Challenge - "iBoardgame - there's an AP for that!"
This Challenge has been completed.
Congratulations to the winner of this month's Game Design Showdown with 14 votes:
- "DeathCurl" by ilta (Isaiah Tanenbaum)
Oddly, we've had a tie for 2nd two months in a row now... and with 7 votes each again! Congratulations to the runners up:
- "Torrent Pirates" by oicu12b12 (Matt Saunders)
- "iTook" by last month's winner simons
CRITIQUES: Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.
Please Read: Details on entering the Game Design Showdown are here: GDS details.
Voting for the The February GDS is now open closed!
Each person has 6 votes to distribute any way they choose among the GDS entries with the following restrictions:
- You may not assign any votes to your own entry!
- You may not assign more than 3 votes to any single entry.
- You need not assign all 6 votes.
In addition, any entry using this month's Bonus theme will receive an additional 2 votes.
Main Design Requirements:
- Component Restriction: Apple recently revealed their new product - a device which is supposed to bridge the game between laptops and smart phones. In a bid to capture as much of the media market as possible, they have come out with the iPad, a device designed to make media consumption easy and fun. Apple has always been on the cutting edge of user interface, as evidenced from the original Mac GUI (which Microsoft ripped off for Windows) to the magical interface of the iPhone, and every step along the way. Their new iPad is no exception.
For this month's GDS there is a strict component restriction. The game must use an iPad as a central or shared board, and must use iPhones (or iPad Touch) as player boards. It's up to you how exactly these components are used, but no other components can be added. That's not as big a restriction as it may sound though, as either of those devices can do things like roll dice, or display tokens of all shapes and sizes - or for the purpose of the GDS you can assume they do. Also assume that the devices can be made to link up such that virtual items can be moved from one screen to another with the flick of a finger.
Clarification: The fact that the player boards are separate from and independent of the central board should be significant!
Example: Imagine you could play Scrabble with the board depicted on the iPad and each player's (private) rack depicted on their iPhone. You could move the letters around your rack by dragging your finger across the screen, and you can play a word by flicking the tiles onto the iPad. To draw new tiles maybe you flick from the virtual tile bag on the iPad to your iPhone.
Mechanics Restriction: Factions/Teams.
The game should include some number of factions or teams (minimum 1) which the players will support. There could be just 1 (cooperative), or several factions; they could be even or uneven; the players status with respect to the factions could be open or hidden, permanent or temporary... that's up to you, but the factions must be distinct from the players themselves.Bonus Theme: The Pirates of Silicon Valley.
I'm going to try something new for this GDS. There is no theme restriction this month, but if you attempt the Bonus theme, you get 2 extra votes.
- Submissions: Thursday, 11-February-2010 through Thursday, 18-February-2010 (approximately 4pm West Coast US time).
- Voting: Sunday, 21-February-2010 through Thursday, 25-February-2010.
Voting Format: Each person has 6 votes to distribute any way they choose among the GDS entries with the following restrictions:
- You may not assign any votes to your own entry!
- You may not assign more than 3 votes to any single entry.
- You need not assign all 6 votes.
In addition, any entry using this month's Bonus theme will receive an additional 2 votes.
Voting is now open!
Voting will close at 4pm(ish) MST Thursday afternoon, after which time I'll tabulate the results and post the winners!
- CRITIQUES: Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread
Comments or Questions: Comments and questions about this Challenge were handled on the Comments Thread.
GDS Details: For more details on how these Game Design Showdown Challenges work, especially the details around the word count and graphics limits, visit the GDS Wiki Page.
Enjoy!
-Seth
iP Ouija ®
for Game Design Showdown February 2010 Challenge
Intro:
The Ouija game represents a spiritism session in which the players try to decipher which of them is the Spirit by asking him questions, while the Spirit player tries to eliminate all others by guessing which player is risking his life trying to uncover him.
Playability:
The game is intended for remote play over a network of friends in your addressbook contacts. Playing time limit is 3 or 4 minutes per session, this is to push players to start guessing. The game should play best with 6 or 7 players, but a session should support 4 to 10 players.
Setup:
all players connect remotely to a network with their iPhones/iPads and one of them is randomly given the Spirit role.
Gameplay:
Each player by turn asks the Spirit a question that can only be answered by “yes” or “no”. In any moment, any player still alive may throw a guess about the identity of the Spirit by pushing the “Guess” button and asking: “¿Are you (name)?”. If he guessed right, he wins. BUT, before answering, the Spirit can ask back “¿Are you (name)?”. If the Spirit guessed right, the player is dead and he may continue without answering (even if the player did guess right). If all players are eliminated, then the Spirit wins the game.
Layout:
All players can view all questions and answers, and all participants will be listed in the side of the screen. But, of course, none will know who's asking or answering. When guessing, the player just pushes the “Guess” button and the player's name in the list, and the question pops out automatically. The system must also be able to determine if the Spirit guessed right. The game background can be a Ouija tablet with letters and a movable pointer, but I sense it would be hard to keep track of, unless the sentences is progressively writen in a line below.