I recently read about how the unconscious mind keeps working on problems even while we are involved in other tasks (http://thetartan.org/2013/2/25/scitech/braindec). I was reading this within the context of my work as an educator interested in gamifying the classroom. However, I currently work in a commercial education environment which physically is more like an office.
This got me to thinking about how to design a game which players can use in a typical office workspace, without interfering in normal operations or staff duties. This game will not require a board (space), dice, tokens, or even a rule book. Everything a player needs to know to play will be printed on cards which they hold, collect, combine, cancel, display, capture, discard, surrender, or use to score (among other things). Players will choose places for the "Deck" and "Discards" or other game purposes.
Play ideas? Game names?
Your two cents, please.
I'm not sure the world is ready for yet another dungeon-themed game; ditto for zombies and dinosaurs.
I'd like to develop this theme so that it can be used in almost any office setting, regardless of the nature of the business or operation involved. It may turn out that **some** game features will not be applicable in **some** office settings. Perhaps these could be deliberately left out by the players at their discretion, but the integrity of the design would have to remain intact to sustain playability.
Rather than focus on one feature of office activity (e.g. teamwork), I'd like to incorporate a wide variety of items.
Other game features I've considered so far include:
1. Deck Zone: a physical office location where players go to draw new cards. This might be the top of the water cooler, the receptionist's third desk drawer, or some other place.
2. Discard Zone: another physical location where players go to leave cards withdrawn from play.
3. Display Zone: a location or method whereby game information or cards are revealed to a player (or players) to facilitate play.
4. Player interaction: the cards in a player's possession guide them in interactions with other players and their cards. Interactions might be face-to-face or separated in time and/or space to preserve player anonymity or to create delays between play actions and reactions.
5. Scoreboard: a method by which players may record and display their game status.
6. Game Card attributes: captures/captured by, cancels/activates, combines with, discard if, score if, draw card if...