Author Archives: David Mullich
Scouts Design Games At The Winter 2016 Balboa Oaks Merit Badge Midway
Several times a year I volunteer at a local merit badge midway to run a workshop for the game design merit badge that I helped to create for the Boy Scouts of America. Last weekend I ran two sessions of my three-hour workshop at the Balboa Oaks Merit Badge Midway in Los Angeles’ San Fernando Valley, and as with every time I’ve run these workshops, I was impressed with the wide variety of games these young men designed.
My workshops always begin with a Socratic-dialog-heavy talk about the various elements that comprise a game, the different ways we can describe a game’s play value (what makes it fun to play), and how intellectual property rights apply to games. I then do an exercise with the boys in making changes to game rules to see what effects those have on players, using set of Spider-Man tic-tac-toe sets. (You’d be amazed at the number of variations on tic-tac-toe the scouts have come up with over the past couple of years). With each of these topics, the scouts satisfy various merit badge requirements.
The more advanced (and most fun) requirements involve the scouts proposing a game concept, and once I approve it, prototyping their game and playtesting it with other scouts.
Here are some of the games the scouts designed last weekend.
Lucky 80
by Spencer, Troop 1
Vision Statement: A 2-8 player dice game in which players roll four die until they get 80.
Play Value: To test peoples luck, and challenge your self to play and test your gambling skills.
Set-Up: 2-8 people can play.
Progression:
- Each player takes turns rolling the four dice and put how many points they got on a sheet of paper
- Each player repeats until one of them reaches 80, but if you roll the dice and they add up to 13 you lose a turn (13 is an unlucky number)
Resolution: The player who gets 80 points wins
Resources: 4 die.
Empire
by Robert, Troop 805
Vision Statement: Empire is a board card for 2-8 players competing to build the best metropolis.
Play Value: Competing against other players, building a city
Set-Up:
- Lay out cards in a rectangle
- Your choose your career: sailor, engineer, soldier, mountains, ocean, each with different abilities
Progression:
- You get 1 Credit every time it’s your turn
- There are 4 types of land forms — Mountain, Ocean, Forest — each with a different cost
- You can gain one of the following items when you take down a different land form — Ammo, Wild Cat, Wild Dog, Damage x2 — each with a different cost and damage
- There are four types of cities — City, Airport, Skyscraper,
- Metropolis — each with a different cost
- There are 8 types of weapons — Combound Bow, Shotgun, Sword, Revolver, Uzi, Long Sword, AK 48, Mini-Gun — each with a different cost, damage and ammo
Resolution:
- When time runs out, the player with the best city wins
Resources: Credits, time, and health
Epic Face Adventure
by Danny, Troop 10
Vision Statement: Epic Face Adventure is a single player electronic game in which the player has to make it through 3 different levels of gameplay without dying
Play Value: Fantasy, jumping and running, killing monsters, getting gold, challenge
Resources: Gold
Hookie
by William, Troop 911
Vision Statement: Hookie is a single player electronic game, where the player avoids school for 20 days (20 levels by finding specific items throughout their house before their parent comes home. The items are designed to help the player convince the parent they are still sick.
Play Value: The game will be enjoyed by kids who like to play hide and seek type games. Players will be challenged to find specific items around the house in a timely manner. They can play solo or against others
Set-Up: Players start in bed on the first day, and are provided a list of items to search for around the house.
Progression: Using the computer arrow keys the player, move about the house. Each level has a time limit of 3 minutes and each day the items become either more difficult to find or more in number.
Resolution: If the parent comes home and the items have not been found they lose. Once they lose 3 times the game resets to level 1.
Resources: Days remaining, items found
Phantom
by Christian, Troop 555
Vision Statement: A player vs. team board game in which the team has to take a treasure from a lost temple while avoiding the single player.
Play Value: This game will be fun because the team has to work together to outsmart the single player and sometimes make amendments to their plans.
Set-Up:
- The single player/Phantom decides where the treasure is and where he starts.
- The team/explorers shuffles their cards and takes six of them while still having their own condition cards (condition cards are two-sided cards with one side saying awake the other saying possessed. Explorers can use these to keep track of who’s awake and who’s possessed.)
Progression (Explorers):
- The explorers have 50 turns to take the treasure and bring it out of the temple
- The turns go: 1st explorer, 2nd explorer, …, and Phantom
- The explorers use cards and dice to move or they can stay/rest and draw 2 new cards
- A player can pass/wake another explorer that is possessed
- Once the treasure is taken, the explorers have to get out of the temple as fast as they can
- The explorers can pass each other and give the treasure
Progression (Phantom):
- The Phantom has to stop the players from getting away with the treasure
- The Phantom uses a 6-sided die to get around and can go through walls
- The Phantom can pass/possess explorers, putting them under his/her control
- The Phantom moves the possessed after his turn using a 6-sided die
Resolution:
- The game ends when the team escapes,all are possessed, or the explorers run out of moves
- If the explorer makes it out with the treasure they win; otherwise, the Phantom wins
Resources: pawns, cards, treasure
Red Square
by Jonghun, Troop 1
Vision Statement: Red Square is a single-player electronic game in which the player is a e: red square that must avoid blue balls and collect yellow coins to reach the end of each level.
Play Value: Challenge
Set-Up: The player spawns in at the beginning of the level as a red square.
Progression: The player uses arrow keys to avoid blue balls and collect yellow coins.
Resolution: The player must reach the end of each level.
Resources: Coins
As always, the scouts were very inventive, given the limited resources and time they had available. Even better, they were not only proud of the games they made, they really enjoyed playing other scout’s games. After all, as I explained to them, creating fun experiences for others to enjoy is what game design is all about.
#MarioSoWhite: The Lack Of Racial Diversity In Games
Last night’s Academy Award ceremony has been marked by controversy regarding the lack of diversity of its nominees. For the second year in a row, only white actors and actresses were chosen for the top four categories — best actor/actress and best supporting actor/actress. Host Chris Rock opened his monologue with a jab at the montage that played at the beginning of the show, featuring all the movies the Academy is celebrating during the show. “I counted at least 15 black people in that montage!” he laughed. “Well, I’m here at the Academy Awards, otherwise known as the White People’s Choice Awards.” However, not everyone was laughing with him. The resulting backlash led to several African-American actors and actresses boycotting the event and the rise of the social media hashtag #OscarsSoWhite. As a result, the Academy of Motion Picture Arts and Sciences has made changes in its structure and voting regulations in an effort to promote diversity.
While it is the film industry that is now being lambasted for failing to produce works that are reflective of the diversity of its audience, the game industry has an equally poor record with non-white characters. A recent study conducted by University of Southern California professor Dmitri Williams found in a survey of 150 games across nine platforms and all ratings that 10.74% of game characters were African-American. While this is about equal to the percentage of African-Americans within the U.S. population (12.3%), there is a caveat: almost all African-American characters in these games were either rappers or criminals.
Other non-white races are even more poorly or under-represented in these games. Fewer than 3% of video game characters were recognizably Hispanic and none were playable. Native Americans did not appear in any of the video games surveyed.
Why is this the case, especially given that so many game players are people of color? Studies show that African-Americans, Hispanics and those in lower socioeconomic groups play, spend more time, and buy more video games than other groups. According to The Kaiser Family Foundation, African-American youth between the ages of 8 and 18 play games 30 minutes more per day than white youth, while Hispanics play an average of 10 minutes more.
Perhaps the problem is a lack of diversity within the game industry itself. In a 2012 International Game Developers Association study of students enrolled in college game design and development programs, 71.6% of participants identified themselves as white, 10.2% as Asian, 6.5% as African-American, and 2.7% as Hispanic/Latino. African-Americans ;and Hispanic/Latinos are therefore underrepresented with respect to the U.S. population, while Asians are overrepresented when compared with the US population.
Does this mean that African-Americans and Hispanics are not as interested in developing games? Not according to my experience teaching game production at The Los Angeles Film School. Most of my students are African-American and Hispanic. Now, we are a trade school and not a college, which means that we only require a high school diploma or equivalent for admission, and so many of our students would not be qualified to enter college. Yet many of my students are exceptionally bright and will no doubt go on to become talented game developers. So, perhaps it is either their home, community or public school environment that has failed supporting many into getting grades necessary to go on to college.
It is an issue that needs further study. Diversity at all levels of society, and in the creative works that help to influence society is needed. It is both a business imperative for our industry and a moral one for our society.


