Category Archives: Game Education

Game Design For Cub Scouts

A friend whose older son was in one of my sons’ Boy Scout troop asked me to attend her younger son’s final Cub Scout meeting and talk about game design. Now, I teach game design every day to college-age students, and I have a lot of experience running game design merit badge workshops for boy scouts (in fact, I’m one of creators of the Boy Scouts Game Design Merit Badge). However, this opportunity presented a different set of challenges. For one thing, I had only about an hour. And for another, we’re talking about ten-year-old boys, and that means barely-contained bundles of energy.

Okay, I needed a game plan.  To keep their energy focused into a productive hour, I needed to keep my talk fast-moving and keep the boys active.  So, here’s what I did.

After giving the briefest of introductions about my background (Disney, Activision, Spinmaster toy company), I asked them what their favorite game was?  “Minecraft!” Of course. “Angry Birds!” “LEGO Marvel Super Heroes!” “Portal 2!”  Now, those are all great video games, but what about other times of games?  What’s your favorite board game? “Monopoly!” “Life!” “Risk!”  What about sports?  Those are games too.  “Baseball!” “Football!!” What about party games? “Pin The Tail On The Donkey!” “Tag!”

Well, is every activity a game?  Is homework a game? “NO!”  Is taking the trash out a game? “NO!”  So what does an activity need to be a game?  “Fun!  It has to be fun!”  Right you are!  Fun is an essential element of a game.  But throwing rocks across a pond can be fun.  Does that make it a game.  “It can be, if you try to make it skip three times!” Oh, so the activity needs to both be fun and have a goal. Anything else?  “Rules!  It has to have rules!” (This kids are smarter than my college students!)

Maybe we can turn any activity into a game.  How about painting?  Is painting fun?  “Yes!” Is there a way to give it a goal?  “Maybe someone has to paint something!”  “Maybe it’s two people!”  Okay, here’s the goal: there are two painters, and we give them a word or phrase to paint.  And the first person to paint it correctly wins.  What other rules can we give to them?  “People have to guess what they are drawing!”  “They take turns!”  “They have to do it in a time limit!” Congratulations!  You Cub Scouts have invented the game Pictionary!

Enough talking!  Let’s play some games!  Let’s play one of my favorite games of all time — Tic Tac Toe!  (I begin pulling papers, marking pens, dice, and colored discs — one side red, the flip side yellow — out of my supply box).  Now, I’m a little fuzzy on the rules.  Tell me, how do we start the game?  Very quickly the cub scouts assemble the following How To Get Started Rules:

  • Draw a 3×3 grid
  • Choose 2 people to play
  • Each person picks a color
  • Roll the dice to see who goes first.

So, how do we get from the game start to game finish?  “We take turns!”  And what do we do each turn? “You put your color down in a square!” Any square? “An empty square!”

And how does the game end?  “You win by getting three in a row!” Is that the only way the game ends? “No, you can get a cat’s game where no one wins”  Well, I think that’s everything we need to know to play.  So, let’s break up into groups of two and play the game.

After a couple of minutes, I tell them to stop.  I re-arrange them into groups of three, with one person appointed to be game designer.  I explain to them that the job of a game designer to create fun experiences for other people.  It’s like being the host of a party: you decide what decorations there will be, what food to serve, what music to play, what activities to do, and when your friends arrive, you need to make sure that they are having a good time. But different people like different things, and so it’s hard to guess what will be fun for them.  So, you have to watch them, and if they aren’t having a good time, you have to switch things up.

And so, I had each “game designer” propose one change to the rules that he thought would make the game more fun, as well as what his prediction would be about how the players would react to the rule change.  The “designer” then watched the other two scouts play the game with that rule change, and then tell me his observations afterwards.  Then I let another scout be the game designer until each scout had a chance.  Most of them simply added more squares to the grid, but one scout made a very intriguing circular grid unlike anything someone has suggested before when I’ve done this exercise with students.

After everyone had their turn, I explained that even video game designers may first play their games on pen and paper before it goes to programming, because its so easy to make changes to pen-and-paper games.  You can even play a first-person shooter game as a pen-and-paper game!  And with that, I pulled hexagonal graph paper, sticky notes, cards, tokens, and discs out of my supply box, and described the rules for a “paintball” game (I winked at the scouts’  parents as I said this, since I knew that would be the only acceptable way I could present a first-person shooter to young kids) based on a game described in Tracy Fullerton’s book Game Designers Workshop.

Getting Started

  • Use hex paper as the floor of a room
  • Use sticky notes as walls
  • Each player uses a colored disc as their avatar and draws an arrow on it to show shooting direction
  • Each player colors one hex as their starting location and places their avatar on it.
  • Each player takes 3 tokens to represent their “lives”
  • Each player takes a deck of 9 cards: 3 “turn” cards, 3 “move cards”, and 3 “shoot” cards.

Gameplay

  • The game is played in turns.  During each turn, each player chooses 3 cards from their  deck of 9 cards, indicating the actions that they want to take in each round in the turn.
  • Each turn consists of 3 rounds.  Players take the action for the card corresponding to that round, in the following order:
    1. Shoot: Any other player that the arrow on the player’s disc is currently point is hit, unless a wall blocks the short.  The hit player loses a life: if he loses all three lives, he is removed from the game, otherwise, he returns to his starting point.
    2. Turn: The player rotates his avatar disc so that its arrow points one hex side to the left or right of its current direction.
    3. Move: The player moves his avatar disc one hex over from his current position, in any direction.

Game End

  • The game ends when only one player remains alive.

I was worried at first that the rules would be too complex for ten-year-olds, but my worries were unfounded, as I had underestimated the kids.  They picked up the rules quickly, and the natural leader on each team wound up calling out rounds and actions.  As the meeting time drew to a close, one game had been one and another was close to winning.

There was a moment or two when scout’s tempered flared because they weren’t happy with how things were going, or their excitement was almost not containable, but I kept things moving quickly enough that I was able to redirect their attention.

All in all it, the experience went as well as I could have hoped.  The scouts seemed to have a fun time, the parents were pleased, and I got a blog topic out of it.  I’d happily do it again some time.  I’m available for future cub scout meetings, birthday parties, and bar mitzvahs.

 

 

Recall And Possession At The USC GamePipe Lab Fall 15 Demo Day

Last Thursday I attended the University of Southern California’s GamePipe Lab’s semi-annual Demo Day held at the Egg Building just outside the university’s Los Angeles campus, and yet again I was impressed by the exceptional work of some of the best and brightest game development students in the country.

For USC Viterbi School of Engineering Professor Mike Zyda and his students in the USC Games program, the Fall 2015 Demo Day event is an opportunity to show off four months’s worth of collaboration, creativity and computer design. It’s also the students’ introduction to a host of industry scouts who may purchase and publish the games when they are completed next Spring, as well as hire program graduates to design, program, and produce the games of the future. I make an effort to attend Demo Day every six months to help me set aspirations for my own students at The Los Angeles Film School.

Here are two of the games that I had the opportunity to take for a spin.

Recall

Recall: USC GamePipe Lab Fall 15 Demo Day

Recall is a virtual reality game that helps players learn what they really want to know. Actually, the students say that it is more than a game – it is a virtual reality “mind-hack.” Inspired by the spatial and imagery based mnemonic techniques of competitive memorizers, Recall is a tool to improve a player’s memory that puts them in VR “mind-palaces” constructed for their own “digital documents”. In essence, it turns your documents into playable “levels” designed for easy memorization.

The idea is the player chooses which information they would like to remember – a .PDF, .doc, .ppt, web page, etc.   Recall then slices the document into small, digestible packets and procedurally generates an explorable, interactive virtual reality world based on the amount of information in the document. When the player enters this new memory palace, they will find their sliced document in “framed” packets with associated key-objects placed along a path. This singular path will take them through their entire document.

In the demo version I tried, the goal was to find a collection of 3-D objects in a virtual reality landscape, and then later recall where on the landscape I found each object.  The graphics were rudimentary at this point in development, and I found the text “packet” associated with each item a bit hard to read, but I thought the concept was promising.  I particularly enjoyed ease of motion of the 3D headset, which received input from the game via an Android phone snapped into the front of the headset.  It was a much more comfortable experience than wearing heavy Oculus Rift headset and renewed my excitement about the potential of virtual reality games.

 

Possession

possession1

Possession combines that battlefield tactics of a Real-Time Strategy game with the visceral experience of a First-Person Shooter. The player commands squads of units, organizes attack and defense strategies and manages and control resources.  But what makes this game unique is that the players can put themselves in the position of a single soldier by switching game modes with a single button push.

Whether it be to put yourself in the position of a sniper to kill enemy units from across the map, go on a rampage as a super-soldier in a huge battle, command a tank to wreak havoc upon your enemy, or organize all of your forces from the comfort of your base – you not only get to command your army, you get to be the army.

Unfortunately, the concept reminds me of the old Saturday Night Live sketch about Shimmer: “It’s is both a floor wax and a dessert topping!” That’s always the danger with combining two game genres, and indeed I found it a bit disorienting to be switching between RPG and FPS modes, and there were times where I was so immersed in my own first-person conflict that I forgot about managing my troops elsewhere on the battlefield.

However, the game still has another six months to go in development, and I’m hopeful they’ll tweak the design to create a more cohesive play experience.  I was actually blown away by the technical and artistic competence displayed in just four months of development. If my own students could do that kind of work in such amount of time, I’d be very proud indeed.

 

I had a meeting to attend on my own campus, so I wasn’t able to try out more games that day, but you can bet I’ll be back in May to see how things progressed for these great student teams. If you’d like to find out more about these and other GamePipe student projects, please visit USC GamePipe Laboratory Fall 2015 Showcase.