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GAMEFUL CHALLENGE #8: Making the Invisible Visible: Part 1: Game Pitches

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THIS CHALLENGE IS CLOSED. YOU HAVE UNTIL MARCH 9TH TO PICK WHICH IDEA YOU’D LIKE TO SEE CREATED THE MOST. VOTE HERE This is part one of a two-part challenge related [...]

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THIS CHALLENGE IS CLOSED. YOU HAVE UNTIL MARCH 9TH TO PICK WHICH IDEA YOU’D LIKE TO SEE CREATED THE MOST. VOTE HERE

This is part one of a two-part challenge related to Making Good (http://makinggood.org/) a book and a project that has the goal of helping hundreds of thousands of people find jobs that make money and change the world.

In every community in every workplace there is a power structure in place–that structure determines how things are done. There is the one that we hear about that we are taught but simultaneously, quietly, there is another parallel structure. It is this secret parallel structure that really makes things happen. But how do you figure out what it is and how do we make the invisible visible? Is it really the president or the celeb you see on TV that has the power? Or is it their VP, assistant or possibly even their mother?

We all are taught the visible power structures. But what of the invisible ones, the one that will actually help you get a job, the person that actually has the power to change your company’s buying policy or to give you the five thousand dollars you need to launch your project? Who are they and what kind of game could both uncover their identities and share them with the world? Who are the unexpected powerbrokers in the world that don’t show up on the Forbes and Fast Company lists?

How can we out them all? How can we enable more people to gain access, to learn and uncover the invisible structures that are governing their own world? Whether we are uncovering the art world in New York, the world of international development or the fast paced world of cantaloupe growers — who is the boss? And who is the real boss?

The challenge: is to create a game that both uncovers the invisible power structure of an office place, a community or an entire world and then makes it visible for all.

How can we teach people the skills to do this?

Prize:
- The winner, as selected by our judges, gets an expense-paid trip to Toronto for the MakingGood Launch or a plane ticket of equivalent value;
- 2 community favorites get to become judges for the 2nd part of the challenge
- The top three contestants as picked by judges will get to present their pitch to a well known famous designer for feedback
- The top 5 community picked games will get a signed copy of Making Good (http://makinggood.org/)

Rules:
• For this half of the challenge the submissions must be fully detailed game design documents
• ALL genres are eligible whether or not they use technology
• Original games only, please. (Please don’t submit a game you made last year. Make a new one!)
* All team members must be Gameful members!

Extra points if:
-The game is easily transferable and applicable between different workplace or community environments
-The players can gain more information from replaying the game more than once
-The knowledge/skills learned are reinforced through gameplay

To Play:
1. Join the Making the Invisible Visible Group.
2. Discuss what you’re up to.
3. When you’re ready, but BEFORE February 20th, start a new forum topic for YOUR entry. (The forum topic is the easiest way for judges and contestants to see all entries in one place.) Describe what you’ve created. Include a link to your game, or a way to download it, so we can play it.
4. When you’re ready to officially submit your game, fill out this form.
5. Await game-tastic feedback from your fellow Gameful monsters.
6. Winners will be announced by the end of February.

Tags: challenge
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Chasing the Dragons Game Design Doc Alexander Phillips (7 posts)

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  • Avatar Image Alexander Ian Phillips, a level 1 monster with 4 posts — 3 months ago:

    Chasing the Dragons is a business simulator where the player will be assigned a character for the scenario and must make the character achieve a quota of game money to pass the time limited scenario.

    The game scenario will advance in time by each day adding or subtracting to the players cash score and adding or subtracting from the players popularity points. How much cash and how many points are added or subtracted depend on the business team members the player hires or fires as surplus to the original scenario character which cannot be hired or fired. There will always be a main character that the player cannot fire and is central to the story throughout the scenario and the events that occur to raise or subtract from the players Popular Points. A quota of popular points will be required sometimes to unlock new contacts and business opportunities in a scenario. This could also be used for in game achievements and secondary objectives to give the player more incentive and a sense of reward to carry on.

    In every scenario the player must first pick a product for the character to use to become rich and ultimately come into contact with unseen power structures that will help them progress.

    completion of a scenario will give an ending whereby the hidden boss preventing success in the town will give a speech and leave. The aim of the game is to make the gamer realize the completion of a scenario for a particular stereotypical member of society will have unseen forces that work against him or her.

    One proposed example level/scenario of this in the game would be a level where you play an aspiring sitcom actor making a choice of 1 movie product. With the product made from the player purchasing it by choosing one of the scenario towns film studios which offer different qualities for story progression, he then has the choice to use different contacts. These contacts range from a variety of choices such as mafia contacts that come with a risk of becoming unpopular and game overing or using religious contacts or commercial contacts to become more popular and famous. The actor at the beginning of the scenario has to pick a studio to make the product used to achieve the money quota for passing the scenario. once the studio has been picked it will set a game story in motion and a set sequence of events that will add cash daily and add or subtract personality points. The team members you can hire and fire will cushion the popularity points loss or gain by adding and subtracting from it each day be events they randomly generate. Even people you hire that have good stats can generate bad events so the game cannot be bugged by hiring a team of all good stats people.

    The scenarios will have a game over state, which can reached by becoming too unpopular by choosing to use organizations and contacts that are unpopular such as Mafia. some contacts in the game are also going to make it more entertaining and humorous for the gamer to play e.g aliens, religious cult, etc.

    The game will be similar in gameplay mechanics and design to a business simulation with a storyline where it proposes a scenario of making a quota of money. This is done by the player using money to buy services from contacts, buy better products and hire team members to improve earning potentials.

    Game Design Document To be submitted via forum link

    Bsc(hons) Computing Alexander Phillips – Orcaorcadia – Independent Games Developer, Registered Windows Phone Developer

    sn4rkster@googlemail.com

    13/02/2012

  • Avatar Image Alexander Ian Phillips, a level 1 monster with 4 posts — 3 months ago:

    do you want a full game design document with software classes and UML for my entry? Or do you just want a quick breakdown of the mechanics like i have done here?

  • Avatar Image Alexander Ian Phillips, a level 1 monster with 4 posts — 3 months ago:

    any takers to help me develop a prototype to submit if needed please give me a shout. i can only make it in C sharp given the timescale and would need an artist just to make a beta game to throw in for fun

    i would probably need about 6 month to make this proper but to make a small start to the game i can try but probably will not succeed given the contest seems to only want a GDD

  • Avatar Image Cary M, a level 0 monster with 11 posts — 2 months, 4 weeks ago:

    Hey Alexander. Sorry for the tardy response. We’ll be comparing each submission against other entrants so it really depends on what others provide. A simple GDD can do more than a blog post, but we’ll consider everything.
    Thanks.

  • Avatar Image Emily Byrtus, a level 7 monster with 15 posts — 2 months, 2 weeks ago:

    *I meant to get to do a post like this (a con with suggestion and a pro) on each entry earlier, but my schedule caught up with me a tad…. Sorry! On with the post.*

    I could see myself getting addicted to this game ala Diner Dash or Roller Coaster Tycoon pretty quickly.

    CON: The game may feel a tad disjointed if it had the variety of scenarios and main characters you seem to be aiming for. I think it’s a worthy goal, but you’ll just have to be very careful with making sure the game remains unified – mechanics and aesthetics should remain very similar from scenario to scenario. Having a single main character throughout the game may also help connect all the scenarios (wasn’t sure if that was the case when I read it), which would allow for more variation in the mechanics or aesthetics, if needed.

    PRO: As I mentioned, business/management sims can be very engaging, and allowing for a variety of different environments will keep it fresh for the player (it’s also a pretty unique feature). I really enjoy the use of both popularity and cash as well – it could make for some interesting events if you tailored some of the random events to be based off of different combinations (high cash, low popularity could trigger a tabloid scandal or low cash, high popularity could lead to a benefit auction).

  • Avatar Image Alexander Ian Phillips, a level 1 monster with 4 posts — 2 months ago:

    whats occuring.. its gone a little quiet on the challenge and all. :(

    thanks for the comments, the game was actually meant to be a simulation similar to rock manager released as a high quality commercial flash game in the late 90′s.

    well benefit auctions sounds a bit mad.. the game was meant to be sort of simple, so that perhaps even an 11 year old could play it and have fun. programming this could be a small nightmare of complexity if the game was to play scenarios that could generate too many random events. its just better if scenarios went linear to get the game going and get it marketed, if theres time i would then program more random scenarios linked to the cash and popularity points.

  • Avatar Image Cary M, a level 0 monster with 11 posts — 2 months ago:

    Hey Alexander,
    The submission deadline has closed and the judges are determining a winner. Stay tuned.