UCLA Design | Media Arts    MW 2-4:45pm    Broad Art Center room 4250
Professor: Steven Schkolne    TA: Chris Reilly

GAME ASSIGNMENT #2

Emergent Multiplayer Conflict

Group A: Group B:

Pick two cards. Your SCENARIO CARD will contain the name of a familiar conflict scenario often depicted in fiction. Your STRUCTURE CARD will contain the name of a multiplayer conflict structure.

Your assignment is to design a tabletop game based on the conflict scenario and conflict structure that you drew. (You may trade either card with a willing partner. You may lobby the professor if you would like to suggest your own scenario). Within these constraints, your goal is to create a game that enables EMERGENT CHALLENGE.

Juul discusses emergent challenge at length in Chapter 3. He discusses different models of emergence. Your game must demonstrate at least one of his notions of emergence.

Conflict Scenarios:

1) War: pick a conflict from a recent or historical war.

2) Scandal: pick a recent political scandal.

3) Zombie Acopalypse: pick a scenario from an existing zombie/post-apocalyptic movie/game or create one of your own.

4) Courtroom: pick a legal battle that has been in the news and take us into the courtroom.

Conflict Structures:

1) Competitive Multiplayer Free-For-All
- All players have the same strength in the game
- players can be different gameplay choices available – not just cosmetic differences
- Only one player wins

2) Team based Multiplayer
- Two teams of two compete against eachother
- Design for teamwork dynamics
- Only one team wins

3) Asymmetrical Multiplayer
- One more powerful player against the three other players
- Either the group wins or the single player wins

4) Competitive Multiplayer VS Game Master
- One player plays as the Host or Game Master, the other three players play against each other
- The Game Master can’t win the game, but should play with the goal of making the game more compelling for the other players. This player can control multiple dynamic elements on the game board such as enemy units, the game environment etc.
- Only one of the Non-Game Master players can win
- The Game Master’s decisions can be guided by a combination of these elements:
      Luck: GM can roll dice, flip a coin, use a spinner, ask secret questions…etc (in secret or visibly).
      Strict rules: the GM follows rules imposed by the game.
      Improvisation: The GM may improvise on the fly to make the game better for the other players.

Parameters:
1) Design a 4 player tabletop game, players must be seated to play.
2) Design your own game board and game bits. You may use dice. This is a chance to show off your mad visual design skills. Your game does not need to have a "board" and can instead have an interesting sculptural object
3) Gameplay should last no more than 15 minutes! (use a timing mechanism, and allow for a time based win condition in your rules)
4) Consciously focus your game play around interesting MULTIPLAYER DYNAMICS, player CREATIVITY, and EMERGENT CHALLENGE.

Deliverables:

Deliverable 1 (Feb 1 / 6) Deliverable 2 (Feb 8 / 13)

Name your documents using your last name and first initial. Example: Game-2_CReilly.pdf, RulesDraft-2_CReilly.pdf, EmergenceDraft-2_CReilly.pdf.

PDF document should include:

Groups/Structures:

Group A (Feb 1 prototype, Feb 8 final) Group B (Feb 6 prototype, Feb 13 final)

Good Luck to you.

Review: