Play Make Write Think

Fiasco Reflection

We played the game Fiasco on Sunday. The setting of our game was Main Street. During the phase of setting up, we tried picking relationships and details that are crime-related, such as drug friends, thieves, gamblers, and crushing debt. We tried to brainstorm our big picture and some small details as we sort out dice to choose the details so that, at the very least, our story will make sense. However, as our choices get more and more narrow, we had to pick details that seem completely unrelated to the plot such as a stone material shop and paper plant; in addition, the rule book had some add-ons for a five-player game, in our case, was a poisonous snake. Unexpected add-ons details definitely increased the difficulty of our game, especially when we had our storyline settled along the way, which allows less room for flexibility, but how can this game be fun without some randomness and surprises?

It was definitely difficult for us to start the game because there is not an official “start” of the story; however, after the first scene, which lays out some details and backgrounds for the rest of the players to play around with, everything became easier. The game proceeds in a form of conversation between two players, personally, I tried my best to mimic the tone and word choices my character would have in order to help myself, as well as the rest of the players, to bring themselves into the story. The favorite part of this game for me was that even though all of us were aware of the general direction of the story, we always generate new thoughts and details as the story goes, especially when you hide your intentions from the rest of the player, that’s where things got interesting. My character is both a drug addict and gambler. To push the plot, I incorporated an item that was not on the detail list but can be important–a suitcase. Since I’m a drug addict and a gambler, my original idea was that I will partner up with my gambler friend, Joseph, head to a underground Casino located in a Mexican restaurant in Chinatown, and Joseph can use his terrific gambling tricks to help me win the suitcase from a guy called O’Brien (a character I made up), and things can go from there.

After the establishment of this new item, it somehow became the center of the whole story, everyone was going for the suitcase, especially when Yeezy (another character who is a thief) established a scene with her thief friend, telling her she somehow stole the suitcase from O’Brien, which completely changed the plans I had in mind–I had to brainstorm and think of what to do next in order to adapt to the new situation.

I think the heart of this game is the unexpectedness and randomness, such as the ability for different players to alter the storyline during their turns and the Tilt in the middle of the game, that is when I started putting myself into my character, and think about what I will actually do if I was the character who is in the situation. The fun part of this game is that everyone turned into someone else, and just “play” the character in a totally dynamic, corrupted situation; everyone tried to reveal as much as their “dark side” possible by purposely incorporating sinister elements and foreshadowing the incoming traumatic events. In short, no body wanted anything good to happen to anyone except for themselves. At the end, we purposely created a tragic ending by having almost everyone died, except for one person who became a drug addict, which, in our case, was the best ending possible.

Despite how disastrous the plot was, Fiasco was indeed a better form of stimulating creativity than traditional writing: the interaction among player, the various thoughts and opinions, and most importantly, the synchronization between the players and the characters they created, generates an effect in creativity that traditional writing cannot achieve.

Podcast Reflection

The podcast we produced focused on the game play and real life relations of the game League of Legends. The way I worked with my Assistant Producer is to first talk through the general big points we wanted to include in the podcast; later, we worked together in a shared Google Doc to throw in more details from the game under each big idea to enrich our outline.

Our intention was to make our podcast more like a casual conversation instead of just reading our ideas to the audience; however, this didn’t work out at the end because our voice in the podcast just didn’t sound like a normal, interesting conversation even though we tried to maximize expressing instead of reading during the recording. We found out possible reasons for this phenomenon: 1. we both have anxiety when facing the microphone or when aware that we are being recorded, which caused a lot of stuttering, mispronunciation, pausing; 2. We never practiced or constructed our conversation, therefore it was difficult to control the time and degree of expression of each topic; 3. We were unable to produce smooth transition between topics and draw relations to make our podcast more coherent and easy to engage as a whole. My assistant producer and I are actually pretty well-familiar with each other, and we talk and joke about each other on a daily basis, therefore it’s just a huge let down for us that our voice and conversation sounds not exciting and engaging at all in the podcast.

When thinking about the content for our podcast, we attempted to put emphasis on probing, telescoping, and real life relations. Personally, I did not enjoy how it turned out since all the pieces do not connect to one another; content wise I was not mad about it because I think the components we selected from the game work well with the messages we tried to deliver, however, I feel like we could’ve deleted a couple minor topics to leave some room to elaborate more on the more important aspects.

The only piece I was proud of in the entire podcast was the introduction because the vocal announcer, transition music, and background music just magically blended together and was exactly how I wanted it to turn out. If there’s one thing we could’ve done to improve our podcast, I would say is to practice our conversation about League of Legends more regularly to have a better control over the durations of each topic and the structure and order of our expression, as well as minimizing recording-anxiety by being more prepared for the dialogue.

Learning wise, I definitely learned some editing technique since I am completely new to editing dialogues. We also learned, or at least tried, to use precise language to deliver intended message when only limited time was given. I would say my biggest learning experience did not happen until after the podcast was done, since I figured what our process was lacking and what we could have done to make it better. Very much similar to writing, we learn from our weakness by repeatedly listening to our podcast, and positioning ourselves as the audience of our own podcast, and brainstorm about what will be the audience’s opinions toward our work.

Overall, not satisfied with it, but can definitely do better next time.

Over-powered Traitor

I played the game Betrayal at House on the Hill with other three students in the class. Overall, comprehending the rules took a lot more time than we expected, but we are satisfied with the experience of playing this game.

I think the probing part of this game is simply discovering new rooms and new rules along the way. The way of arranging the rooms are also important, especially when they show different directions and numbers of doors on the tile. We gradually realized that we cannot simply just jump from one room to another–we have to follow the doors that lead to different paths.

In the early game (before the haunt) the biggest decision making in this game is to decide whether to stay in the new room that you explored or keep going; however, I would argue that this is largely a matter of luck since you don’t know which tile or card will be drawn next, therefore the decisions that the players made are not solely based on their own logic or strategy. The late game (after the haunt) on the other hand, requires collaboration and strategy making. For example, we were playing the Haunt number 43, which requires the players to pickup candles in given rooms by doing a might roll, and bring the candle to the room where the haunt was revealed and lit it up by doing a knowledge roll. One condition was that if the Knowledge roll doesn’t reach the required number, we automatically lose the candle and have to go back to the room and pick it up again. Our strategy was to let the person who has the most Might points to pick up the candles, then drop it off for the person with the most Knowledge point to try to lit up the candle in order to maximize the chances of success–you obviously cannot expect a person with 2 knowledge to perform a roll to reach 5+. Dividing up the job and design separate paths for each explorers were essential since in our case, each explorer has their own strengths and weaknesses; also having diffused responsibilities can minimize the damage the team will take when one of the explorer is killed.

Another part of the telescoping is the usage of items. I was aware that many items increases one of your ability at the cost of another ability. When trying to decide whether you want to use the item or not, you need to focus on the winning condition, in our case, you would use the item if it increases you Might and/or Knowledge, or when you can distribute the damage to other abilities in order to save your live.

One last point that I had strong impressions when playing the game was that the traitor was seriously over-powered–well, it totally makes sense since he’s going against multiple players alone. Since the explorers and the traitor have different rule books and had to read them separately, the traitor does not know our winning condition, and we were unfamiliar with his new power as well; therefore, when the traitor “teleported” straight to the room I was in, I was deeply in shock. Later on I realized that not just the traitor, his monster is also capable of “teleporting”. Even though we won at the end, I would say that the main reason is because the traitor doesn’t know what our winning condition was, therefore he could not effectively prevent us from winning, while explorers only needs to know that the traitor’s goal is to kill all the explorer (at least in the Haunt that we played).

I definitely think that this particular board game is not linear because there is not a particular way of playing the game: different factors can trigger different Haunts, and playing different characters and different sides (explorers vs. traitors) can give you different experiences, as well as figuring out different strategies based on different conditions and collaborating with different players, so there really not an end to playing this game (that’s also why we ended up buying the game). I am super excited about the other Haunt that I haven’t get to play yet, and I will definitely try as many as possible.

Big Sunday Breakfast NO-NO

(This is theoretically not a sketch–I used paint because I thought it works better for creating a sky–I hope it’s not breaking the rule)

My inspiration of this assignment came from the breakfast I had this morning. I tried the neon-looking pickled radish on the plate alone with the rest of my breakfast items and I ABSOLUTELY hated it (I’ve had it for dinner and it was fine). I wanted my “Sunday Sketch” to be related to this slice of pickled-radish because it symbolized a terrible start of my Sunday. My initial thought was to paint an ordinary sky with the radish on top representing the sun, but then I had a better idea: painting a night sky and let the radish represents the moon, which symbolizes nighttime/dinner, instead of the sun, which symbolizes daytime/breakfast. The message I was trying to deliver here is that pickled radish tastes better when being eaten at dinner, but definitely not breakfast.

I had a lot of fun with coming up with this idea and during the process of creating the background. The only thing I am worrying about is that the item I’m trying to incorporate into the drawing being too simple and boring because it is supposed to be the star of the show and harmonizes with the sketch.

Fluffy Sweetness

This combo image was inspired by the dessert-scented body lotion I purchased yesterday, the sweet, delicious fragrance in the air pushed me to make this assignment dessert-related. Being a baker myself. one of my favorite things to bake is cupcake, and my favorite part of making cupcakes is decorating them, therefore, after choosing cupcake as my base image, I was trying to come up with an idea for the “frosting”. I thought using cloud was a perfect idea because we always make the analogy comparing cloud and cotton candy because of their fluffy, pillowy textures and appearances. To make it more attractive and dream like, I chose a castle-shaped cloud to be the frosting. This combo photo reminds me of my childhood fantasy when I sat on the grass and looked at the clouds, and I hope you like it, too.

The most difficult part of this assignment for me was to find two pictures with very similar background tone so that they wouldn’t look too “separated” when I combine them; other than that, there was no major obstacles.

Picture credit: https://pixels.com/featured/2-birthday-cupcake-ruth-black.html

https://www.theregister.co.uk/2019/06/03/cloudflare_goes_big_on_serverless_with_new_command_line_free_accounts/

Super Mediocre

Here is a display of pretty much everything I have in my bag everyday. Believe it or not, I tried to be interesting and creative with it, but at the end of the day I still chose to go with what I actually have in my bag because why not.

As you can see, what I have in my bag are super common, or using my commentary, super mediocre. I will be explaining each item in the form of bullet points, which is, again, kind of mediocre.

  • Pink Wallet: storage for all sorts of cards (ID, debit card, Costco card, etc) and barely any paper currency.
  • Hello Kitty pocket: all quarters. I like having my quarters separated from other coins because I believe in the higher social status of quarters.
  • Pencil pouch: storage for basic writing utensils. The tiny black plush hanging from the zipper is a visual representation of my favorite cat, Mica.
  • Laptop: MacBook. I carry them around hoping that I can do work while waiting for incoming events such as lecture courses, but the reality is that I use them to watch YouTube videos during the wait.
  • Charger: for my laptop, in case it runs out of battery while I work (or watch YouTube videos).
  • Graphing calculator: I don’t even know why it’s there, I am not taking math or physics.
  • Ear buds: two sets, one for my laptop and one for my phone. I can’t afford AirPods.
  • Notebook: Nothing much, just a mediocre notebook.
  • Glasses case: storage for my glasses because I have poor eye sight.
  • Glass cleaning spray: I only use it once in a while. I suspect that it is expired.
  • Napkins: ensure sanitization.
  • Water Bottle: Hydrohomie. I believe in H2O–hydration is the key.
  • Umbrella: no one knows the weather in Georgia, including the weather forecast.

Reflection: Nothing really surprises me when I emptied my bag for this assignment except for that bottle of spray since it’s been nearly five years and I’ve only used less than one tenth of the solution. When I look at the display of items, I think I’ve always have a clear understanding of what I have with me because they’re was almost no discrepancy between what I think was is my bag and what was actually in my bag. This assignment sort of reflect myself as an individual because some of the items demonstrates my daily-life habit. What I hope was that I can have something interesting, or at least unique to me that I carry around in my bag all the time.

Side Quest 1: Avatar

This is a picture of my cat named Mica. The source of the image in the gallery on my cell phone.

The reason behind choosing this image as my avatar for this website is simply because I am a huge cat person and I love my cats so much that words can’t even properly express the feeling. All three of them were adopted at three different time points, and since then, they became a huge part of my life.

The second I finished reading this assignment, I targeted my potential candidate at my three babies. After evaluation, I picked Mica to be the one. Mica is an eighteen-month old girl and was the first one to become a part of my family (she was only a two-month old kitten by then). Over the course of the past sixteen months, I gradually realized that Mica and I had many similarities in our personality and behaviors: we are both nervous about entering a new environment while can’t hide the curiosity; we are both shy and quiet in front of strangers, but still try to show friendliness and make new friends; Mica is the only girl out of the three, and I grew up hanging out with mostly guys as well. We have been each other’s best buddy, and I see reflections of myself on this sweet girl, which is also why she is my bias amongst the three and I try spending the most time with her whenever I’m home. Mica not only is the sweetest, cutest creature in my life, but also represents a big part of me–my passion, love, interest, personality– as an individual, I see no better choice for my avatar than her.

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