Play Make Write Think

Minecraft: A Trip Back Through Time

In this episode we’ll take you on a trip down memory lane to a game you probably played when you were younger: minecraft. We take a qualitative analysis of how the game has provided us with nostalgic memories and impacted our lives for the better. We explore different ways that the game has affected us past and present, and how minecraft can spark collaboration and creativity.

Producer: Winslow Wanglee

Assistant Producer: Michael Mariam

Line Producer: Greg Lawrence

Sources:

Banks, Jaime, and Nicholas David Bowman. “Emotion, Anthropomorphism, Realism, Control: Validation of a Merged Metric for Player–Avatar Interaction (PAX).” Computers in Human Behavior, Pergamon, 24 Aug. 2015.

Bowman, Nicholas, and Tim Wulf. “Finding Nostalgia in the Pixelated Video Games of Decades Past.” The Conversation, 27 Aug. 2019.

Bailey, Dustin. “Minecraft Player Count Reaches 480 Million.” PCGamesN, 11 Nov. 2019.

Music sources all by Chad Crouch:

Risky Business: A Deep Dive Into The Game of Risk

This episode analyses the game Risk, created by Albert Lamouise in 1957. We look at the game’s history, its connections to the Cold war, and key strategies in winning the game. We examine how Risk sheds light about Cold War-era thinking and pause at key moments in the game to zoom in on important plays. Come join us as we discover the crucial combination of skill and luck and smart strategic maneuvers players can master the game and ultimately take over the world. See you on the map!

Producer: Will Knight

Assistant Producers: Sadie Schwartz and Giovanni Ponzio

Line Producer: Giovanni Ponzio

Sources:

Risk (Game).” Wikipedia, Wikimedia Foundation, 20 Jan. 2020, .

The History of the Board Game Risk.” UltraBoardGames.

Mason, Paul. “Why the World Is like a Real-Life Game of Global Domination.” The Guardian, Guardian News and Media, 7 Dec. 2014.

Rogers, Scott. “What I’ve Learned Playing Risk.” Medium, 3 Jan. 2020.

 

Sidequest 7: “You’ll never catch me, I’m the gingerbread man”

My printed game piece
Actual Candyland game pieces

The game piece I chose to make using the 3D printer at the TechLab was the gingerbread man from the board game Candy Land. I brought in my .stl file Tuesday evening and picked up my piece on Friday afternoon. The process was very straightforward for me. I went into the lab with my file saved to my computer and they put it on a flash drive and asked me details of how I wanted it to come out.

I chose to print a game piece from Candy Land because that was me and my sister’s go-to game when we were bored at home. I was talking to my younger sister earlier that day and that’s when the idea came to my head. The piece came out exactly as I imagined it would with every detail mimicking the actual game pieces. In the actual game set, the gingerbread men are colored and this one wasn’t, but I will definitely bring it home to add to the set.

The process was very straightforward and I was in-and-out of the TechLab within 10 minutes. I had no idea one of my friends worked there, so I asked about other programs and machines they have for students to use which was very interesting. For example, I learned they have workshops a couple times a month relating to technology and engineering. I had never utilized this resource on campus, but it is definitely helpful to have if I ever need to construct something complex.

Links: https://flic.kr/p/dujTtt, https://eng101s20.davidmorgen.org/quests/side-quests/side-quest-7-3d-print-a-game-piece/

Fiasco Fanatics

Game Details: Boomtown

My name: Collin Anderson

Greg’s name: Russell Cooper

Michael’s name: Edward Anderson

My relationship with Russell: both gamblers

My relationship with Edward: son of Edward

Edward and Russell’s relationship: former lovers

Need: to get rich through robbing a business

Object: railroad handcar

Location: across the tracks – boot hill

Tilt:

Russell: Tragedy – pain followed by confusion

Collin: Guilt – greed leads to killing

Edward: Innocence: a neighbor wanders into the situation

The first time playing Fiasco was difficult; before starting, I didn’t realize that the vast majority of the roleplaying was created entirely from the players. I thought there would be much more structure, but I found out the beginning framework that we completed in class was essentially everything we were given to work with. I played with Michael and Greg on Tuesday after class, and after setting up the relationships, needs, objects, etc., we initially found it very difficult to create a scene from scratch. Instead, we first came up with a main overarching plot that our story could follow, giving us a sense of direction and something to work towards. Given our starting setup, we came up with a plot that follows: Collin (me) and Russell (Greg) are a pair of unsuccessful gamblers in the late 19th century who lost a few bets too many, and now a gang of loan sharks are after them. They come up with a plan to repay the loan sharks by stealing gold from a train, recruiting the help of Collin’s dad, Edward (Michael). They wait at Boot Hill outside town and strike once they see the train. The robbery is successful at first, but things get complicated from there.

Given a plot to follow, creating scenes came much more easily. For the most part, we decided to create our own scenes to give us more control of our own characters. In my scenes in particular, I tried to develop the emotional strengths and weaknesses of my character: in my first scene, I described my ethical dilemma towards my gambling addiction, and how it was fueling my worst behavior and causing me stress. I also described the anxiety of being indebted to bloodthirsty loan sharks, and how that was driving the conflict for my character. Everytime we drew a white or black die at the end of each scene, we would describe a good or bad thing that happened at the end of the scene, such as Russell getting beat up by loan sharks and given a week ultimatum to repay his debts. For much of Act 1, we spent our scenes developing the reasons and desperation that led us to plan such a large-scale robbery. When Greg and Michael ran out of ideas for their scenes, I would offer alternative solutions for ways to advance the plot in a way that made sense. For example, in order to get Edward into the robbery, I decided to frame it as a way for Edward to reconcile with his former lover, Russell, and to show him he still cared. The robbery was a success, and as we made our getaway on the railroad handcar, the tilt began.

Given our tilt rolls, we knew at least one of us was bound to die. I could feel the pace of the storytelling accelerating as the climax unfolded: we started speaking quicker and bouncing ideas off each other with much more fluidity. It ended with the betrayal and the death of Collin, and Edward also died in a shootout with the police.

Writing about Fiasco stressed my critical thinking and reading resulting in writing by making me summarize and analyze our long, 2.5 hour session in less than 700 words. As we were acting out the scenes, we wrote down the details of each scene into a google doc, although I found out as I wrote my reflection that it was impossible to write all the details I wanted while also including my thoughts and reflecting on the game. This reflection was also writing as a process which made me revise and rethink the way I wanted to convey my thoughts succinctly. Collaborating with my peers was also a fun exercise, and we got to know each other better as we created a story together. Overall, the experience was positive for me and I got to create my own story in more detail than I’ve ever done before. The reflection also helped me format my writing in interesting ways that I would have never been allowed to do in high school. Fiasco effectively fostered creativity and a collaborative environment, making a fun and constructive game for all to play.

After The First Time Podcasting…

First, I will explain what we did for our project. Then, I will comment on our product and discuss what we can do to improve the quality of our piece. Finally, I will chat about how this project affected me.

Our main goal of this podcast was to make natural, just like a conversation between two people. First, we made a framework of the podcast about the League of Legends, using Google Docs. This framework was done by bullet-pointing topics that we were going to discuss. Then, we looked for resources we could use for our project. The main producer interviewed an experienced player, and we looked for suitable pieces of background music. Then, we started taking voice recordings.

The first impression or feeling I had towards our piece after podcasting is unsatisfactory. As Professor Morgen told us, I was stressed by voice (mostly because of my accent and fluency). However, these problems cannot be resolved in a brief time. Therefore, what I can do for the future is to imagine many kinds of scenarios and organize my thoughts for each scenario so that at least I can speak fluently and this fluency can make listeners more comfortable. The second improvement we can make is preparation for podcasting. We, the producer and the assistant producer should first play together so that we can share our opinions about the game before we start podcasting. This preparation should work as a “practice round” for the podcast. When we share our opinions, we can add some important aspects that can relate to the broader medium and eliminate topics that take too much time, which can make listeners bored, and topics that are hard for listeners to understand. Overall, I found many places that we can improve on, so we will make use of these failures for the next podcast. Our goal will be to make our piece more smooth and interesting. If this goal is reached quickly, then we can work on the naturality.

Although I only talked about the negative side of our product, I also have a positive attitude towards this project. I was glad that I was able to experience podcasting (I enjoyed taking podcast). Although I am a person who does not talk in front of people, this project forces me to speak and I could feel that I was getting used to speaking. Interestingly, I am looking forward to making the new podcast episode.

Bookies, Druggies, Dead Babies >> Fiasco Game Reflection

Fiasco offered an experience full of tantalizing objects, needs, and people in the hands of a few dice and an online guidebook. This was a difficult session amongst the five players who played; one was replaced with another player, ultimately changing the social dynamics from the start. The frozen tundra pre-set game changed into a small-town scenario game. Primarily, the game relied on social relations and creativity. Immersion of this roleplaying game similar to Dungeons & Dragons required a re-telling of a story and its characters. Thus, the interactions and acting of the group led to a verbal form of text that followed conventions of writing techniques and referencing outer resources.

The session began with five players in a small town using “Main Street”. Five relationships were in play: bookie/gambler, former spouses, cousins, commissioner/mayor, and drug buddies. I took on the role of a young male office worker unlucky with women and was divorced to an older woman. Will was the former spouse and druggie, Shiela. Zamirah was the cousin and bookie, Z. Some inspiration transpired from Tabletop’s Youtube episode on Fiasco, and I was surprised to find similar relations from a previous session. Act 1 adopted slow build-up due to reorientation of players and scenario: five people in estranged, manipulative relationships try to get rich or get revenge for their fates. Rough drafts were significant in this portion as we would often revise how the story goes when the collaborative effort of the group explores down a narrative path. For example: Nate and Sheila dying from suicide generated and explored two possible endings as a group; discussion chose one. The constraints-the number of dice deciding relationships-led to a focus on relationships between players left and right of themselves. Thus, I found limited interactivity such as my character Nate not meeting Commissioner Jordan till the end of Act 2. The initial setting in Act 1 felt forceful as it occurred under the purpose and audience expectation of creating an under-ground crime hub in a small town with the mystery/tragedy genre.

The story unfolds slowly, starting with my cousin Z and Commissioner Jordan playing bookie and gambler. A mysterious suitcase comes in with drugs and money which from the start involved the mayor and Sheila in the majority of Act 1; all 4 meet up with a personal agenda, strike deals, and double cross others. A secondary narrative was created, because group criticism revealed slow progression due to the writing convention of narrative introduction. I was most active in the secondary where estranged divorcees Nate and Sheila deal with a dead baby, drugs, and an introduction of the mayor potentially having an affair with her. Initial build-up of character was determined at the beginning of the “Set-up”; thus, I went for the pitiful divorcee wanting his ex-spouse back and pulled much of the darker elements as the story transitions from mystery into tragedy. The naivety and pitifulness of Nate gave me a tragic role which supported the group collaboration of tragedy/mystery as Nate gets pulled into the fiasco by Sheila, manipulated by his cousin Z, and killed the mayor in revenge. The group has a habit of pre-determining outcomes in spite of limitations like dice, so I was not surprised by Nate’s eventual insanity. However, the purpose of the game changed due to the constraints. Act 2 invoked a hurriedness to elevate the tragedy; description transformed into acting and improvisation. As an audience member and player, the purpose changed to maximize tragedy for entertainment which required constant discussion in establishing one’s own scene and reference to the guide for endings. I found acting quite immersive with the finale of all 5 characters at a stand-off gun fight while yelling.

Ultimately, the set-up of Fiasco with its stages of “Set-up, Acts, and Aftermath” took on a literary form with our version of a slow introduction, a build-up of exposition through mystery to tragedy, and a twist ending where Nate received the “pretty good” ending, coming out forgiven in society, recovering from mental trauma with a caretaker, living as a hermit. The others included: Mayor Morris died with his grave desecrated (“horrible” end), Shiela locked up in an insane asylum (“savage” end), Z escaped with barely any fortune (not too shabby end), and Commissioner Jordan arrested and wounded (“bitter” end). References during the game session were the online guidebook and Youtube gameplay. The collaboration and editing of scenes after criticism of pacing were important. Given these points, the skills to build a Fiasco game allowed for the complexity of a collaborative and thoroughly explored literary work within the confines of a tabletop game.

LINK: https://eng101s20.davidmorgen.org/quests/fiasco/

THE MAYOR DIED BUT THE BOOKIE LIVED…

Yes. This was my experience of Fiasco. The mayor died, but the bookie lived. How can that be? Doesn’t the mayor have more power? Does the bookie even have a life besides gambling and losing money? Since when were bookies more successful than mayors?! Well, of course in reality, this is unlikely to occur, but in Fiasco, anything can happen. During my experience, my co-players and I decided to create a story with tons of drama. It started off with a bookie/gambler relationship. The gambler (named Jordan) was also a commissioner that worked closely with the mayor (named Johnston), Johnston was a drug friend of a 52 year-old woman (named Shiela), Shiela was the former spouse of a 37 year-old male (named Nate), and the bookie (named Zee) was the cousin of Nate. Our story takes place in an abandoned roadhouse in Main Street, where all the characters attempt to become rich through the discovery of a suitcase full of cash and get back at the city for what it has turned them into. While some were highly successful and others tragically fell, all players used the techniques of probing and telescoping in order to turn the story in their favor.

Our story explored the world of corruption. In summary, all of the players tried to gain more power through money. Through alliances and betrayals, some people were successful in the story while many others were not. It all started with the discovery of a suitcase full of cash and drugs. Everyone besides the former spouse, Nate, wanted in and did what ever necessary to get some of the profit. The climax started when druggie Shiela recognized that her former spouse, Nate, has a newborn, and because of her obsession with Nate and abuse of drugs, she steals Nate’s baby, ultimately killing it. The bookie, Zee, hears about it and then realizes that this was her grand opportunity. Zee recently found out about the stash and that her gambler, Jordan, has been keeping it a secret from her for so long, and wanted revenge, and was going to use her cousin, Nate, to do it. Zee also finds out from Shiela that the mayor sent her to kill Zee for knowing about the stash of money. Zee then wanted revenge on everyone. She wanted revenge on Jordan for betraying her by keeping stash a secret from her, the mayor for his corruption, and Shiela for killing her cousin’s baby. So, Zee and Shiela crosses the mayor and makes a plan to take down the mayor and the commissioner (also Zee’s gambler). Not forgetting that Shiela killed her cousin’s baby, Zee contacts her cousin, Nate, and lets him in on the plan so he can finally get his revenge on Shiela. This is when the climax peaks. Mayor Johnston, Bookie Zee, Commissioner Jordan, and Druggie Shiela all met at the abandoned roadhouse. Zee pretends to be dead so that the mayor thinks that Shiela carried out his hit, but quickly realizes there is no bullet and realizes he has been crossed. Shiela points the gun at the mayor demanding the money and then Nate pops up at the roadhouse, completely insane. He is shaking furiously as he finally sees Shiela. Shiela begs him not to kill her, while the mayor makes smart remarks. The game reaches the tilt. Fed up and so unstable, Nate shoots the mayor in his head, killing him. The commissioner begins screaming and Nate shoots her in her knee cap. Immediately the commissioner recognizes her vulnerability and calls in for backup. Shiela is still pleading for Nate to not kill him, and Nate, although hateful of Shiela, cannot work himself to kill her. Suddenly, the troops come in. The game reaches the aftermath. The story ends with Bookie Zee escaping the troops, and found a stash of drugs hidden in the attic of the roadhouse; she takes off on a dirt-bike. Both Druggie Shiela and Nate were captured by the troops; Shiela gets sentenced to 25 years in prison for drug dealing and use while Nate is acquitted of killing the mayor and has to go into mental institution as the courts found sympathy due to the death of her baby, and later becomes a successful caretaker. Mayor Johnston has a funeral where people cheer and honor him, but soon is exposed for his corruption and dealings with the cartel, resulting in his grave to be dug up, people to go after his daughter, and his name is wiped from history books. Finally, Commissioner Jordan is no longer protected by her troops as they realize her ties to the corrupt mayor and discovery of the illegal cash and drugs within the suitcase upon their arrival to the roadhouse.

I played Bookie Zee, the most successful character in the story. As I played Fiasco, I found ways to manipulate the story into my favor so that I was the most successful. At first, I thought my player had no chance to succeed the goal because the other players had strong alliances to one another and significant power, causing me to feel pessimistic about where the story was going to go for me. I honestly thought I would have the most black dice (TRAGIC!). But the story actually went in the complete opposite direction for me. When ever there was a resolve, I spoke up in order to craft a story that I knew in the long run would benefit me. When I saw one of the players crafting a story that I knew would eventually end badly for them, I made sure that I did not say anything. I let it play out and more often than not, it would just enhance my character’s chances of succeeding. Through my use of telescoping the game, I was able to achieve all my goals, and thus become the most successful person, because I made subgoals throughout the game by probing the decisions and outcomes of my other players. In the end, I was the only one who had all white dice, and I can honestly say, it felt amazing. I also noticed that my peers created scenarios that put themselves in a bad predicament rather than uplifting their character, leading them to more black dice. I found myself manipulating the other characters a lot. One of the characters I manipulated was Nate. He was a big part of my success story. Knowing that he had just lost his baby and he was mentally insane, I was able to use him to take down Shiela so that Shiela would no longer exist as a problem for me. I also manipulated Shiela whom I double-crossed, in order to take down the mayor and commissioner to achieve my goal of revenge. This brings up my strong use of telescoping. Once I achieved one subgoal, the next goal immediately became stimulated and by probing my environment and where the story was heading through the scenarios that my peers gave created, I was able to always put the story in my favor.

I realized that manipulation, probing, and telescoping were required in this game in order for success to happen. You had to betray and/or manipulate other players in order to “win” the game. This is where the “game” came into play. Yes, Fiasco is a collaborative game, but it is simultaneously a game of competition. Who will get the most white dice? Who will be able to successfully turn the story in their favor to achieve their goal? How far are you willing to take risks in order to obtain a positive outcome for your character? Will you play nice, fair, or evil? These are all questions that I asked myself while playing the game. After all, I did have a more competitive than collaborative mindset while playing, leading to my success. However, you have to know when collaborating is necessary and when you need to tweak your competitive methods by probing and telescoping to investigate how the temporary scenario can affect your character long term. One thing that Fiasco taught me was that story-telling does not require pre-planning. Sometimes the most interesting and successful stories comes from on the spot planning. In the beginning, I did not like the idea of acting out a scenario on the spot because I thought that none of the story will come together since I was always wired to plan. BUT NO! Go out and create magic. Even though a blank slate (paper if we were writing an essay) is daunting, conquer it through trial, mistakes, open-mindedness, and imagination. Even though our Fiasco story sometimes seemed so unreal, it was ok. It made our story just that- a Fiasco. And I would not change our story for anything because it was creative, intriguing, and unpredictable. Planning doesn’t mean perfect. Our story was not perfect and followed a certain flow.. and that’s ok. All good stories don’t follow a pattern or a strict criteria. Be loose. Go out of the box. Explore your entire mind. This is what Fiasco have taught me. And I will bet I’ll second guess planning before I write my next fantastic story.

Unnamed Goose Miniature

Since I'm making all of you do some 3d printing, I decided to do some too. I brought a group of .stl files to the TechLab on Tuesday afternoon, then picked up my completed prints on Thursday. The image at the top of this post shows my Unnamed Goose along with a one-eyed raven (the wizard in my D&D campaign has a raven familiar). Die included in photo for scale.

I also printed a giant elk and a couple of other miniatures for my D&D game. Note that these are straight off the printer, so there are still supports attached. The TechLab can help you clean up the supports or provide cutters to do so yourself. I'll bring mine home and do that this weekend, then paint them hopefully sometime soon.

 

 

When all is said and done, the unnamed goose will look something like this.

I also printed pieces which I will assemble into a dice tower. I downloaded the .stl files from Lau85 on Thingiverse then did a PLA print of the 6 pieces of the tower. I need to cut out some extra supports between the balusters on the gate at the bottom and I'll probably paint it because they printed one piece in white and the rest in black. Then I'll use the empty bottle from a 1.5L soda to make the transparent cylinder of the tower.

 

When it's all done it should look something like this.

 

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.

Week ahead: 7

7 2/25 Play either Mansions of Madness or Betrayal at the House on the Hill
2/27 Watch the first 15 minutes or so of the walkthrough of the Untitled Goose Game.

Ian Bogost “Don’t Play the Goose Game: Untitled Goose Game is fun. The problem is, all games are also work,” The Atlantic.

Optional additional reading: Ian Bogost “Video Games Are Better Without Characters: The real legacy of SimCity is its attempt—and failure—to make complex systems the protagonists instead of people,” The Atlantic

3/1 Side Quest 7: 3d print a game piece

Podcast episodes 5 & 6

We’ll discuss Mansions of Madness and Betrayal at House on the Hill in class today (Tuesday). We’ll also go over logistics for playing Fiasco and I’ll distribute dice and other materials you’ll need.

On Thursday we’ll discuss Untitled Goose Game, and in particular Ian Bogost’s assertion that “playing a game is a chore. That’s the big problem with video games: To enjoy them, you have to play them. And playing them requires exerting the effort to operate them. Games are machines, and broken ones at that. The player’s job is to make them work again.” Untitled Goose Game became such an unexpected hit last year, Bogost argues, because it offers “a counterintuitive way out of the quandary of game-play’s fundamental aggravation: Someone has to play the game, but that someone needn’t be you. It might even be more fun not to play the game than to play it. Untitled Goose Game is a game about work’s ubiquity in the guise of a game about leisure’s frivolity. And like all labor, the best way to get it done is to farm it out to others. Let the memers honk their geese so you don’t have to.”

Your next side quest will require that you visit the TechLab and 3d print some sort of game piece.

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