SiSSYFiGHT 3000 GDC 2004 Game Tuning Workshop Overview SiSSYFiGHT simulates a schoolyard fight between little girls.

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Transcript SiSSYFiGHT 3000 GDC 2004 Game Tuning Workshop Overview SiSSYFiGHT simulates a schoolyard fight between little girls.

SiSSYFiGHT 3000
GDC 2004
Game Tuning Workshop
Overview
SiSSYFiGHT simulates a schoolyard fight
between little girls. Each girls begins with
10 Self-Esteem chips the and goal of the
game is to reduce your opponents selfesteem to zero. When there are only one
or two players left with any self-esteem,
they win the game.
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Setup
Each player starts with:
1. Three “Action” cards
2. Six “Target” cards
3. Ten chips.
Everyone should pick one of the six colors.
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Rules
Each Round:
• Everyone picks an “Action” and a “Target” in
secret.
• Reveal cards simultaneously, then resolve
actions.
• All communication must be public.
• When you run out of chips, you’re out.
• When one or two people are left, they win.
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Observations?
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Aesthetic Breakdown
What are the aesthetics of SiSSYFiGHT?
In other words, what kinds of “fun” does it
deliver?
Can we come up with aesthetic models?
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Discussion
• What other settings, genres or subjects
might fit this game?
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Exercise
• Choose a fictional genre and/or setting
that might fit this game.
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Exercise
• Choose a fictional genre and/or setting
that might fit this game.
• Adapt the game to your chosen subject
matter.
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Exercise
• Choose a fictional genre and/or setting
that might fit this game.
• Adapt the game to your chosen subject
matter.
• Keep in mind the aesthetic qualities we
identified in the breakdown.
Game Tuning Workshop
Exercise
• Choose a fictional genre and/or setting
that might fit this game.
• Adapt the game to your chosen subject
matter.
• Keep in mind the aesthetic qualities we
identified in the breakdown.
• How can the rules of the game be changed
to best support your fiction?
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We will reconvene after lunch. (2:00)
Feel free to take supplies with you, but
PLEASE return them.
Don’t forget to sign up for an elective in C1.
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Welcome Back!
• Finish your designs.
• Take some time to playtest.
• If time permits, share your designs with
another group.
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Discussion
• Let’s compare solutions. What different
approaches did we take?
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Discussion
How did the game dynamics support your
subject matter?
Were the game dynamics and the subject
matter ever in conflict?
How did your choice of subject matter
influence your process?
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Any Final Observations?
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Coffee!
After the break, pick a different classroom
to go to.
Classrooms are C1, C3 and C4
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