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December 19, 2007

USC IMD takes the Go Game Gold!

Stein and I played the Go Game this past weekend and our team won the whole shebang!

I'll post a bit more on how it all went down soon.

All I know is I don't see any Go Game championship at CMU...

December 17, 2007

Robot -> Vault/Heist Game?

With current work on Trapped in a Room with a Killer Robot, I felt that the concept might be a bit too confused for most audiences. So I thought it might be wise to narrow it down with a simpler concept.
A few options that I have been looking into are:

Smart Home controlled by a robot - broken up into 4 quadrants that are themed for each type of room (kitchen, living room, artist room, etc.) The robot can be trying to learn about human values and each area would have different objects that could be used for a trading game. The robot could set the values by speaking about them and have the different players grab different objects from their area. RIFD and could track each item with sensors on the center table where each 4 areas would connect.

4 guys who installed this robot - unraveling story/lockbox mystery. Robot still lives in this moment. Each of the guys used to watch each other with the robot because they did not trust each other. Robot made sure they got their work done. Starts out with simple invitation when players enter... "Oh that phone just rang... do you think you could get that for me? Things have been so hard since my workers left..." Eventually it goes from invitation to expectation and then forced into work by the robot.
The game play would have various phone messages that could define current objectives and be passed on from one table/player, to another. It would have a variable amount of busy work that would keep players from getting objectives done (juggling mechanic).

Vault/Heist - 3-4 players are "hired" to break into an impenetrable vault (think of all the various heist movies - ala Ocean's 11, . They are given plans and are allowed to choose from different character types from the acrobat/greaseman, demo-man, safe cracker, and hacker. Each will have different tools in their portfolio that will help them do their job. The acrobat will work his way in through the air ducts and climb in. Demoman will blow through a wall to get the team in and the acrobat will unlock the safe from inside. The hacker will take care of the various trap system when inside and the vault and the safe cracker will open up the main safe (either listen for tumblers to drop or see the tumblers with a special device to turn the dial properly). Once the safe is open then the robot security controller will be set off and the group will have to escape. Here is where it will become more hectic and will require quick puzzle solving.

Right now the vault idea is where I am focusing on.

December 15, 2007

482 Puzzle Party Pics

Just FYI some of the pics can be found here:

http://www.flickr.com/photos/skeckulous/sets/72157603464196225/

Learning 482

Interesting learning points in 482.

1. How PvP servers can go towards civility as population increases (see notes below).
Story of Dark Tide - which was a full PVP server:
* Originally had a lot of casual killings
* When new players joined the space there would be mob type forced joining (kill you if you don't join their crew)
* Once population hit 5k
o The HC killers took over city and made it so there was no PKing there
o They would pre-position themselves in and log out at points for best defense from an attack of the city.
o Drilled team to take care of griefers

*Thus a certain number of people makes anarchy not possible… people want order and get tired of it.

2.The density of the social network will vastly change how interactions work. (adding random links to make the network more linked up) Weak ties make a network strong.

3. General compilation and re-investigation of various SNA details applied to various models:

Things that bring others together
* Location
* Homophily (how similar you are to another)
* Fitting these into various forms of Social Networking Games.
Various info on ties and network leaders.