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The Mango Club: Detailed Description

The Loofa Mafia is:
Shon-Ting Fu
Tomer Mor-Barak
Lara Durant
Daniel Andersen
Peter Van Dyke

I. High Concept

The Mango Club is the cool place to be. You can find most of the cool people there. At the Mango Club you can just chill and do whatever and totally relax. "Take it easy" is the Mango Club motto, for example, that's how laid back it is there. Show up if you want to have a good time. Another good reason to show up is if you want to hang out with friends.

II. Overview

The Mango Club is an invite-only club that is only accessible to players that pass 4 tests. If you’re in the club, you’re cooler than those who are not in the club.
The game is laid out in the form of three floors of an ancient castle, with an average of 1.33 games per floor. The first two games are on the first level, and an entire floor is dedicated to the final two tests. The tests, while they do not necessarily increase in difficulty, all test for different things. Each one is clever, but must be solved a different way.

The progression through the tests is linear: upon completion of the first test one would advance to the second and so on. As mentioned before the tests do not necessarily increase in difficulty, they are just designed separately and with a different goal in mind.

Each test has a GM, the team member who designed the puzzle. The game begins upon player entrance into the puzzle and ends when the GM determines that the game has been completed. The GM will then assist the players in progressing to the next puzzle.

Upon completion of the final puzzle players are taken up to the Club, which is located high in the atmosphere above the testing castle.

III. Design Overview

The concept for the Mango Club was designed in the beginning as a tier-based system that allowed players to differentiate themselves. This originated from the concept of “coolness” that we stumbled upon early in the project. Essentially, we wanted to create a system that would create conflict based on the difficulty of the puzzles we presented players, and from that point would separate players out based on how quickly they completed the puzzles (or if they did at all).

In the beginning of our design process, we were going to have competition-based play. It seemed logical to have one test for all players, and simply take the most apt player to the club. After some consideration (and a little prodding), we decided to take a different approach to The Mango Club, and make it more co-op based than competition based. In this light, it seemed much more reasonable to have multiple tests, but have players work together on them.

Because we wanted to have more than one test, it seemed easiest to assign group members to different projects within The Mango Club. This allowed us to work around our individual time restraints and complete what we needed to more efficiently. Each player was given a level (two for the first level), and told to try and keep it cooperation-based. The tests were also designed with a minimum of 3 players in mind.

After we were all finished designing the puzzles, we created the teleportation links and solidified the transition between them. Then it was on to playtesting and iterating our designs.

IV. Puzzle Details

Game 1:

The first part of the puzzle is a simple word- and color-based puzzle where players are introduced into the mango club in a relaxing and convenient fashion. A particle helm is given to each of the participants as an entry gift and clue to the advancement of the mango club examination.

Clues are hidden in this room full of greens and relaxing instruments to be seated. To advance to the next level, players are required to determine the connection between the message hints from the sitting instrument and the color flashing from the particle helms.

The three “chairs” will each hint a message, each being “Up in the mountains where the grass is green and trees are alive,” “The ocean reflects the color of the sky,” “Mangos and candy corn in a Halloween night.” While the first one matches with the green particle helm, the second hint matches with the blue particle helm, and finally the third matches with the red particle helm. Once the three players sit down on the according seats, the passage to the second level will open.

Pictures:
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Game 2:

The broad goal of the puzzle is to get players to communicate with each other to figure out this word based puzzle given the limited amount of clues. Upon entering the area, players are greeted with a pumpkin that says pure nonsense but hides a clue in the nonsense. Players then discover the area to understand what needs to be done.
The puzzle itself contains 6 pumpkins, a piece of fireworks, and the King pumpkin. The fireworks are needed to destroy a wall impeding the player’s progress through to the club. The players can only use the fireworks if they have helped the king pumpkin. The King pumpkin asks for the players to help the other pumpkins in the maze and gives the clue saying that the pumpkins speak in riddles. The players then need to figure out the riddle.

Each pumpkin hides a direction in its name. “We Eat Some Toenails” would be WEST if you took the first letter of every word. The other pumpkins say similar phrases that spell out other directions. After each pumpkin is turned in the direction they hide in their phrases, the King pumpkin will help them fire the rocket that will clear the path to the next puzzle.

Pictures:
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Game 3:

This part of the puzzle is a representation of the game “rock-paper-scissors.” We use “red-green-blue” as the three elements instead.

Two players are chosen to compete in the first round. The winner of the first round advances to the final round, going up against the third player. Finally, the winner of the final round is given the choice of advancing to the next level as a individual champion or with the other players.

This puzzle is designed to test the “coolness” of the individual or the group as a whole. When it comes to the final round, we’ve created an illusion where players might think the examination is going towards a competing direction. However, the actual intention was to test the spirit and the trust within the group.

Pictures:
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Game 4:

The final game in the Mango Club test series was designed to be scalable for one up to as many players could comfortably be in the house at the same time (probably around 8). This ties into the previous test, which allows a player to advance alone or with others – Game 4 will be significantly easier with more than one player participating.

The game itself is a clue-based puzzle game. Players are presented with no information except that they must discover the puzzle and solve it. They are not told what the puzzle is or what to do within it; all they can do is touch objects throughout the house to give them a better and better idea of what they are supposed to do. There are many clues, and players only really need to uncover 75-80% of them to complete the puzzle. Some players are much better at this type of puzzle than others, so the more people you have on your team the better chance you will have of finding someone who is well-versed in it and the more quickly you will uncover all of the clues.

To complete the game, players must take copies (or buy for zero lindens) five different colored cylinders and place them on a bench upstairs in the correct order. This is more or less difficult depending on the players involved, but generally the game required 8-20 minutes to complete. We never had an issue where players were not able to complete the game.

Pictures:
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V. Play Test Report

Playtesting Overview:

Impressions of our game were generally favorable. The tests didn’t take very long, people were kept busy and were interested in their surroundings. The fact that we had more than one game within the overall system was positive – players enjoyed the changing atmosphere and overlooked how they were related to each other (apart from the particle helm). People really enjoyed the differences between the different games – there seemed to be an appeal for each person in the group depending on which game they had reached. In most cases there would be specific players that would enjoy the entire set of 4 games, but would enjoy one much more than the others. We felt this was positive, as it allowed each player to have a great time without any expense to the others playing. We were unable to include the club because of prim restrictions, but player reactions to seeing it were positive.

Game 1:

There were several more formidable elements that players enjoyed in the first game. The particle helm was of specific mention, as players seemed to react quite well and even feel special when they received them. The entry room was comfortable, relaxing, and not too cluttered. Most players were able to pick up the clues quickly and pass through the level before the atmosphere became boring.

Positives:
1. The particle helms helped players to immediately recognize their teammates, and gave them a sense of importance.
2. The room was simple and relaxing, allowing the players not to be overwhelmed in the first stage.

Negatives:
1. The color-coded hints from the chairs sometimes don’t immediately register to the players that they need to sit down.

Improvements:
1. Another hint or two relating the use of particle helm and the sit down triggers.

Game 2:
Overall, players found the game to be interesting, especially once they figured out that the pumpkins gave them directions. The time it took to figure that out varied. From what I could tell, the more the group communicated, the sooner this realization occurred. The nice part is that no group that tested the game ever asked about the direction puzzle. The only problem is that players did not know what to do with the directions once they figured them out. The players also enjoyed discovering the king pumpkin.

Positives:
1. The puzzle aspect (determining that the pumpkins give directions when they speak) was not too difficult to figure out.
2. Players usually discussed the puzzle making the game social.

Negatives:
1. Players for the most part could not figure out that the pumpkins need to be rotated to solve the puzzle.

Improvements:
1. To remedy the direction issue where players know the direction but not what to do with it, I will have the pumpkins rotate 90 degrees or give specific instructions telling players the pumpkins can be rotated.

Game 3:
For my part of the game, I decided to make a rock-paper-scissors game. Despite its simple design, I believe it was a success. Through the various amounts of play testing, I have revised the design from a more complex one to a simple one.

Positives:
Most of the testers so far have been relieved to find a nice simple game in the middle of the more difficult puzzles they have faced elsewhere. It can provide a more relaxing time.

Negatives:
Some player suggestions to the game have been to possibly add some more complexity to the basic RGB game. There is a chance that the mechanic might be a little bit too simple and not challenging enough. I'm not sure exactly sure how I might go about this, but I may consider adding more options to pick from and make the game based on a two out of three match. It isn't very clear yet, however.

Improvements:
The original game that I had designed resembled a game of musical chairs. I had the layout set up so that players would run around the designated chairs. However, I soon came to the realization that running around actively isn't a good idea in Second Life. After a few small play tests, the basic design was completely revamped.

The game is now set up so that players enter a room and proceed to one of the private rock paper scissor rooms. Players will read instructions from the main bulletin board and learn that the system of rock paper scissors has been turned into a game of colors, mainly Red Green Blue. RGB for short. On the count of three, two players will select their color. The winner will be determined by the hierarchy of the colors. The game still needs to be GM moderated, but in general the basic mechanic is in place.

Some gameplay suggestions for later would be to add a timer in to make the game more "automated". As well, since I was unable to find the simple script to display the character's name, I ran into some problems determining which player picked what color. Generally speaking, however, players are honest about what they chose. However, that is something I'd like to add in for later to avoid any confusion.

Game 4:

The fourth level was much larger than any of the others, which added much to the desired atmosphere for the game. Because players were not given any clues automatically besides the clue given by the sliding door helped, there was intrigue and this made the game appear to be much more difficult than it was. It also kept players interested and inquisitive, which is exactly the atmosphere that we were going for. Most players very much enjoyed the final level, and while it seemed hard at first, as players uncovered a certain number of clues things seemed to “fall together.” This happened in each Playtest that was conducted – the transition from slight frustration to reward was swift – and we consider that a formidable design win.

Positives:
1. The mailbox outside was cited specifically as being a fantastic setup for this type of puzzle game.
2. The game was intriguing for players.
3. The game was difficult at first and then it became easier, which was a good curve for a 7-15 minute game.
a. While players seemed to be “confused” at the beginning when the first encountered the game, as they realized what the goal was and what was going on, it made a powerful transition from confusing to fun and difficult.
b. Apparently it was quite rewarding to finish

Negatives:
1. People were curious about the particle helm and whether it was related due to similarities between the colors that were on them and the colors that the game dealt with.
2. The lack of a ladder or stairs tended to throw players off, but they got over it without too much trouble.

Improvements:
1. Added a couple more clues to help players make it up to the second floor more easily.

The Club & Castle:
Unfortunately we ran out of primitives during the final stages of development for the club (after several prim consolidation attempts) and the club can currently only be used to give a feel for what we were going for. Due to the ‘emptiness’ of the club, we did not play test it specifically.

Improvements:
1. We changed some of the textures to make the floor more distinguishable and realized a wall was missing that would allow a player to fall, so we added that.
2. Added a few objects in the surrounding area of the castle for scenery.

Here are some pictures of the club:
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