Friday, March 30, 2007

In designing a game (Part 1)

Games and fun are part and parcel of youth ministry. I hope that I could help your church in this area by sharing about the making of "WWCD (What Would Calvin Do)" and "Who is Johnny C?".

I was given the project of handling 2 games in the Synod Youth Leadership Camp 2007. Here are some key concerns.
1. Objective - This is always the primary concern. In last year's camp, the objective is interaction between different participants of the different churches, hence a puzzle-solving game design. This year, the objective is knowledge-acquiring and interest-building in the subject matter (John Calvin). Hence, it was determined that it would be a trivia game.
2. Quality of the Participants - Quality of participants means the type of players we have. Since they are youth leaders, it is possible and necessary to have a more complex rule-set. Else, they will be bored by simplistic objectives and a "been-there, done-that" feeling. However, since it is a Calvin-trivia, and not a pop culture trivia, (it is not a game among Presbyterian pastors), a high degree of randomness is essential. This means that the game design should not be highly dependent on an extensive knowledge of Calvin. Instead, the participants just have to be good enough to make intelligent guesses. Take special note that pure randomness (like snakes and ladders) in a game is to be avoided at all cost, because participants need to feel involved, like their decisions matter. Hence the key idea: a game design that allows for good guesses.
3. Quantity of Participants - This means the number of players we have. The ideal game situation for a strategy game is 2-6 players. The higher the number of players, the higher the amount of decision-making situations needed so that all players will feel involved. In a situation of 100 players, it is necessary to form teams (unless you are playing games like Bingo). I decided on 10 teams of 10 members. 10 teams would mean that the situation will not be overly chaotic (more teams=more chaos, more chaos=strategy more meaningless). 10 members per team means every member can still be reasonably involved (more members = less responsibility, less responsibility = less involvement). It is not the ideal situation for a trivia guessing game, but it is the best that I can make do.

Until next time, I will share the Part Two of The Making of WWCD and Who is Johnny C? where I will share about the strength and weaknesses of the two games.

1 comment:

Wilson Tan said...

thanks siow hwee for the "behind the scene"! can't wait for part II! You are truly the GAME MASTER!