I thought the first Game Lab was, overall, a success. If and once Tetnis is streamlined and made elegant, it will truly be a point of pride for the Institute. It share the same expansion/strength tradeoff that Go and Risk have, only translated into physical terms. Gavin's suggested game-seed (with the categories and matching cards) was really fun, a ludic gem. Two things I'd like to work towards: a metrogame, a fast-paced game playable on the Subway, and a highly abstract and self-referential game, in which the invention of the rules is the game itself. Also, I want to invite competitive cupstackers, and borrow their timing mechanism. The time-dynamic can be generalized to any action, and their little timers are very ingenious, requiring both hands to start and stop the clock.
With this in mind, Game Lab will be an opportunity for us to play unknown, lesser-known, and original games of our own. Physical games, strategy games, Flash games, wagers, games with unusual objects— anything that can conceivably be construed as having a ludic dynamic.
We hope great strides can be made with the invention of our own original games— and later with the extension into cognitive science and hyper-experimental pedagogy.
For the most part, Game Lab events will be festive, competitive, and hypercaffeinated in character.
I thought the first Game Lab was, overall, a success. If and once Tetnis is streamlined and made elegant, it will truly be a point of pride for the Institute. It share the same expansion/strength tradeoff that Go and Risk have, only translated into physical terms. Gavin's suggested game-seed (with the categories and matching cards) was really fun, a ludic gem. Two things I'd like to work towards: a metrogame, a fast-paced game playable on the Subway, and a highly abstract and self-referential game, in which the invention of the rules is the game itself. Also, I want to invite competitive cupstackers, and borrow their timing mechanism. The time-dynamic can be generalized to any action, and their little timers are very ingenious, requiring both hands to start and stop the clock.
Brandon writes: I hope my explanation of the Rubik's cube solution was clear enough. If not, here is a link to a Beginner Solution to the Rubik's Cube, as well as the Wikipedia Rubik's article and a short course on Group Theory and the Rubik's Cube. For the next episode of Game Lab, I want to work on two forms of games: 1. Graph paper games that operate generatively like cellular automata— though based roughly on older games such as Crystals and Sprouts. 2. Games that combine our recent fascination, the game Mafia, with classic Game Theory experiments. It was a truly Icelandic experience; thanks to all who came, including MIR. Here's the climactic solution, recorded by Owen Osborn:
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Brandon writes: I've already made some progress with the Graph Paper/Cellular Automata games— generative games that create colorful mosaics based on simple rules or objectives. I call the game, or these sorts of games, Glinks. The objective of Glinks is simple: to be the first to fill in, on a piece of graph paper, a particular shape. This shape can vary. It can be a cross, a T, or something simpler or more ornate.
The game proceeds as follows: However, the point of Glinks is more than the amusement-value of the game alone. Aside from the play itself, a mosaic is being generated, based on the rules of a simple game. This means that different rules— different glinks, varying numbers of players, special rules or grids— will create different patterns of mosaic. The more uneven the match; the shorter the game, the smaller the final mosaic. So, in a very close match— or while playing yourself— the mosaic could possibly go on forever. So, you have conflicts of interests in finishing a game. You want to win, naturally, but you're also compelled to extend the mosaic. These mosaics will exhibit certain regularities and signs of strategy. For instance, the chosen glink will appear only once, and no other shape that contains the glink will ever appear. Other patterns will arise in the mosaic; patterns that depend on the chosen rules.
Here are two small example games:
In studying the final mosaic, one last game remains: find the glink. This is probably easy in the smaller games above, but larger games would be a hell of a lot trickier. I'd like to merge a PEN16 with these drawing games, and create large mosaics by varying games of Glinks.
I've now created a Glinks page, off of lifeactionrevival.org, for those interested in a slightly better explanation, and in watching its further development. |