Spring+2009+Group+Project

__**Group Project Assignment – Due Date: 04/28/2009 – READ CAREFULLY**__
If students have any questions or problems, they should ask me either in person or via email before the assignment is due.
 * __ASSIGNMENT__ – Students are to create a Human-Based Game.** The purpose of this is project is to familarize students with the process of game creation. Whether based in the physical world or the virtual world of video-games, there are certain principles which make a game engaging and fun to play. This project allows students to explore those principles

__**GUIDELINES**__ **–** A Human-Based Game” refers to game played in the real world, without the need for any special computer programming or video screen. Examples of such games in reality are sports, board games, card games, though the games created by students should be as original as possible. Students may use an existing video-game as inspiration (such as the Pac-Manhattan example given later), but students should NOT base their games upon sports or other games already being played in the real world. If a group of students is unsure whether or not their idea is valid, they should speak to me immediately for verification.


 * Students must submit a typed description of their project prior to the date upon with the game is to be played.** Descriptions should include all group members’ names, individual member responsibilities on the game, a description of both the game concept and game play mechanics, and any materials that are needed to play the game. Students must also submit individual typed papers that describe, in detail, each group member’s contributions. These individual descriptions will not be read by anyone but me, and should thus be open and honest.

__Games__ __MUST abide by the following rules:__


 * 1) **Students must incorporate at east 2 human participants at any given time during the game (preferably more).** Games can have 2 players, 1 players and 1 “enemy,” 1 player and many “enemies,” many players and 1 “enemy,” etc.
 * 2) **There must be a clear objective and method of winning the game, either via obtaining a specific goal or outscoring one’s opponents.** Winning should be objective, not subjective. In other words, the winner should be clear and concrete, not based on individual opinion.
 * 3) **Players may use a video-game as a basis (such as the Pac-Manhattan example), though the game must be accurately adapted to human play.** If a game is too complex, it will most likely not translate well to human-play.
 * 4) **Games can not be directly copied from an existing human-game (such as sports).** If a group is unsure whether or not their idea qualifies, they should ask me immediately.r the console of choice was a failure or a success.
 * 5) **There is to be no physical violence, including (but not exclusive to) the use of weaponry (real or fake).** Though violence and weaponry are often a big part of many games, this assignment strictly forbids them. Some pseudo-weapons (such as Nerf-guns) or pseudo-violence (like throwing Nerf balls) MAY be allowed, but any students intending on using these items should ask me first.
 * 6) **Group members must have game-materials ready prior to the start of the game.** Materials include any item needed for the game play. This can include “game pieces, balls, cards, etc. Anything the game needs to be played, students must provide.
 * 7) **Group members must all contribute to the project.** Being a group-assignment, it is vital that students work together within their group to create a successful project. Working within groups is a crucial part of most aspects of life (especially modern game-development). As such, students will be graded on a group-by-group basis. Individual members may have slightly different grades dependant on participation. Group members are responsible for motivating other group members.

Should students have any other questions regarding the project requirements, they should ask me as soon as possible.

__**GRADING**__ **–** Students will be evaluated on the creativity of the idea and the quality of the games implementation. If the idea is solid and can clearly be executed as a human-based, students will not be marked down for the inability of other students to play their game well. However, if a game is deemed to be unplayable, the project grade will be severely marked down.

Each group must submit a typed description of the game, giving details of the game concept and game play, individual group member responsibilities, and the game’s required materials. In addition to the experience and execution of the game, students will be graded based upon the clarity of the game description, and how closely the game actually followed the written concept.

Every student in the class must also submit an individual written description of all of the group members’ contributions sand level of participation in the project. As stated earlier, these individual descriptions will only be read by myself, and should thus be open and honest.

**All questions regarding the game rules or grading must be asked prior to the final submission date.**


 * __DATES__** – Completed games are due the first day of the week before final exams (April 28, 2009). Games will be played during the class periods of that week.

**Students will receive a 0 if they do not have their games ready on time.**

A preliminary, rough draft of the game concept, and a description of how the game will likely be executed, is due by March 10, 2009. This draft should outline the basidc idea and objective of your game, as well as any materials you are expecting to use. Game ideas and materials are expected to change over the course of the semester, but if students intend and drastic deviation from the draft to the final game, students must consult me first. Only one draft is needed per group. Drafts may be submitted as a printed hard copy on a disc (written in Microsoft Word or another word-processing program). Students may also email their rough drafts to me in an electronic format (such as Microsoft Word).

All students must submit a final description of their group project within the first five (5) minutes of the first class of the game week (beginning April 28). Students may also email their final descriptions to me in an electronic format (such as Microsoft Word) prior to the due date. **Only one game description needs to be submitted for each group.**

**Groups that do not turn in a final game description will receive a 0 on the group project.**

At the same time, students must submit individual typed papers describing group members’ participation on the group project. Once again, students may also email their individual descriptions to me in an electronic format (such as Microsoft Word) prior to the due date. **Every student must submit an individual description of group members' contributions.**

**Any student who does not turn in a description of group members’ contributions will also receive a 0 on their project grade.**

All questions regarding group project guidelines or grading must be asked prior to the final submission date. **Students have the majority of the semester to work on their projects. As such, there is no excuse for poor quality.**

__** Pac-Manhattan **__
One strong example of a human-based game is an adaptation of the video-game Pac-Man.

In this game, a circular main character (Pac-Man) tries to navigate a maze and eat small dots, while four ghosts (Blinky, Pinky, Inky, and Clyde) chase and try to catch him. If Pac-Man eats a “power-pellet,” he can turn the tides and chase the ghosts, eating them if he catches them.

Pac-Manhattan takes this game and alters the concept, placing a real person in the role of Pac-Man along with real people in the role of the ghosts. Pac-Man is tasked with running around the large-scale grid of a section of New York City, while the ghosts converge on him from all sides. Through the use of cell-phones and other wireless technologies, secondary players in a centralized location track the movements of Pac-Man. One of these players is Pac-Man’s “controller,” who tells him where to go to avoid ghosts and find "power pellets" and what areas still need to be traversed to complete the game. The other players are each assigned to a specific ghost. They report Pac-Man’s position to the ghosts, who then use this to close in on Pac-Man. Pac-Man wins if he successfully traverses all of the streets of a specified area (thus collecting all of the “virtual dots”) and loses if he is caught by any of the ghosts.

This is a successful adaptation of a video-game into a human-based game. Students’ projects do not need to be anywhere near as complicated or as high-tech as this example, but this can serve as inspiration for what can be done on a larger scale with some hard work and a great concept.

Further information on Pac-Manhattan can be found at: http://www.pacmanhattan.com


 * __From the "About" section of the Pac-Manhattan website:__**

Pac-Manhattan is a large-scale urban game that utilizes the New York City grid to recreate the 1980's video game sensation Pac-Man. This analog version of Pac-man is being developed in NYU's Interactive Telecommunications graduate program, in order to explore what happens when games are removed from their "little world" of tabletops, televisions and computers and placed in the larger "real world" of street corners, and cities.

A player dressed as Pac-man will run around the Washington square park area of Manhattan while attempting to collect all of the virtual "dots" that run the length of the streets. Four players dressed as the ghosts Inky, Blinky, Pinky and Clyde will attempt to catch Pac-man before all of the dots are collected.

Using cell-phone contact, Wi-Fi internet connections, and custom software designed by the Pac-Manhattan team, Pac-man and the ghosts will be tracked from a central location and their progress will be broadcast over the internet for viewers from around the world.


 * __Rules from the Pac-Manhattan website:__**

__Objective__

Pac-Man attempts to clear the game board of dots before getting caught by ghosts.

__Setup__

4 players are designated as Ghosts, 4 player are designated as Ghost Generals

1 player is designated as Pac-Man, 1 player is designated as Pac-Man's General.

Ghost Generals and Pac-Man's General fire up the control panel and select the corresponding character names from the list. The Ghosts and Pac-Man proceed to their starting locations. When all players are at their starting stations the Ghost and Pac-Man Generals move their icons to the starting point on the game board.

__The Playing Area__

The Pac-Manhattan grid covers a 6 x 4 block area surrounding Washington Square Park. Intersections are designated by a letter and number starting in the top left corner and continuing left to right

Power pellets are located at the intersections A1; E1; A6; E7 (i.e. the corners of the board) If they are active their intersection is colored yellow, when consumed their intersection turns white. Washington Square Park is off limits to all players.

__**Game Play**__

__Pac-Man and Ghosts__

At the start of the game, Pac-Man runs along the streets, staying outdoors, within the designated playing area at all times. The ghosts may begin to chase Pac-Man. Pac-Man continues to run the board until all of the dots are "eaten" or one of the ghosts eats Pac-Man.

Upon arriving at a street corner, Pac-Man and the Ghosts must report their new location to their respective Generals.

When Pac-Man arrives at an intersection with an available Power pellet he automatically consumes it. If being chased, Pac-Man must touch the pole at the corner to activate the power pellet. Upon consuming a power pellet Pac-Man is "invincible" for two minutes and may eat the ghosts. If a Ghost is eaten, the ghost must return to the starting point before being able to chase Pac-Man again.

__Communication__

Pac-Man's General can pass any information regarding the state of the board to Pac-Man.

Ghost Generals can inform the Ghosts of other ghosts' locations and Pac-Man's power up state (powered or not) but may not reveal Pac-Man's Location

__Scoring__

Pac-Man receives 30 points per block traveled in entirety and 200 points for the first ghost captured during a particular power pellet's duration. Points gained for catching a Ghost are doubled for each subsequent Ghost (i.e.200, 400, 800, 1600).