Nolan “Weekly” Blog 3

For our third week of class, we discussed what our plans were for our first project. My project is centered around the concept of the desire to win instead of the action of winning, the competition driven and to what lengths people are drawn to with the grand prize of simply being declared the winner among their friends. The game itself is a simple card game like “Uno”, where players go around in hopes of emptying their hand, however, the odds aren’t in the favor of any players, but the game itself. Cards prolonging the span of the game, confusing rule sets, card management and manipulation of random status effects allow players to step on one another in order to win, only to be stepped on in the next turn, much like the Ouroboros, it’s a game of never ending torment, the cycle of the dullest game with the weakest prize can open others to do the most drastic things… I propose a modified “Uno” with cards designed for only the most masochistic player Draw +10 for everyone, Exodia the forbidden one, Monster Reborn, Land management from Magic The Gathering, Energy from Pokemon TCG, a complete hodge podge of the worst card game troupes into one awful experience. I had the pleasure to play this for a bit with some friends over steam and discord via Tabletop Simulator and we hated every second of it, that’s why I’m proud of it. It’s almost like a provocative art piece, made with the sole intent to ruin friendships. I believe competition is important, but it shouldn’t be the determining factor in the design of a game. I made this game with the idea that if I could hypothetically make an only competitive game, what kind of masochistic monstrosity could I create? I spent about a week designing the cards on photoshop and writing the rules to each special card, in all, I’d say that I’m pretty satisfied with the results. The game itself is designed to be played indefinitely and it’s an absolute chore to get through, ten out of ten, worst game I ever made.

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