Humans vs Zombies -
How to Train your Dragon
Speakers: Joe Sklover and Chris Weed (Game creators)
--
"We don't regret anything we've done." - "We
f-ing love it."
Follow your own path:
1.
You have to really love it
2.
Be strong in the hard parts
Confessions of the Creators:
1.
Hate the gun culture
a.
permeates everywhere
b.
has been a hassle of the game being banned some-places
2.
It all started with an excuse to use a bunch of
Nerf guns
a.
Toys R Us was closing and having a sale
b.
That night had everyone getting shot
c.
Morning after, it seemed everyone forgot about
their Nerf guns
Post Nerf Night:
1.
What excuse can we use to shoot friends with
foam?
2.
What if we had to sneak-up on people?
3.
What if you were on a team with your roommate?
Rules of the first game (Let's
Assassinate Your Friends!):
- On a team with your roommate
- Use Nerf guns
- Only a certain number of lives
- Only score if you shoot someone if they don't know you are there
Patches after day 1 disputes:
Even if you see someone, you have 2
seconds to be shot.
People ended-up paying much more attention to the rules.
Players got very invested.
Final Patch:
If you know someone is there, 3
fingers on your head makes you invulnerable to being shot
Result:
Everyone was having 3 fingers on
their head
--
What worked? Didn't?
1. What if you added zombies to it?
a.
Resulted in HvZ rules later that night
2. There is no perfect rule-set
a.
Too subjective
3. Don't make it such an exclusive community
People seemed to want to be involved in a game
1. Let's make a game that is a little bit bigger!
2. The rules were 7 pages long
a.
most of it was explination
b.
'Cry' rule: something, sometime, will upset you
- take it in stride
--
MODERATING EARLY
GAMES
HvZ Game 3:
1. People felt like veterans
2. Vets started to play their own way
3. Non-mod friends should be used to place mission
items
4. 1st safety rule:
a.
a human ran into their car to escape from
zombies
b.
zombie jumped on the hood
c.
human started driving!
5. 2nd rule:
a.
high-speed chase of zombie and human!
--
MISSIONS
How to play HvZ
1. Play to win
a.
Human:
i.
don't be seen
ii.
don't be heard
b.
Zombie:
i.
can't blame the stalker
2. Play to have fun
a.
Arguably the way to win
Missions offered to reward game participation
--
SCHOOL ADMINISTRATION
Team bought Night Finders for the administration
Had all players outside the meeting room to cheer after the
meeting
Town-hall meeting of +200 persons to help address 3
complaints
The only person that couldn't be
helped had PTSD :(
Showed that the game has a
responsibility to the community
School admin would warn (advertise) for the game before its
start
--
COMMUNITY AND GROWTH
When it's your project, it's easy to be defensive of it (other
schools wanted to play)
Creators would just give advice and simple software
resources
"open-sourced
the game"
now
have innumerable amount of iterations
new
rules
planned
missions
slight
mechanic changes
--
GNARWHAL STUDIOS INC
After graduation, what are we to do with our lives?
1. Could have taken more control of the game
a.
"We don't want to be a vendor"
2. Decided to let people work with the creators
a.
Collect all information
b.
Give the information
c.
"Become the hub"
Started Gnarwhal Studios Inc.
1. Spread the game
2. Support inclusiveness
3. Keep it free
4. Protect player-base from exploitation
HvZ can act as a platform to make
--
CONCLUSION
"The thug life ain't easy."
We aren't classically successful,
but we are happy.
--
Questions
Was the first game really intense?
Ya, but
people still went to class.
What emergent narratives have you seen?
In a ‘meta’
sense, people become friends with who they play with.
People
take on the roles of acting like friends, and it exists!
Intercommunity
support between HvZ locations.
How did no-formal game design training apply?
There
was a little read after the fact.
It's
awesome to see games taken more and more seriously.
Games have
been around since the dawn of society-theory wasn't needed then.
Don't
need theory, but it helps - be spontaneous and have fun with it!
Bullying?
Verbal
abuse from non-player characters.
It's a
good skill in life not to care about that.
'Commando'
humans can be bullies in-game.
Some places
trade freshman as resources.
Have ethics broken-down in some games?
Team
picking early-on.
In the
end, the best strategy is to work together.
Ideal number of players for HvZ?
With
enough intuition and experience, it can work for any number.
No
'real' optimal player number.
No comments:
Post a Comment