P1: Rumble!

Artist Statment:

“Rumble!” was born from a desire to blend the animated dynamics of traditional games like Twister and Charades with an innovative focus on teamwork and inclusive, family-oriented entertainment. Our goal was to craft a game that not only encourages physical engagement but also fosters a sense of camaraderie and communal joy. The early designs and playtests sought to explore how physical and creative challenges could work in tandem to promote both fun and team-building. By focusing on hands and feet combinations and incorporating challenge cards, we aimed to create a lively interaction that was both enjoyable and mentally stimulating.

Targeted primarily at close-knit groups such as families, friends, and younger children at summer camps, “Rumble!” is designed to strengthen bonds through shared laughter and cooperative play. According to numerous scientific studies, physical touch leads to the release of oxytocin, a hormone that plays a crucial role in promoting social bonding and attachment. Often associated with feelings of trust, love, and compassion, oxytocin enhances the emotional connection among players. Through engaging in “Rumble!”—a team collaboration game that calls for physical interaction—we hope to foster and improve friendly and familial relationships, making each game session not only entertaining but also a building block for stronger social ties.


Concept map:

 

Initial decisions about formal elements and values of your game:


Our initial idea was to make a game similar to Twister and Charades that emphasized social interaction. We wanted a game that focused on team competition to further enhance the social aspect and fostered continuous conversations between players rather than multilateral competition where players are competing against each other rather than working together. In addition, we initially planned on having the boundary of Rumble! be a physical mat similar to Twister. However, after playtesting we realized that having a mat overcomplicated the game and led to feelings of frustration when players were unable to meet the requirement cards and reach certain circles, leading us to expand the boundary to a bigger space and effectively the entire world. We wanted to create a zero-sum game where teams either gained points or did not, creating competition within teams and motivating them to have the objective of completing the challenges as quickly as possible and outwitting the other team. Finally, we wanted to create rules that were simple and easy for players to understand, with the main focus of a certain amount of feet and hands to have on the ground.

In terms of values we wanted Rumble! to promote, social collaboration, challenge and competition, and overall entertainment and happiness were the main goals. Given the aim to create a social mediation game, we wanted our game to allow players to work together and feel closer after the game ended. We also wanted the added challenge of competition, using points to force players to test out strategies and take risks to outwit the other teams. Finally, we wanted a game that left people feeling happy and entertained, and wanting to play again.

Testing and iteration history:

Introduction

The game “Rumble!” emerged from a creative endeavor to combine the engaging social dynamics of games like Twister and Charades with an emphasis on team-building and family-friendly fun. Throughout its development, the game underwent several iterations, refined through feedback obtained during playtesting sessions. This essay explores the game’s iterative design process, summarizing key changes and insights from each testing phase.

First Playtests: Establishing the Basics

The initial playtests, conducted with family and in-class student groups, focused on assessing core game mechanics inspired by Twister and Charades, specifically hands and feet combinations and the use of bonus cards (challenge and color). The hands and feet combinations were positively received, but the color card system introduced an unnecessary layer of complexity. One participant noted, “the game itself was already very complex…like figuring out how many feet and hands are allowed. I just didn’t have more brainpower to think about the mat.” Observations during play revealed that none of the teams engaged with the mat, even though it was directly under them. Consequently, we decided to remove the bonus color requirement, akin to Twister’s system, and streamlined the game to focus solely on the basic requirement cards (hands and feet) and challenge cards. Feedback from this round also underscored the need for clearer guidelines on team sizes and challenge card types. Key changes from this session included eliminating the Twister-style mat and refining the challenge cards to better align with player preferences.

Second Playtest: Refining Challenge Cards and Team Dynamics

During the second playtest, which involved a participant group closely resembling our target audience—a close-knit circle of friends—we explored a variety of challenge cards, from physical tasks to creative posing. Participants particularly enjoyed the physical and posing challenges, such as handstands and backbends, over more complex creative tasks, like acting out characters from specific shows, which some found too demanding. For instance, both teams expressed enjoyment and shared laughs while attempting the physical challenges.

After the session, we inquired if players felt a strengthened bond with their teammates. The unanimous response highlighted increased comfort and camaraderie, with many fun and laughter-filled moments. Players also expressed a preference for maintaining the current group size of 3-5 people, noting that larger teams might reduce their opportunity for personal interaction. Thus, taking away from our core idea of team building. 

Significantly, we initially structured the game to consist of five rounds, but feedback from all participants suggested a desire for more rounds, which was highly encouraging for our team. This enthusiasm for extended play reaffirmed the game’s engaging nature and led us to adjust the number of rounds to better satisfy player expectations.

Consequently, this playtest was instrumental in confirming the ideal team size and contributed to refining the game structure. However, it also brought up significant questions regarding the game’s competitive mode and its adaptability to different environments, particularly the feasibility of meeting challenge requirements in settings lacking specific physical structures.

Third Playtest: Environmental Considerations and Competitive Mode

Conducted outdoors with a group of very close friends—our target audience—the third playtest took place on a grassy field, providing valuable insights into how natural environments can enhance the gameplay of “Rumble!” This session not only reaffirmed the effectiveness of the hands and feet combinations but also moved us closer to finalizing the challenge cards. Although the competitive mode continued to be a topic of discussion, this playtest demonstrated that environmental setups could be determined by the players, thus increasing the game’s adaptability.

The outdoor setting contributed to a lively and enjoyable atmosphere, with numerous humorous moments captured on camera. These instances, such as an attempted triple piggyback ride, became popular memes within the group, adding a social media-sharing element to the game experience. Furthermore, to streamline gameplay, we adjusted the winning condition to “The first team to reach 7 points wins,” moving away from a fixed number of rounds. This change was well-received and catered to the dynamic nature of play among close friends. Participants also expressed a desire for a large display board to keep track of the game requirements more easily during play, suggesting an enhancement for future iterations to improve visibility and accessibility of game rules.

Fourth Playtest: Broader Audience Feedback and Game Dynamics

The fourth playtest of “Rumble!” marked a departure from earlier sessions by including participants who were not our primary target audience, offering critical insights into the game’s appeal across a broader demographic. This session underscored the game’s entertainment value and effectively addressed concerns related to its physical demands. Participants initially hesitant about the physical aspects of the game reported significant enjoyment, with many stating, “I actually really enjoyed it!” Their feedback affirmed the game’s capacity to engage and delight a diverse group.

Importantly, the playtest demonstrated that “Rumble!” was 100% playable without any interference from the facilitators, indicating its straightforward and accessible design. This autonomy in gameplay allowed participants to fully engage with the game mechanics and enjoy the experience independently.

This variety of player experiences influenced a pivotal decision regarding the competitive mode of “Rumble!” The range of preferences prompted us to grant the game master the autonomy to define the competitive framework, thereby enhancing the game’s flexibility and inclusivity. This adaptation is particularly relevant in environments like summer camps, where fostering a cooperative and friendly atmosphere is essential. Empowering the game master to customize the competitive element allows “Rumble!” to accommodate the varying preferences and comfort levels of different player groups, thus broadening its applicability.

Furthermore, participants shared that “Rumble!” evoked nostalgic feelings of classic summer camp experiences, resonating deeply with the original inspiration behind the game. Hearing that the game recalled ‘the good old summer camp days’ was particularly gratifying, as it aligned closely with our initial motivation to create a game centered around teamwork and camaraderie reminiscent of our own childhood experiences at camp. This feedback was encouraging and affirmed that “Rumble!” captures the spirit of collaborative fun and community we aimed to foster.

Conclusion: Final Rules and Future Directions

The final iteration of “Rumble!” embraced a flexible approach to competitive play, leaving it to the discretion of the game master, which responded to the mixed preferences for competitive styles observed during playtests. Additionally, a new tier of safer play was introduced to include less physically demanding options, making the game more accessible. The iterative process, driven by targeted playtesting, proved essential in refining “Rumble!” into a game that is engaging, adaptable, and enjoyable for its intended audience. This iterative approach not only streamlined the game mechanics but also ensured that it resonated well with its players.

Game Rules:

  • Game Name: Rumble!
  • Game Objective: Teams compete to quickly meet physical challenges according to two types of cards: Requirement and Challenge cards.

Game Rules:

  1. Teams of 3-5 Players: To accommodate different group sizes, teams can consist of 4 or 5 players. A minimum 2 teams are required to play.
  2. Game Master Role: One Game Master (GM) facilitates the game, explains rules, times rounds, and awards points.
  3. Game Cards:
    • The game has two decks of cards: the Requirement cards and Challenge cards.
    • Requirement Cards: Specify the total number of hands and feet each team must have on the ground. These are the core challenge components that must be met first.
      1. Example: “4 hands and 3 feet must be touching the ground.”
    • Challenge Cards: Include whimsical, funny tasks that must be performed while holding the position.
      1. Example: “Sing a line from a popular song while in position.”
  4. Game mode (players should agree on a mode prior to start of round):
    • Easy mode: players can have butt and belly on the ground as well as their hands and feet to satisfy the requirement card
    • Hard mode: players can only have their hands and feet on the ground
  5. Competitive mode (players should agree on a mode prior to start of round):
    • Winner takes all: First team to meet the requirements, all other teams do not get score. Regardless of whether the first team’s choice to do the optional challenge task. Game moves on to the next round.
    • Round Robin: GM pre-determines a time constraint per round. As long as teams complete the requirement card with an optional challenge task, team(s) may receive points. First team to complete the task receives an extra point.
  6. Round Structure:
  • One Requirement card and Challenge card is used in each round.
  • The Requirement cards are pre-ordered in levels of difficulty. The first round is played with the first (easiest) Requirement card, and subsequent rounds use Requirement cards of increasing difficulty. Note: GM may also opt to self-create random combinations with the requirement cards given and not follow the pre-curated requirements card combinations.
  • Before the start of each round, the GM also draws one card at random from the Challenge cards.
  • When the GM calls “Start”, each team will attempt to get into a position that satisfies the Requirement card. Teams may also choose to attempt the Challenge card. Note that teams must first satisfy the Requirement card in order to gain points for the Challenge cards.
  • The first team to assume a position that satisfies the Requirement card can call to be judged. After calling to be judged, the team is not allowed to change position and has to maintain the position for 5 seconds.
  • The GM will judge and confirm the team’s adherence to the Requirement card and Challenge card (if attempted).
  • If the team does satisfy the Requirement card and is able to maintain the position for a full 5 seconds, points are awarded to the team accordingly. Completing the Requirement card gives +1 point to the team, and completing the challenge card gives another +1 point. The game moves on to the next round.
  • Otherwise, if the team does not meet the Requirement card position or cannot maintain it for 5 seconds, the round continues and both teams can call to be judged again when they are in position.
  1. Duration: At most 7 rounds per game. Each round’s duration is controlled by the speed of completion and GM’s judgment.
  2. Winning condition: The team that gets to 7 points first wins.
  3. Playing Area: any agreed-on designated area (discuss whether you want certain objects in the environment to be included!)

 

Requirement Cards:
These cards set the base physical challenge for the round. 

  • Easy: 
    • 6 hands, 5 feet
    • 4 hands, 4 feet
    • 5 hands, 2 feet
    • 2 hands, 5 feet
    • 3 hands, 3 feet
    • 6 hands, 3 feet
    • 0 hands, 3 feet
  • Medium:
    • 1 hand, 3 feet
    • 0 hands, 3 feet
    • 2 hands, 3 feet
    • 5 hands, 2 feet
    • 2 hands, 2 feet
    • 8 hands, 1 foot
  • Hard:
    • 7 hands, 1 foot
    • 4 hands, 1 foot
    • 1 hand, 2 feet
    • 0 hands, 2 feet
    • 1 hand, 1 foot

 

Challenge Cards:

These cards add a humorous or challenging action that must be performed during the physical challenge. Each team may attempt a challenge every round to get more points.

  • Recite the alphabet backward while in position.
  • Teams must form a letter in the alphabet.
  • Have to hop 3 times collectively while holding pose.
  • One player has to do a backbend.
  • One player must do a handstand:
  • All players on a team must hold hands.
  • Do 7 push-ups before starting discussion.
  • Two players must be completely off the ground.
  • Players form a number from 0 to 9.
  • Before the start of the round, gamemaster will show the team a 7 digit number. The team must recite the number after getting into final position.
  • Players must not speak to each other when getting into position. Hand gestures are allowed.
  • Everyone on the team has their eyes closed during the entire round.
  • Try to get as high as possible. The team with the larger height wins the point.
  • Try to get as low as possible. The team with the lower height wins the point.
  • The team must be ordered in alphabetical order by first name
  • All players must name a different __ (judge chooses eg. fruit, car, etc)
  • All players must jump and remain intact
  • Players must say a tongue twister without messing up (Peter piper…)
  • No player can be directly facing any other player
  • All players must say a word that rhymes with judge
  • Players must form a pyramid
  • Players must rotate 360 degrees while holding pose

 

Final prototype:

Video:

Playtest one:

  • recorded in final class playtest
  • has Gamemaster reading out rules without any guidance from team member
  • not target audience and ideal environment of play inhibiting for optimal play results
  • game was ended early due to safety concerns on the balcony

Playtest two:

  • recorded on the Oval with a group of close friends
  • All games were self-organized (except I forgot to record the portion of the GM reading the rules)

Print-n-Play:

Credits: DALL-E for creating our game front cover!
Link to the Google folder with all the videos and print outs: link here

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