Post
Post #0 (isolation #0) » Thu Aug 04, 2011 3:31 pm
Postby Blackberry »
Welcome to
The Apprentice
!
I, Blackberry, am looking for an Apprentice to assist me in the co-moderation of an upcoming game I am planning. This apprentice will assist me with storyline development, plot twists, game mechanics, updates, etc. With our powers combined, we will create the ultimate Mish Mash game that will go down in history as the BEST GAME EVER.
But first, I must select an apprentice to moderate this game with...
Thus, you all will compete to be my apprentice. The rules are posted below. To /in, simply post so below. The competition begins...
now
.
Disclaimer: The winner does not necessarily get excluded from playing the future Mish Mash game and will have the option of playing instead if he or she wishes to do so.
Last edited by Blackberry on Thu Aug 18, 2011 11:56 am, edited 38 times in total.
Post
Post #7 (isolation #2) » Thu Aug 04, 2011 4:53 pm
Postby Blackberry »
mallowgeno wrote:Nah I'm no where near done developing it and I'm involved in a lot of other crap right now too lol. I would join though if I wasn't modding a mini-theme.
Post
Post #54 (isolation #12) » Sun Aug 07, 2011 8:35 pm
Postby Blackberry »
Welcome to
The Apprentice
!
Sixteen of you have decided to test your strengths, and your weaknesses. Sixteen of you have decided to bare your souls for me to judge. Only one of you will come out of this competition as The Apprentice. Best of luck to everyone.
Post
Post #65 (isolation #15) » Mon Aug 08, 2011 7:20 am
Postby Blackberry »
Leonshade wrote:Are we allowed to discuss our Project Manager choice privately via PM or QT? On that same token, are we allowed to make a QT for the tast of choosing a Project Manager?
Post
Post #86 (isolation #16) » Mon Aug 08, 2011 12:46 pm
Postby Blackberry »
I see both teams failed to note that the deadline was at 6:00 PM Est... meaning both teams were late. How is it that all sixteen of you allowed the deadline to slip? Mmmmm?
I should fire all sixteen of you!
... Oh, I can't do that though. Then this game wouldn't be any fun. I'll let this slide... for now.
Post
Post #205 (isolation #32) » Thu Aug 11, 2011 8:48 am
Postby Blackberry »
Before I announce the winner, let's view both team's performances...
Team Eucleia
Mist7676[Project Manager]
[area="Task #1, Assignment #1]If your aim is to run a truly phenomenal Mish Mash game, there are considerations that you must take when designing, and eventually running, the game. These are the essential elements of any successful game, and every game that fails is simply consigned to this fate by poor planning in regard to the five fundamentals of gaming. Any moderator worth his salt needs to consider Balance, Innovation, a good theme Flavour, Player Dynamics, and his own level of Commitment to the game.
Innovation is key with any successful game. A new idea, mechanic, or theme frequently catalyzes the most successful Mish Mash games, often helping to spawn ‘copycat’ games or sequels. When something new is brought to an old idea, new interest can be galvanized. It renews the playworn, and excites the player to see what might happen in a game that has both the successful mechanics of a previous favourite, and something as-of-yet unseen and exciting.
To promote player approval, each game needs to be balanced. This provides players with an equal chance to win, and thus an equal chance to enjoy themselves. Balance is often the hardest fundamental to establish, especially in games with complex mechanics. A good idea is to start with a simple mechanic set and to then build develop these as your foundation. Design your mechanics separately from any theme flavouring, and simply apply the flavouring over the finished frame.
Every game needs a narrative, a story or background to provide context for the players’ actions and goals. Exemplary theme flavour captures competitors’ imaginations and entices them to think about the game long after they've closed their browsers. Flavour development is useful to consider at the start of the idea, as it may guide and augment your mechanics and overall goals. Remember, though, the flavour should be seen as icing on the cake composed of mechanics and balance.
As a moderator, it is also important to consider the way players will be encouraged to interact with one another. Strong dynamics to look for include teamwork and cooperation, rivalry and competition, and interactions that go beyond those. Games are all about people interacting in new and exciting ways, so you should be looking for a way to place your players in an environment that takes advantage of these dynamics. Allow them to advance fluidly, and you could be surprised what happens.
Finally, if there’s one thing that unequivocally sinks most Mish Mash games, it’s failure of moderator commitment. If the moderator can’t stay dedicated to his own game, then there is nothing that can save it. Make sure to be as available as your game demands; it’s likely more time-consuming than you think. Don’t run a game when you have other commitments that will drag you away, and be sure that your interest in the game. Running a game is always hard work, but keep in mind that each successful endeavor is equally rewarding.[/area]
The first fundamental is hosting your game to the best of your ability. This means you get things done in advance, you stick to your promises and rules and you manage your time correctly. Optimize is a great example of this; the hosts update the game with regularity and precision. You can always look forward to an update at the end of a day. Mafia Family Feud and Match Game: MS also involved a high degree of host activity, which fed them a constant supply of players. Don’t tackle a game unless you are certain you can manage it. You’re letting your players down, otherwise: you will see abandoned Roll to Dodge games.
The second fundamental is to lend class to your game through good narrative and
pleasing aesthetics . Without these, players often feel that they are participating in a second-rate game. The effect is perhaps even more pronounced when the game would not otherwise require it. Optimize, for example, could be run without the graphics and text it utilises but with them it has helped pull one of the largest queues in Mish-Mash history. Decathlon also shows off attractive and informative graphics, whilst the more active Roll to Dodge games, like RTD Bakershire and Zombie Apocalypse, maintain their high level of participation because of the qualitative mod flavor.
The third fundamental is to keep the game simple. Successful Mish Mash games often involve simple rules that are easy to comprehend and quick to learn. For example, the game of Ferris Wheel involves a group of players placed in a randomized order, each picking one players give answers to questions and get scored based on how many players picked the same answers. These simple premises allow people to join regardless of their schedule, granting fun for a large playerbase.
A game lives and dies based on its player activity (Notify the Players often), which is why letting many players engage in the game is the fourth fundamental. Having to wait in line for your turn can often lead people to lose their interest in a game, so maximizing the amount of people a Mish Mash game can hold allows the game to survive and thrive. Games like Ferris Wheel and What Were You Thinking have virtually no limit on the amount of players that can participate at once, while Optimize allows those waiting in line to effect the current game's outcome.
The final fundamental is to make your game fast-paced. These allow for the most fun. When properly used in conjunction with the other fundamentals, these games are often the ones that end up being replayed the most. Ferris Wheel and Yahtzee are shining examples, along with Elect the Executioner. This can be achieved most easily by cutting as much of the moderator’s work out as possible. Players should be able to take their turns as often as possible.[/area]
[area="Task #1, Assignment #2]
Welcome to a Magical Land, where Warlocks collide within the city of Dalaran, filled with a great source of magic. Each day, everyone trains themselves and begins to gain more magical abilities to survive. As a Warlock, you would want to battle each other within an Arena, where each of you fight others to survive, but can you and your teammates survive the battle of wits and magic?
Game Guide
- Each player is a Warlock, each starting with 100 HP (Health Points). If you lose all your HP in the Battle, you will die and be unable to participate the fight until a new round begins.
- There are Three Rounds, where each player attempts to gain points for their Team by killing the opposing team. Each kill from the team gives them 1 point, and whichever team gets the most points after three rounds win the game. It will be a 6 versus 6 battle, so players will be able to choose what team they wish to join.
- Every player starts with 200 Gold. Before each round starts, players will be able to “purchase” items & spells so they could use it for themselves. They have 24 hours to decide what to buy as their own spells and equipments for battle. Every player is limited to only carrying 6 Items at a time. After each round ends, the players will earn 100 Gold to purchase items/Spells. Each spells and certain items are upgradable, which can increase their effects.
- When a Round begins, players will be able to perform one of two actions:
Move:
The player may move to any adjacent square. They may do this twice each turn. <i think i understood that right, feel free to correct
Cast:
The player may cast any of the spells they’ve purchased. Each spell has its own “cooldown” rate, described in the spell list. After a spell is cast, it is unavailable for as many turns as its Cooldown.
On the Map, you will see Dark Grass & Blight. Dark Grass is where battles are usually happen. However, you can still use your abilities on Blight, but for each turn you stay on the it, you will lose 10 HP until you leave the area. You will be able to walk 2 spaces per turn.
Purchasable Spells
Fireball:
Shoot a regular fireball at the enemy who is two/three/four spaces in front of you, which deals 8/9/10 HP to them. Requires 1 turn to Recharge. Costs 30 Gold to Upgrade.(You start this basic spell at Level 1!)
Lightning Bolt:
Electrocute an enemy that’s two/three/four spaces in front of you, which deals 10/12/14 HP to them. Requires 1 turn to Recharge. Costs 30 Gold to Upgrade/Purchase.
Poison:
Poison a player whose 3/4/5 spaces in front of you! They will lose 4/5/6 HP per turn, which will last for 2/3/4 turns in total! Requires 2 turns to Recharge. Costs 30 Gold to Upgrade/Purchase.
Ice Shard:
Send Ice Shards flying towards an enemy two space vertically, horizontally or diagonal from you, dealing 11/13/15 HP to them. Requires 1 turn to Recharge. Costs 30 Gold to Upgrade/Purchase.
Thunder:
Sends a Thunder down from the sky, dealing all players (including allies) on a targeted area on the map by 15 HP, where everyone who is One square near the area will be damaged as well. Requires 3 turns to Recharge, Costs 50 Gold.
Freeze:
Target an enemy player who close to you by 1/2/3 square(s); they won’t be able to move for their next turn. Requires 2 turns to Recharge. Costs 35 Gold to Purchase/Upgrade.
Shield:
Defend yourself from all spells that comes in front of you only, reducing damage towards you by 3/4/5 HP from each spell which hits you. Requires 2 turns to Recharge. Costs 30 Gold to Upgrade/Purchase.
Teleport:
Teleport 2/3/4 spaces to any squares horizontally, diagonally or vertically! Requires 2 turns to Recharge, Costs 30 Gold to Upgrade/Purchase.
Heal:
Heal yourself by 10/15/20 HP! Requires 2 turns to Recharge. Costs 35 Gold to Upgrade/Purchase.
Hook:
Hook an enemy player in front/back of you who is 2/3/4 spaces away from you. They will end up 1 space in front/back of you. Requires 3 turns to Recharge. Costs 40 Gold to Purchase/Upgrade.
Purchasable Items
Potion:
Heals 20 HP in a turn. Costs 40 Gold. Consumable Item; Goes away upon use.
Boots of Speed:
Enables use of moving one space more than usually for a turn. Can only be used once per round, Costs 30 Gold.
Cloak of Regeneration:
Heals 5 HP every turn. Costs 100 Gold. Passive Ability.
Bomb:
Can be thrown at someone, dealing 10 HP towards the enemy (Player must be 3 Space away from the enemy for it to be effective). Costs 20 Gold.
Magic Armor:
Reduces all spells’ damage (excluding Poison) towards you by 2. Costs 100 Gold. Passive Ability.
Magic Refresher:
Resets all cooldowns for spells (Meaning any spell could be used again). Costs 120 Gold.Consumable Item; Goes away upon use.
Magic Wand:
Increases damage of all offensive spells (Except Poison) by 3. Costs 100 Gold. Passive Ability.
Post
Post #210 (isolation #35) » Thu Aug 11, 2011 8:57 am
Postby Blackberry »
Cybele
It would appear that you assisted the other team in the creation of their final submission. Considering this is a competition, how do you think that affects my view of you? What made you think that was a smart decision?
Tragedy
It would appear that you either asked or accepted Cybele's assistance in the task. What was wrong with your own teammates that you had to ask an opponent to assist you in the creation of your final product?
Post
Post #244 (isolation #37) » Thu Aug 11, 2011 9:35 am
Postby Blackberry »
Cybele wrote:
Blackberry wrote:
To Anyone
What do you think of your opponent's submission?
I like it, but I think similar games have been done, even in recent past. Wizard battle is fairly close, in theme and some mechanics, though this Warlock is thankfully simpler, and has the addition of a playing-field. And team mechanics.
It's also rather similar to Rumble games, but I suppose that's cursory.
I probably wouldn't play it, but that's just personal preference.
Oh, and I actually dislike the fundamentals they've chosen. Some of them seem kinda... dumb.
Cybele
Do you have something against Rumble games? You actually think this game is comparable to a Rumble game?
Post
Post #247 (isolation #38) » Thu Aug 11, 2011 9:41 am
Postby Blackberry »
Team Excel, Task #1, Assignment #2 wrote:Tragedy[Project Manager]
Game Guide
- Each player is a Warlock, each starting with 100 HP (Health Points). If you lose all your HP in the Battle, you will die and be unable to participate the fight until a new round begins.
- There are Three Rounds, where each player attempts to gain points for their Team by killing the opposing team. Each kill from the team gives them 1 point, and whichever team gets the most points after three rounds win the game. It will be a 6 versus 6 battle, so players will be able to choose what team they wish to join.
- Every player starts with 200 Gold. Before each round starts, players will be able to “purchase” items & spells so they could use it for themselves. They have 24 hours to decide what to buy as their own spells and equipments for battle. Every player is limited to only carrying 6 Items at a time. After each round ends, the players will earn 100 Gold to purchase items/Spells. Each spells and certain items are upgradable, which can increase their effects.
- When a Round begins, players will be able to perform one of two actions:
Move:
The player may move to any adjacent square. They may do this twice each turn. <i think i understood that right, feel free to correct
Cast:
The player may cast any of the spells they’ve purchased. Each spell has its own “cooldown” rate, described in the spell list. After a spell is cast, it is unavailable for as many turns as its Cooldown.
On the Map, you will see Dark Grass & Blight. Dark Grass is where battles are usually happen. However, you can still use your abilities on Blight, but for each turn you stay on the it, you will lose 10 HP until you leave the area. You will be able to walk 2 spaces per turn.
Everyone
Does anyone else see any flaws in the description of the game?
Post
Post #275 (isolation #40) » Thu Aug 11, 2011 10:36 am
Postby Blackberry »
Task #1 Reviews
Let's get to it, shall we? Let's review the submissions and then I'll reveal the winning team. The winning team will be safe. The losing team's Project Manager will be required to select two other contestants to join her in the Board Room.
TEAM EUCLEIA
First, I like the selection of a greek goddess for your
team name
. Hopefully it will bring your team good luck and foreshadow the glorious products to come from your team.
Concerning
Assignment #1
, you wrote an essay about the five fundamentals of a Mish Mash game. I can find no fault with the last four fundamentals and believe they are all spot-on.
Concerning
Assignment #2
, I thought you did very well with coming up with a game idea that embodies all five of the fundamentals that your team selected. I also believe the opeing post was aesthetically pleasing and cleverly written. While I found the storyline was well written, I do also believe it was a bit lengthy. At first glance, one might think 'this looks too long to read' and leave the thread. Just a thought to consider. The flavor is clearly there, there is clearly balance with everyone beginning on the same footing. It is an innovative idea, combining qualities of the Haunted Mansion type games with challenges, which at the same time leads to provoking player dynamics.
TEAM EXCEL
First, I also like the
team name
that your team selected. I am an excel-addict and constantly utilize the application to play and organize my Mish Mash games. At the same time, you managed to copy a previously-used Apprentice team name. At first I was not fond of the idea, but I liked how it was integrated into the theme of this game.
Concerning
Assignment #1
, I was not as enthusiastic about the list that your team created. Performing to the best of the moderator's ability, and 'lending class' are both great fundamentals that I will accept. However, I do not agree with the 'player activity'/'get a lot of players' idea is a fundamental feature of a Mish Mash game. While generating a lot of interest in your Mish Mash game does allow it to become popular and memorable, I don't think it is a fundamental attribute. Also, the player activity itself is not an attribute of a game that you can control. It is indeed a goal of the game, the fundamental attributes that you selected should be ones that lead to that goal (such as provoking interesting player dynamics and unique flavor) that should result in high player activity. As someone has mentioned already, a moderator should not have to constantly notify players, a game should generate enough interest and enthusiasm that players check the thread often and do not have to be notified.
Concerning
Assignment #2
, I think the Game Guide was poorly written, as Leonshade has pointed out, there is no explanation of a turn and it simply reads as if there is only three rounds. Compared to your opponent's submission, I believe your aesthetics and flavor and a bit boring. In terms of game mechanics, I think the simple one team vs. one team is not complex enough or innovative enough to generate excitement amongst the players. Also, the list of spells and items read like a generic RPG that we've seen many times before and I see a lack in provoking strategization with the list of abilities available, i.e., I think it'd be boring to play. Lastly, considering you selected 'Simple' as a fundamental feature. I do not believe your Mish Mash game explanation is simple at all and any newcomer might have to reread the rules a few times to comprehend everything.
Post
Post #276 (isolation #41) » Thu Aug 11, 2011 10:37 am
Postby Blackberry »
Task #1 Results
I will now reveal the results. Despite my harsh criticism, I think both teams did a great job, and I am proud of both submissions. I think most of you put in plenty of work despite the fact that some of your teammates may not have been so helpful.
Without further ado, the winning team is
Team Eucleia
. Your entire team is safe, for now.
Tragedy
, as Project Manager of the losing, team you must select two individuals to join you in the boardroom. I would think about this decision very carefully before you make your selection. The three of you will be questioned by me and one of you will be fired.
Mist7676
- You are lucky your team won. However, it is noted that your performance as a Project Manager was pathetic. You can thank your team mates for carrying you through this round, but I expect you to come back and step it up.
Cybele
- This is a competition. I do not expect you to assist the other team. If I were in competition with another Mish Mash host, I would not want my apprentice to run to the other moderator and help him or her build their ideas. While I appreciate the enthusiasm to make this a good competition, if you assist the other team, that disallows me to see what the potential candidates are capable of. You become a distraction that detracts from the other contestants. Assisting the other team is a bad idea, do not do it again.
Tragedy
- I understand you were in a rush to complete this task because you came up with it at the last minute. I think it came out sloppy. However, I do appreciate the effort you put into changing the terrible Scummers to Scummers idea. A bit of advice, I absolutely hate Apples to Apples and I think the game would have become boring really quickly had you suggested it.
Last edited by Blackberry on Thu Aug 11, 2011 12:05 pm, edited 2 times in total.
Post
Post #296 (isolation #46) » Thu Aug 11, 2011 11:07 am
Postby Blackberry »
Welcome to the
Boardroom!
Welcome
Tragedy
,
kiwieagle
, and
cjdrum
to the Boardroom.
Team Excel
has lost the task and Tragedy has selected you two to join me in the Boardroom. Now is the time to plead your case as to why you should stay in the game.
Tragedy
Why did you not bring Chevre into the Boardroom? Do you think this could be a
mistake
and may result in you getting
fired
?
Do you think kiwieagle's performance in this task was a sufficient reason to bring him into the Boardroom?
Do you think you deserve to stay in this game and battle it out?
Why do you think your team lost the Task?
Why should I keep you in this game? What makes you a good Apprentice candidate?
kiwieagle
Are your surprised Tragedy brought you into the Boardroom?
Given your performance in this task, do you feel there is sufficient reason to bring you into the Boardroom?
How do you feel Tragedy performed as Project Manager? Do you think she is worthy of being The Apprentice?
Tragedy says you wished to get out of the game, do you wish to leave the game?
Why should I keep you in the game? What makes you a good Apprentice candidate?
cjdrum
Where are you? Do you still wish to compete in this game?
Why should I keep you in the game? What makes you a good Apprentice candidate?
Do you feel Tragedy made a wise decision by brining kiwieagle into the Boardroom?
How do you feel Tragedy performed as Project Manager? Do you think she is worthy of being The Apprentice?
If I were to keep you in this game, what would you do to prove to me I made a smart decision?
Post
Post #299 (isolation #47) » Thu Aug 11, 2011 11:54 am
Postby Blackberry »
For anyone that is curious, here is what I think the fundamental features of a Mish Mash game should be. I might need to reword some of them, but it's the gist of my views. QUESTION THEM YOU DIE.
Moderator Commitment & Morality
A moderator should be
active
and honor deadline commitments made.
A moderator should be commited to being
fair
and
unbiased
.
A moderator should also have fun and make friends with his or her players ^_^.
Appeal
A Mish Mash game should have an enticing
flavor
or
storyline
.
A Mish Mash game should have appealing
aesthetics
or
textual design
.
This includes consistency, gramatical correctness, concise instructions, and correct spelling.
Innovative Mechanic Design / Creativity
A phenomenal game should sprout from an innovative idea with intriguing game mechanics (strategy, mystery, roleplay).
Often, combining two ideas, or taking an old idea and transforming it in a brand new way is how this is accomplished.
This is also accomplished by applying an unseen idea and applying it to the Mish Mash forum.
The two features listed below are also huge factors when developing the game and contemplating the mechanic design.
Player Dynamics
A unique function of the Mish Mash community is that players are often allowed to discuss outside of the thread, unlike normal Mish Mash games. This allows us as a community to form deeper and more complex bonds with one another.
Designing a game that encourages complex interactions (teamwork, rivalries, betrayls, mistrust, and friendships) is a huge factor of what makes the Mish Mash community unique from playing Mafia in the forums.
Playstyle Balance
Combining the 'Balance' attribute and 'Simple' attribute, I feel that a truly balanced Mish Mash game takes into account the different activity levels of players.
Players should be able to equally enjoy and compete in a game whether they are online 24/7 or can only get online an hour a day.
An example would be not having live challenges or challenges based on activity. An example is a game that allow for players to either play the game solo (for when they are busy), or if they wish, to strategize about the game and spend as much time as they wish to discuss the game with fellow players (Survivor, Rumble, Haunted Mansion, Planet Mafiascum - teamwork is encouraged in all of these games, however, at any time a player can play solo, so someone who may be busy for a few weeks has the opportunity to still enjoy the game as the strategical interactions are not required).
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Post #304 (isolation #48) » Thu Aug 11, 2011 5:33 pm
Postby Blackberry »
mallowgeno wrote:
Blackberry wrote:
Concerning
Assignment #2
, I thought you did very well with coming up with a game idea that embodies all five of the fundamentals that your team selected. I also believe the
opeing
post was aesthetically pleasing and cleverly written. While I found the storyline was well written, I do also believe it was a bit lengthy. At first glance, one might think 'this looks too long to read' and leave the thread. Just a thought to consider. The flavor is clearly there, there is clearly balance with everyone beginning on the same footing. It is an innovative idea, combining qualities of the Haunted Mansion type games with challenges, which at the same time leads to provoking player dynamics.[/color][/size][/area]
Post
Post #407 (isolation #59) » Sun Aug 14, 2011 1:23 pm
Postby Blackberry »
For the record...
kiwieagle
was automatically safe because Tragedy originally didn't want to bring him into the boardroom (unless, of course, kiwi asked to be fired). Thus it was Tragedy vs. cjdrum after Tragedy's indecisiveness.
...
We here, at Blackberry Corp., do not accept mimes in our industry.