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.
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?
I didn't ask for Cybele's assistance; I had plainly accepted his assistance.
I didn't ask him; He voluntarily chose to assisted me, apprently.
My teammates weren't around apparently, since Leonshade had to go to sleep, I don't know what's with Quilford or anyone else in the group.
Yes, I did attempt to finish up the Mish Mash game at the last minute, since it came out of my head two nights ago.
It's not a Christmas game. I apparently chose those colors because it'd "FIT" the image.
The opponent's submission is a real pain, since they're fierce opponents. Their efforts in the game pretty much amused me, especially with the pretty images in the game.
Also, I like their essay, it's pretty well done as well.
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!
[10/15/2013 - 00:13] -
Tragedy
~
I wish for Kami-nii-sama to have better naming skills.
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?
This is a competition with the goal of:
Blackberry wrote:[...finding]
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.
I think that my actions do more to prove my desire and ability to act as a successful co-moderator than they would reflect poorly on our team for the competition. I stand by my actions, and believe that even if my team does not win this challenge, the end result is a better competition which will result in better competitors lasting through to the end of the game. I think I've only benefitted you, as the final (nay, sole) judge of who is to become your Apprentice.
And I think you see that.
Oh, and Tragedy totally didn't ask for my help. I just sort of found a way into her team's QT and helped incognito. It was one of my slip-ups that revealed who I was. I blame her team for not helping her during the crunch-time.
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.
I think it's interesting. The game more or less a classic example of an RPG, so with that in mind I don't find it to be groundbreaking. Even so, I think members of the Mish Mash community would definitely sign up to play, which gives credit to the game and its creators.
Last edited by kloud1516 on Thu Aug 11, 2011 9:14 am, edited 1 time in total.