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Difference between revisions of "Talk:Double Agent / Watch Your Back"

Difference between revisions of "Talk:Double Agent / Watch Your Back"

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How exactly are scores calculated - locks-and-keys minus bullet wounds?
 
How exactly are scores calculated - locks-and-keys minus bullet wounds?
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|date=16:40, 8 March 2009
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|user=[[User:Kevan|Kevan]]
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|comment=This game ran at the Barbican last night, and was a great success. There were a couple of minor changes - all players had a blank white sticker on their back to show that they were playing the game (Celine used blank, circular CD labels, which had a nice suggestion of a shooting-range-target; most people stuck the bullet/key stickers directly onto the white stickers), and there wasn't a three-minute siren, players were just free to tag at will. The game ended at a specific time, and the teams were told to group themselves together and work out their own scores.
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The game was scheduled to take an hour, but players used up all  their stickers pretty quickly, and the game was more or less over inside twenty minutes. Part of this was probably due to the player density; most of them stayed around the starting area for the first ten minutes, tagging and being tagged. If you wanted to change this, it might be worth insisting that players "find a good hiding place" to start from, and tell them they aren't allowed to start stickering until they're five minutes into the game.
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The game generated a lot of discussion and on-the-fly strategies, and everybody seemed to enjoy it. The only concern I heard raised among the player feedback was that some behaviour actions (such as "cannot move more than five steps at once") made the game inherently tougher for that team.
 
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Revision as of 16:40, 8 March 2009

Holly Gramazio said:

I love the idea of a game that explicitly makes people re-examine other people's body language - there's a bit of this sort of thing in many street games, that you need to figure out who the players are and so watch to see whether they're looking shifty (Checkpoint) or aggressive or what, but making it explicit is lovely. With any luck the November Sandpit should be a good time to try this out - the venue for October isn't suitable, I don't think.

I assume players will know who the other players are? Not sure if it's worth marking them out explicitly, if so, so as not to give people with a good memory for faces an advantage. Probably not: obviously after a round or two of stickering it'll be clear anyway, and the idea of it not being immediately obvious to non-players is nice.

How exactly are scores calculated - locks-and-keys minus bullet wounds?

Kevan said:

This game ran at the Barbican last night, and was a great success. There were a couple of minor changes - all players had a blank white sticker on their back to show that they were playing the game (Celine used blank, circular CD labels, which had a nice suggestion of a shooting-range-target; most people stuck the bullet/key stickers directly onto the white stickers), and there wasn't a three-minute siren, players were just free to tag at will. The game ended at a specific time, and the teams were told to group themselves together and work out their own scores.

The game was scheduled to take an hour, but players used up all their stickers pretty quickly, and the game was more or less over inside twenty minutes. Part of this was probably due to the player density; most of them stayed around the starting area for the first ten minutes, tagging and being tagged. If you wanted to change this, it might be worth insisting that players "find a good hiding place" to start from, and tell them they aren't allowed to start stickering until they're five minutes into the game.

The game generated a lot of discussion and on-the-fly strategies, and everybody seemed to enjoy it. The only concern I heard raised among the player feedback was that some behaviour actions (such as "cannot move more than five steps at once") made the game inherently tougher for that team.