Tell me a little about your Game Chef winning game, Love Gift Card. What excites you about it?
First and foremost, It’s been peoples’ reaction to it! The game’s premise is a little far-fetched, and to me it really was a game design exercise, just as the competition calls for. I didn’t think it would score, but people get excited with the idea, even folks outside hobby circles! So there’s that, and I’m still a little baffled.
But what’s really nice is that people get the game’s goal: to expand autonomously driven by the human desire to do good, and to foment that very desire by doing so. It’s a cycle they seem to recognize as something which could be, as something viable. That people can so easily correlate the game’s mechanism to what goes on in real life, even when the game isn’t really playable yet, makes me really proud of it.
What were your inspirations for the game?
The whole idea derived from the contest’s theme, There is no book. I was talking to Encho (last year’s Game Chef World champion) about it, we were both trying to stretch it to “there are no game instructions” and figuring out how could a game like this be, and I said it would be cool if people had little pieces of the game that only made sense when they met and put them together. It would be a decentralized game, forever ongoing, and I thought it would be even cooler if carrying around little “pieces” of the game were some fashionable thing, so the game could expand carried out by this fad and “happen” in the events of two carriers bumping to each other. I thought this went well to the ingredients Absorb and Wild. Then I reminded of this annoying thing called The Game, a one-rule game that you “play” only by knowing it exists and you “lose” every time you remember it (by the way, I just lost it!). The only element of this game is a meme, that propagates by itself. It doesn’t even need players to decide to play it! And I just recently played a larp called White Death, which impressed me by how deep a game could get using just a set of simple instructions for the players to perform, so I figured what I needed was some simple trigger-action combination people could apply to their everyday lives.
Tell me a little bit about the mechanics. What makes the game work?
Actually I don’t really know if it will work! It depends on how people face the instructions. I suppose that if people receiving cards find it too silly, it won’t work at all. It really depends a lot on the social structure in which it is seeded.
Technically, it should work as a challenge type of game. But, as I said, It was designed as an theoretical exercise of game design. I’m expecting critics if it even qualifies as a game at all! God knows what could happen if it is materialized.
Talk a little about bleed. What do you think is so interesting about it?
We tend to see games as entertainment solely, as something you do to escape from a harsh reality. That’s a very narrow perspective. Games can be a media as fruitful as any other, they can be as powerful as the cinema or literature, or even more, since it engages you on another level. Dungeons & Dragons can be about cooperation. Horror RPGs can be tools to explore the human condition. Why not? The other day I learned Monopoly was originally designed to warn people about the trouble with abuses of private property, and if you think this through, its a hell of a demonstration! When we, humans, need to cope with unsettling issues we play: we create music, pictures, tales. Games are just another way of playing out this issues, and we should use them. So I’m all for the nordic school of larp: do touch, seek the points of convergence between fiction and reality, and use the opportunity to learn about yourself and others.
What’s up next for you now that you’ve won the contest?
On The Love Gift Card Game front, I’m talking publishing it with Kobold’s. I don’t know yet how this will play out, since the game follows no known business model, but we’re studying the best way to bring the idea to life.
João is a great guy and have many great ideas on analog game design… even though we both argue a LOT about many definitions and design theories. I was really pragmatic on Love Gift Cards even being a game at all, but in the end it turned out to be a great analog experience. I guess these differences in our opinion are what make our community growing, right?