Gameception / Abduction– The team game that creates itself!

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Gameception / Abduction– The team game that creates itself!, 4.8 out of 5 based on 4 ratings
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7 Responses to "Gameception / Abduction– The team game that creates itself!"
  • Prashant Deshmukh %A %e %B %Y at %H:%M

    Hi,
    I am a little bit confused here. Do we have to set the end goal before starting the game? Or, each quest card is a goal?

    Thanks
    Prashant

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  • Eddy Bruin %A %e %B %Y at %H:%M

    Hi Prashant,

    The goal of the game is to finish a quest with 3 items.
    Each quest in itself is a mini game that is played each round. Hope that helps :)

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  • Udo %A %e %B %Y at %H:%M

    I was one of the early beta-testers of Gameception during Play4Agile conference where the game was created and loved it.
    I was sceptical upfront whether a game can create itself but it really worked and to build new challenges was big fun.
    The idea is sheer genius!

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  • Cenk Erdil %A %e %B %Y at %H:%M

    This sounds like a great idea, planning to use it in my software engineering course.

    Does anyone have example quests that worked well before?

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  • E. Bruin %A %e %B %Y at %H:%M

    Hi Cenk,
    Cool that you would like to pick this up. Gameception did have an upgrade in terms of flavouring which enables people to play it with a theme called Abduction. I’ll update the post accordingly.

    In the meantime let me give you some examples of quests that work well:

    o Create a new mini-quest with items in hand. Write down the quest on a blank card and shuffle it in the quest deck. This card has to be in there, but you would not like it to be the first. I often cheat by putting it in 3rd or 4th.
    • Build a Rocket with a pointy tip and a large base (Time: 2 spins)
    • Keep something spinning for at least 10 seconds (5 attempts)
    • Build a self-standing tower which is taller than the largest item drawn (Time: 2 spins)
    • Get 42 Points (Time: 1 spin) I found this quest to be very cool, because it can spin some great creativity. For a first quest though it is not very suitable since it gives groups to much freedom without experiencing the concept of the game first.
    • Narrate a story about what you did as a team today (No win/ lose condition)
    • Build a house of cards (1 story high) (Use the event cards. No items needed) (Time: 5 Spins)
    • Create a tune with the items in hand. Spit players in 2 teams. 1 group plays the tune. The other group needs to guesses the tune (3 guesses allowed) (See the video!)
    • Make at least 2 items move without touching them at the same time. (5 attempts)
    • Use item A to hit item B that hits item C. Each items is placed one foot length away from each other (3 attempts)
    • Place 2 items on top of a pen (Time: 2 spins)
    • Let an item stick after throwing it (5 throws)
    • Place item A at 2 meter distance. Throw any item in hand within a distance from the length of Item A. (3 throws)

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  • Carina %A %e %B %Y at %H:%M

    Hello, I really like the sound of this game. Some questions about the play:
    1. Do all players do a quest card at once, or is it one at a time per team and they take turns (I’m assuming it’s the former)
    2. I assume people can create new quest cards at any stage during the game. Any tips on how to get people creating their own quests if they’re not forthcoming?
    3. Do the dynamics of the game tend to change at all if there’s different teams competing against each other?
    Thanks!

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  • Eddy %A %e %B %Y at %H:%M

    Hi Carina,

    1. all at once. Large groups can be splitted though and than multiple quests at the same time can be played.
    2. I Usually cheat by making the 3rd quest card the quest where the team need to create a new one.
    3. The dynamics change since people want to win from the other team if played at once. It will also change if they now the quests cards will be given to the other team at some point. They’ ll make the quests harder to win.

    Good luck!

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