Looney Labs Icehouse Mailing list Archive

[Icehouse] Icehouse games: What's the ideal?

  • FromJeff Zeitlin <icehouse@xxxxxxxxxxxxxxxxxxxxxx>
  • DateTue, 07 Mar 2006 05:25:37 -0500
Let's suppose, for argument's sake, that I was going to create a
'pseudo-Experiment' or 'pseudo-Mini-Experiment' for games using Icehouse
pieces.

Furthermore, let's suppose that I *don't* have resources like Looney
Labs, the SLICK list or the icehousegames.org wiki available to select
existing games from.  All I have is an arbitrary number of complete sets
of Icehouse pieces (in all ten colors).  I can mix and match as
necessary, including making both Rainbow and Xeno Treehouse sets.

I now have to design a set of games to play with these things, to
demonstrate them and draw people in.

What makes a game attractive to people?  I'm looking for the qualities
of the game itself; things like the name and the "backstory" are purely
marketing issues, and I'm not interested in that part; I want to be able
to get some people together and show off these nifty pyramid thingies
and give them some games that they'll want to play with them.

(If you can't adequately describe a particular quality, but there are
games on the SLICK list or the wiki that you know unquestionably possess
them, you can use them as examples, but bear in mind that I might not
see the same qualities, so do the best you can at describing the quality
before giving the examples, and try to focus on the particular aspect of
an example game that gives it that quality.)

-- 
Jeff Zeitlin
icehouse@xxxxxxxxxxxxxxxxxxxxxx

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