A blog about a man who grew up during the console wars and lived to procreate.

Monday, September 30, 2013

They're cutting

So I am staying at Tech Shop way too late tonight, but it is worth it to get the game pieces done so I can beta test at lunch tomorrow (showing it to someone here I already found one problem with a design element that got confused for a connection point).  On the bright side everyone here thinks it's a great concept and wants to play.

Sunday, September 29, 2013

Quick Update

I am chugging through card designs and wanted to put a little teaser.  There exist 3 types of traces on the pieces: Standard, Unbreakable, and Broken.  Standard looks like your typical electrical circuit, while unbreakable is a multilayer board where the traces are below.  I am still working on the unbreakable pieces but here you see two examples of standard and broken pieces (where the text is messed up and the traces are scratched).  In the final version you will see an homage to my first Dreamcast (which I killed the motherboard with using the wrong screw and making a circular gouge through several traces).  Also, the working name of my gaming company is Pittsburgh Plays Games.  Let's see if you can catch the tongue in cheek reference there (thanks to +Jill Duarte).

Thursday, September 26, 2013

Making a game

So +Jill Duarte tends to make a lot of short posts to keep her blog (http://hipstrings.blogspot.com) active, so why don't I try this.  At work I discovered that my coworker +Matthew Gettemy is really into board games.  He introduced me to a ton of neat games and since a) I have access to a laser cutter, and b) the local hipster craft fairs are actively asking "Where are the Pittsburgh game makers?" I decided I would start up making some games.  This started with the idea of making a really pretty Settlers of Catan expansion, but now I am neck deep into a game I call Cirquite.  It is basically an upgrade to the Milton Bradley game Waterworks where you tried to be the first to complete a functioning plumbing system.  I loved this game as a kid because I could play it by myself (I didn't have too many friends who could come over), and there is something satisfying about creating a path (not to mention the neat mini metal wrenches that came with the game).  But no one wants to be a plumber anymore, so I have changed the theme to circuits.  I am starting out with just the same basic piece distribution, but this concept lends itself to expansions quite easily, and being an electrical engineer I hope to be able to make some extra nerdy ways to play (get a bonus if you make an LCR resonator!).  Attached are the first two pieces.  I hope to have a full set ready to cut on Sunday.

Wednesday, September 25, 2013

Home Improvement

As I brushoff the dust on this blog I realize how much has happened since I last posted.  Not that I had any audience to speak of, but I apologize to myself for the missed posts (and the posts that sit in by draft box that I thought went through). So we come back with the spirit of improvement and attempting to start this thing up again if only for the hope of documenting my life for my children.  On to the post.

I have been reading a book by Bruce Feiler called "The Secrets of Happy Families" which has taken industry standard practices (from all industries) and applied them to home life to see if the concepts for motivating and guiding groups of adults work for families as well.  "But Nik, what does that have to do with video games?" One word, feedback.

The concept of applying industry concepts to family life instantly resonated with me since I am currently at a transition point in my career where I am moving from directing myself to directing others...not that I wish to direct my family, but I need to find ways to motivate people to do the things they know they are supposed to do.  Here comes video games.  In any game, you are given a goal and a reward.  Today the reward tends to be an achievement, something you can tout to your friends that you completed, but those things are good for a one time goal.  How many times are you going to get 100% completion with no power ups (unless the journey is fun, but that is for another post).  That means achievements are no good for maintenance activities, like cleaning your room.

Now that both my kids are walking, playing, and all around entropy machines, the cleanliness of the house became a big stress point for my wife and I (add the fact that my wife is starting a second business and we just don't have the time our parents had to clean up after us).  When toys start breaking and my feet are encrusted with a layer of clay crumbs something had to change.  Sure I can go through and be a whirlwind of cleaning but that has left me tired, cranky, and with no time to actually spend with the family.  When the messes start again my refresh rate on the clean spell is too long and I quickly get out leveled by my mess monster opponent.  I need a team.  Not only do I need a team, I need a team who are all motivated to reach the same goal as me.

Now something about video games.

My family, particularly my wife and  2.9 year old son, are obsessed with tower defense games (Plants vs Zombies 2 and Kingdom Rush currently).  In any tower defense you must protect your base from a constant onslaught of enemies.  The base always has some ability to take damage, but in the end if you do nothing you lose.  While these games are almost always single player, they represent a team effort with each tower providing their own unique skill.  What if we applied this to room cleaning?  Enter the health bar.

On Monday night Gab and I put together some clear pouches with a set of colored cards: green, orange, red, and black.  This was the room status.  Green is great, we can be proud to show this to guests.  Orange is OK, this doesn't stress out Mommy or Daddy and we could have close friends over.  Red is bad, we need to clean at least to orange some time today.  Black is reserved for rooms that have been red for a full day and means we don't do anything until the room is better.

We went around the house as a family and placed these pockets in every room, starting everything as green (regardless of the room status).  Grading was to occur in the morning, mainly to prevent everyone from stressing about the state when they couldn't do anything about it.  Gab seemed excited.

Come morning we went around to each room and graded it as a family.  We ended up with 4 red rooms (all our bed rooms plus the garage), 9 orange rooms, and no green rooms.  I went to work (late from the added routine) and that was that.

Three things then magically happened. 

First was that after dinner, when I had suggested to Gab that we work on getting the rooms orange, she excitedly went up instead of the normal tantrum.  To put this in perspective, Gab hates to clean.  We even tried changing what we called it because she got a visceral responds against the word "clean" (we ended up calling it "pinky bopping" for some time).  Now that there was a clear marker of room cleanliness status, and a clear goal, now the task was manageable and she was excited to contribute (with some continued reminding).

Second, we got three red rooms into green and one into orange.  On a good weekend day, if I was left alone I might have gotten two rooms green, but this was a weekday afternoon all before bed time!  Shockingly enough, one of the green rooms is now the garage.  We actually even got two orange rooms into green in the morning as well (bathrooms that have normally stayed "orange" all the time.

Third, and most surprising, is that this system affected my wife arguably more than the kids.  And honestly I shouldn't be surprised.  Before the color status, my wife saw the mess but thought she was the only one who cared.   With the family grading together not only did it remove her from isolation, but it also gave her indication that the work would be appreciated, not to mention the desire to get the reward of a green status bar.  The garage would not have gone all the way to green without her help.

So the key elements of the room status:
1) Make it a family activity.  You make the cards together.  You place the cards together with decision as a group.  You grade the rooms together.  It can't come as a decree from on high with no explanation.
2) Grade in the morning but give verbal feedback during the day.  Night time grading will only lead to stress because you know you cant do anything about it but you don't want the black card. Gab went to bed last night knowing that her room would be green when she woke up because we told her and congratulated her.  Come morning she was excited to grade the rooms (and put that extra effort to pick up some dirty laundry to make her bathroom green too).
3) No punishments.  I made the mistake of saying they would get in trouble if the room got black, but then realized that if my room got black, there is no way for me to really get in trouble.  Instead my wife made it positive: black means we come together and fix the problem.

Time will tell if this works, but we are going out tonight for frozen yogurt to celebrate three rooms going from red to green.

As an aside, this whole thing makes sense from an industrial perspective too.  Fabrication plants show improved metrics when those metrics are visible by the workers.  Want to improve yield?  It doesn't help to say "stop breaking so many things!". Show them how much is breaking, and how much one matters.  When you can see solid progress, or failures, you can take action.