Submissions by ben.lle6370 tagged performance

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Open Mic Night is a social game heavily based around microphones as the name suggests. It is intended for up to 32 players, most of whom will sit in a room as players take turns taking to the mic in timed openings to tell jokes and stories to the audience of other players.

The game starts after a minute set up period where players can take their seats and speakers can prepare themselves. After this time the speaker will be given a time window determined prior to tell players something comedic, insightful, or some combination of both. Players act like judges, they can input approval for stories and jokes as they are told which allow speakers to accumulate approval points. A player that accumulates no points within a thirty second time period can be heckled by the crowd as their mics are enabled and if enough players start booing simultaneously, the speaker will be pulled off the stage and the next player will take their turn.

If a speaker accumulates approval points, they can spend these like currency in the lobby shop. This will allow players to buy cosmetics for themselves amongst other goods, acting as an extra incentive for players to perform well. The game also features more regimented game mode customization, where the subject of the mic night can be determined, and time windows can be adjusted. Players could choose to report on interesting news stories, act as narrators for live YouTube videos playing in the background, or participate in a rap battle with another player. The mic is open to all manners of taste.


Features:

  • An experience completely determined by players.
  • A variety of subjects for players to discuss and utilize to tailor the mic night to any audience. Musical performances, live debates, anything.
  • Unlock cosmetics and other items through your performances, show off your proven talents with purchased goods.


This is a two player game primarily about emotional manipulation and enactment, where conflicts are fought with emotions and communication. A player will initiate a conversation by saying inflammatory or emotionally provocative things which will influence how the other player can respond. The end result of this introductory dialogue determines how combat will play out between you and the enemy via a change of the players emotions. For example anger will limit their effective responses to rage, forcing them to lash out at their opponent. Sadness might lead to the player continuing a dialogue where they try to induce pity and remorse into the opponent to prevent them from causing them further harm. Happiness might lead players to be content with themselves, allowing them to have more control over their decisions, maybe allowing them to leave the conflict entirely. A players ability to enact the emotions they are presented with should determine their effectiveness, as should a players response to these emotional displays. The conflict is won when a player can show complete indifference to their opponent whilst exploiting their vulnerabilities.

The game would rely on motion controls as a varying majority of human communication is made via body language such as our articulation, followed by our tone of voice and our words. How a person carries their presence should as a result be visible when they communicate their emotions for the sake of detail and accuracy, and above all else immersion.


Features:

- A game where outcomes are determined by performances

- Players success is determined by their ability to emotionally effect one another through their acting


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