The Floor is Dodgeball
Pete Vigeant
??? Design Director | ?? Immersive Experiences | ?? Leading Teams to Create ?? Impactful Engagement
I have been creating and facilitating games for over thirty years. I have run so many various workshops, festivals, conferences, events, and the like that it’s expected that I forget to mention them as relevant work experiences in my pursuit of gigs!
Much of my early work was sculpted by camp. We intended to create a positive and inclusive environment for all, which applied to our programming and field games. This meant that I (inwardly reluctantly) banned several games incompatible with the experience we were trying to create. The most significant game ban was around Dodgeball.
Note: I have written many blog-like entries in different forums over the years. I created the Activity Curriculum for iD Tech Camps with Bryan and would respond to comments from the hundreds of camp counselors around the country sharing game ideas. One of my rants was catalyzed by the inevitable Dodgeball query - and it started with the line, “I’ve been teaching and creating games for 20 years.” I suppose I want to start a critique for a popular yet polarizing game with the validation of my expertise. I didn’t think to look this up until I got this far in writing this article, which is wild. At least I’m consistent!
I edited an excerpt from my response to the question, “Why don’t we get to play dodgeball?”:
Something that always comes up in my travels, regardless of what wacky or new ideas I bring to people is Dodgeball - one of the most beloved and despised games in American culture - the constant bane of Physical Education teachers throughout the land.
But why?
Let's review the negative sides of Dodgeball so that we can create games that maintain the fun part, but eliminate the crummy part.
1. Dodgeball is inherently violent.
Sorry. It's true. The goal of the game is to hit someone with a ball. There really is no getting around that!
Think about it this way: Most able-bodied players can dodge a ball that is lobbed toward them. This means that to be successful, the thrower needs to use a high-velocity throw. Unfortunately, the faster that we (as in all humans, including professional athletes) try to throw an object, the less control we have over our aim. The result is a safety compromise that isn't really made in other outdoor (or indoor) activities. Getting hit in the face by a rubber playground ball is unlikely to cause major damage, but can do enough in minor injuries for parents to take notice. I’ve suffered a few red patches myself from over-aggressive players.
2. Many variations of Dodgeball put players out.
I hate games where players have to sit - unless only for a little bit. Players that are not particularly skilled in Dodgeball can spend the majority of multiple rounds on the sidelines, which is no good. Sitting on the sidelines is rarely fun for anyone - even with the promise of getting back into the game.
3. There is little skill variance in Dodgeball.
Many games allow players with different abilities to contribute almost equally. Think about the difference between fielding and kicking in kickball - slow players, fast players, big players, little players - all can find a way to be part of the team (when including the strategic bunt, of course).
Dodgeball uses three basic skills: throwing, catching and dodging. The players that are good at all three can dominate over and over again. Players without the ability to dodge and catch are sitting ducks - which leads to...
4. Unskilled or fearful players are punished in Dodgeball.
Younger people have a tendency to gang up on others - particularly those that appear weaker for one reason or another. My goal is to ensure (to the best of my ability) the safety (emotionally and physically) of all of the participants - and therefore I avoid presenting situations that single anyone out for any extended amount of time. A player that is simply afraid of the ball is unlikely to overcome the fear while being bombarded - literally.
Beyond that, the variance in ages at most places I work with present a potentially dangerous scenario on the Dodgeball court. Is this game teen-only? So 17-year-olds are playing 13-year-olds? That is a major gap in athletic ability and a definite potential for excessive risk!
5. Young people have a hard time separating tactical decisions and bullying - especially when getting hit by an object.
Many arguments against Dodgeball seem silly to adults. This is because adults think very differently than young people - even teens. You can argue that every one of the participants really wants to play and understands the risk involved. You can even have each players sign an agreement stating their pure excitement and love for Dodgeball...
But then the game happens and a player gets pegged... and laughed at. The moment fades quickly to everyone else, but that participant remembers. Parents don't like to feel like their child is being picked on - and unfortunately, Dodgeball lends itself to creating these memories again and again... So much so that the overwhelmingly predominant cliche associated with the game is about how badly unfit players feel about playing. That says a lot!
There are solutions to many of these concerns. Using the right kind of ball is critical. Rubber playground balls are the worst, as are those indoor soccer balls that look like giant tennis balls. There are Dodgeball-specific balls that have enough weight for a satisfying throw but are soft enough to avoid unnecessary pain. Games like Double Trouble and its variants allow players to participate even when they’re technically out and join back in with a good throw. These variations allow for a broader range of skills and strategies, meaning greater active participation.
The challenge is that you’re still trying to throw a ball as hard as you can at another player - and that’s why it’s so fun. The fun is in the dodging, catching, and throwing and the occasional (or constant) taunting. Eliminating the fun mechanic, such as throwing balls at targets instead of other players, alters the game so significantly that it’s no longer Dodgeball. It’s something else. Something less fun.
So, I banned Dodgeball at various camps because the nuance of getting it right was too much for counselors. They couldn’t identify the difference between a fair hit and bullying. There were too many parental complaints. And I did happen to write a book of a hundred or so other games, so they weren't lacking in potential activities.
Note: Bryan invited me to play pick-up Dodgeball at a gym in NYC when I was in my early thirties - perhaps when I initially wrote the article about the evils of Dodgeball. We paid a few bucks to contribute to the gym rental and brought our team against some regulars. I am not considered athletic - capable, yes, but athletic, no. We destroyed the other team, and I discovered that I was really good at Dodgeball at that particular time in my life. We played against adults, and they were unhappy with us. Remember, we weren’t gloating or acting with a mean spirit - we were just good. They left in a huff, and it’s likely the last time they played. It was also the last time I played.
Banning the game for camp is different from banning the game for good, however. Keeping Dodgeball out of camp environments was to manage risk and overall happiness. The players didn’t opt-in, as athletics was one of the activity areas. I was always willing to find an excuse to play with Dodgeball in an opt-in circumstance.
All games, whether field, board, or video, are often remixes of various game mechanics (i.e., the basic actions in a game system). There are novel mechanics, such as the rolling growth mechanic in Katamari Damacy, but those are rare. This especially applies to field games, where reality and gravity are limiting factors. New mechanics come from unique props or technology. Field game creators mainly use narrative and remixed actions to create something new (and, to a lesser extent, props and context).
Using the following guide, I taught people how to make new field games for years.
Note: It was most recently used for a Come Out and Play game jam, and I left those references out of laziness.
The best way to learn is to jump right in and test new ideas with a group of players. This first page will give you a short version of the field game design. The rest of this guide contains more in-depth instructions for creating your first and subsequent games. Good luck!
The Process
Create a Concept > Design > Playtest > Reflect / Respond / Iterate > Repeat!
Create a Concept
Every game starts with an idea. Sometimes, the idea is a game mechanic (such as tagging or catching) or a specific action. Sometimes, it is an outside inspiration (such as a video game) or a story. Sometimes, it is simply a feeling or word.
Brainstorm some concepts with your group and vote to find the top two or three. Don’t take too long, argue, or overthink the idea!
Design
Once you have an idea or two, each one will need a preliminary game design. This is the most complex step, but don’t worry -- you won’t get it perfect the first time or even the second or third... This step aims to define the first playable version of the game so you can move on to the next step. Your first playable should, at the very least, determine the goal(s) of the game (such as “Be the first team to score five points”) and the rules of the game.
Define the goal(s) and rules and create a game design for your concept(s) with your group. Don’t be afraid to experiment!
Playtest
Run through the basic game design that you created with a group of players. The first time you do this, try to follow your design precisely. If you notice problems, which you will, you can make small changes during the playtest after everyone has played for a little bit.
After you play for a short while, sit with the group and discuss the game. What was fun? What needed improvement? What felt right? Where could it break?
Reflect / Respond / Iterate
This discussion leads back to the concept and design. The feedback will identify opportunities to improve your game—or it will show that the game isn’t fixable. The game isn't done even if everyone is having a great time. Experiment with different directions. Be creative!
Revisit, update, and expand your game design with your group.
Repeat!
Good games are only the result of many hours of playtesting and iteration. Play the game, and don’t be afraid to try significant changes.
Expanded Explanation
If you seek further inspiration or explanation, check out the information below. Creating a new game is challenging, but making a good game is even harder! You need all the help you can get.
Part 1 - Define the Essentials
Who is the Audience?
This is a straightforward question. For right now, the answer will be between 6 and 8 Players, as you will be playtesting this game with your group. This means that the minimum Player requirement is the size of your group -- but you can still have a game that scales up for the Come Out and Play.??
Another aspect to consider is the average age of your Audience. Participants of different ages are going to have different gaming desires and abilities. Are you designing your game for children, teens, adults, or a combination? You don’t need to answer that question now -- the best answer is to create it yourself! Come Out and Play caters to Players of all ages.
Do you need any Props for your game?
Some games require items, and some don’t. If you’re stuck without an idea, grabbing a handful of strange Props is an excellent way to start the game creation process. Also, changing up the Props can help inspire and expand your game if you're well into the iteration and playtesting. However, you can only use props available during the Game Jam for your game, so don’t get too crazy.
Where can you play the game?
Here’s the answer: You’re playing this game on a field. Well, today, you’re not, but the goal of the Game Jam is to create a new field game. So, the game must work on a field. That means bouncing a basketball is probably not the best game mechanic since it’s almost impossible on the grass!
How long does your game run?
This question also already has an answer: 10 minutes! Why? Because no one wants to spend all night here evaluating your game. Also, many games at Come Out and Play have short rounds so more players can participate. Sure, there are longer games, but those games require much more work and are more complex than can be achieved today.?
Write down your preliminary essentials on a sheet of paper: audience, Props (if any), Space (a field), and Time (10 minutes). These may change as you design, but they are the most important place to start.
Part 2 - The Actions
Tag + Throw + Catch + Goal + Rectangular Boundaries = American Football
Tag + Retrieve + Rectangular Boundaries = Capture the Flag
Tag + Hit + Base + Catch + Diamond Boundaries = Baseball
Kick + Goal + Rectangular Boundaries = Soccer
Shoot + Dribble + Rectangular Court = Basketball
Throw + Catch + Goal + Rectangular Boundaries = Ultimate Frisbee
Competitive outdoor games are made up of smaller elements that are commonly found in other games as well. Tag, a staple of playgrounds and a universally nostalgic childhood pastime is one of the main building blocks of many games and sports.
Field game creation can be as simple as remixing game mechanics common in many sports and games and combining them in new ways. Here is a small slice of the elements in popular outdoor games.
Throw
A player projects an object from their hand at a target to another player or in the air.
Tag
One player (usually designated “It”) chases and tries to catch another player(s).
Jump
A player leaps in the air.
Catch
A player grabs a projectile out of the air.
Shoot
A player projects an object upwards in the air (generally in an arc) toward a ring or similar target.
Tap
A player uses his/her body, usually the hands, to keep an object in the air without catching it.
Retrieve
A player or group gets an object from one spot and brings it to another.
Goal
A line, set of boundaries, or structure that represents the end location for an object in play. Goals generally deal with objects, not players.
Boundaries
A set of lines or other discrete markers that form the playing area.
Base
A line, set of boundaries, or structure that represents a “safe” location or endpoint for the player(s). Bases generally deal with players, not objects.
Hit
A player launches a projectile using an object such as a stick, bat, or body part.
Kick
A player uses his/her foot to launch a projectile, such as a ball.
Dribble
A player keeps a ball bouncing. Conventionally done with the hands.
Dodge
A player avoids a projectile or other player(s).
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Blindfold
A player’s sight is restricted.
Balance
A player must stay upright.
Shout
A player must use a designated vocalization.
Replicate Action
A player must repeat an action(s).
Follow
One player must stay directly behind another player(s), sometimes replicating their action(s).
Race
The player(s) attempt to run faster or finish a task faster than another player(s).
This list is only a primary reference for mixing and matching. For example, take one of the elements above, like Tag. Tag is simple, right? But adding the twist of Bases makes the game more complex and fun. Add Replicate Action of a player becoming frozen, and you have Freeze Tag. Add a Shout, and you get a Zoolander Tag. Add some Boundaries and make the field smaller with each round. Add a Rubber Chicken!
Now that you know some essential game elements, you can better understand how to combine them. Add your actions to the list, remix, and create!
On your game sheet, write down some actions that you want in your game. Don’t just use this list -- that’s lazy! Come up with your own actions as well.
Part 3 - The Goals
Whoa there, partner! There are still a couple of elements that still need to be included. Sure, you know who’s playing and what they’re doing, but what is the game's goal? How do you win?
In the same way that actions make up what you do in the game, win conditions dictate the actual goal of the game. Most sports have the same win condition: the most points after a set time. Tennis, however, has no time restriction, and a win is merely about winning more than half of the sets. Here are some win conditions to get you thinking about what kind of goal(s) you want to create.
Loss Avoidance
The last team or player remaining wins, such as in Knock Out.
Prop Elimination
The last team or player with a specific prop wins, such as Capture the Flag.
Race
The first to accomplish a particular task or set of tasks wins, such as an obstacle course.
Territory Control
The first to capture and control a certain amount or percentage of spaces or areas.
Victory Points
The first to reach a specific score, such as Taps.
Again, this is not comprehensive like the other list on this document! And, such as the actions, you can mix and match as much as you’d like. Perhaps players have different win conditions -- in Freeze Tag, “It” wants to capture everyone to win, while everyone else wants to stay unfrozen (and unfreeze others). There can even be layered goals, like in Hearts, where players want to avoid collecting the Queen of Spades and Heart cards unless they decide to Shoot the Moon and collect them all. Add your goals to this list, remix, and create (again)!
Write down some win conditions that fit within your game on your game sheet. Write down a bunch so you have options to work with while testing.
Part 4 - The Rules
And you’re done. Not quite yet. There’s another whole set of terms that need definition: the rules. You probably already have most of the rules defined, but it’s worth writing them down anyway. Are there boundaries? That’s a simple one to start with. Is there a time limit? What happens if someone drops a prop? What happens when you are tagged?
On your game sheet, write down the rules. They need to reflect on your goals and actions, and they shouldn’t break the game. Also, write down the penalties for breaking the rules (if any). Does gameplay stop? Do you switch teams?
Once you have the actions and the goals wholly set, the rules are the easiest way to experiment with a game. You can use the rules to manipulate boundaries or keep players from doing certain behaviors that make the game too easy or too hard. If you find in testing that the game feels right and players enjoy the gameplay, experiment with different rule sets to see how you can challenge the players to think in various ways and create a good balance.
Part 5 — The Story
The Name of your game can make or break it. Really. It can.
Many games have fundamental, explanatory names, such as “Capture the Flag.” The Facilitator has the extra job of adding a story to the explanation to get the players interested and excited to play. When you observe some people playing “Capture the Flag,” people enter a particular imaginary world. They are no longer running around a field with fellow Players — instead, they are fighting a territory war. The act of grabbing the flag and running toward your side is an emotional experience that is very compelling.
Sometimes, the name alone makes people want to play a game, like “Angry Birds,” “Zombie Tag,” or “Ridiculous Fishing."?
And sometimes the story isn’t just the added piece that makes the game exciting—sometimes the story IS the game. What’s “World of Warcraft” without a story?
Example #1: J-Ball
Years ago, a counselor wanted to play a new game with his campers. They were all big Dodgeball fans, so he made a few changes to the game. Essentially, he made some minor tweaks that increased participation and safety without changing the game's core idea — that you try to hit another player with the ball. He called the game “J-Ball” (his name was Jay), and quickly, it became the only thing that 1,000 campers talked about for the next 3 or 4 years.
Example #2: Monopoly
Word association time: Boardwalk. What does that word mean to you? Boardwalk is simply another space on the game board, with nothing special about it beyond the spot’s position and monetary value. Perhaps you haven’t even played “Monopoly” in several years. And yet, Boardwalk is still there in your memory.
The lesson here is that games are not about only the goal or the rules—they are about the entire experience. Part of that experience is the story that surrounds the circumstances presented to the player. You need to find a way to capture your players' imaginations, and every detail you provide will make the game more immersive and engaging.
Your game has the essential ingredients. It has some game elements. Now, you need to ADD A STORY. The story does not need to be complex. J-Ball worked (almost) entirely because of the name. You ultimately control this part of your creation. Create an epic narrative around your vision or develop a goofy name. But make sure whatever you have is unique and creative. Remember, silly sells!
Write down a name for your game or a couple on your game sheet. Discuss what the name means with your group. Is there a story? Write down a couple of sentences that tell the players why they’re doing what they’re doing. For instance, “Your castle has been stormed by an evil emperor, and your job is to regain control by any means necessary!” That’s much better than, “Your team needs to go into their boundary and take the flag.”
Part 6 - The Secret
Ready for the big secret?
Some games work, some don’t, and most new games are somewhere in the middle. Your game is not going to be perfect after only a day. Any game will work for 10 minutes with the right facilitator and audience—all that effort for 10 lousy minutes!
Once you have completed the previous 3 steps and sewed them together into a tight little package, you must playtest your game. Again. And again. You should have been testing little bits right along! Run the game and take note — you have only 10 minutes for the test. Your players will follow instructions and attempt whatever you throw at them briefly. Especially this audience, since they’re here to create a game. They’re the most accessible audience that you’ll get. The Come Out and Play crowd isn’t as forgiving.
Around the 10-minute mark, the players will realize whether the game is working. At this point, you need to cut it off, even if it’s a great success because the goal is to leave the audience wanting more. And if it isn’t a great success? Do not fret. Games need lots of work and refinement.
Once you finish today’s activity, even if everyone praises your game, work still needs to be done. Your game works with this group when you’re there - but does it work with a different audience? Does it work on the field? Will it work with more Players? These answers are not easy to come by without actual testing, and once you feel like the game is “done” (although it never really is), you need to do blind playtesting. This means you need someone to read your game write-up and play it without you. And they need to tell you about it, too. That’s the important part!?
Writing up games is a great way to capture and share what you have created with others. Who knows? Perhaps someday you’ll be out at a games festival, and someone will teach you your game – what a great experience!
The best outcome is for your game to live on beyond your group. Try to make the game viral and continue to improve it. You will not make any money, and perhaps you will not even be recognized, but it’s nice to know that something you have made is making others happy.
Game Explanation Sheet
Here is everything you must catalog for another facilitator to share your game.
Game Name
Type
This is a short description that quickly tells people what kind of game it is, like “Large & Short” (lots of space needed and quick gameplay) or “Big-time Fun Indoors” (a more prolonged activity for a lot of people inside).
Description
This is a summary of the entire experience.
Pitch
The “Pitch” is a shorter summary version intended to get people excited to play the game. It should be brief and punchy.
Source
Did you create this game? Were you inspired by any other games?
Audience
How many? What ages can play this game??
Space?
Where does this game take place?
Time?
How long will the game last?
Props
What objects are needed?
Prep
What needs to be set up? How long will setup take?
Gameplay
Describe the entire experience in detail from beginning to end.
Rules
What can players do or not do?
Goal
How do people win the game?
Variations
Are there different ways to play?
Game Design Notes
How many times did you play the game? What were some of the challenges that you faced with your group? How could the game be improved?
I am fortunate to belong to the Come Out and Play community. The festival started in 2006, and I started making games for it in 2010 (Kaboom! and Ball Pop!). My games were featured every year after, and eventually, Debra and I started the Come Out and Play Family Festival. By this point, we were in the inner circle of the event, which meant that my submissions carried a bit more weight. I could be more experimental and more daring. And there was a need for games - our crowds stayed the same, but the number of new activities was dwindling. It was time for Dodgeball to make an appearance.
My Dodgeball experiment started with a prop. Bryan and I made a game called Ninja Fall for City of Play in Pittsburgh that was a huge success. The game combined Ninja mechanics with the Floor is Lava, thanks to one of my favorite props, carpet squares. The goal of Ninja Fall is to be the last player alive. Every player is blindfolded and has to make their way to a hidden square with the assistance of a sighted “controller” (the entire game was facilitated by a projected app, which incorporated sound and video assets - I was pretty proud of that achievement!). The players do not get free movement - they all have to make a single move simultaneously once instructions are delivered. After they arrive at their hidden square, they are rewarded with a noodle sword that can be used to tag other players. And that’s when the fun begins!
Ninja Fall was a success, and we also brought it to IndieCade East. It goes into the pile of games I should resurrect should I create my festival in the future. I was inspired and decided to do the same thing, except with Dodgeball. What if I combined elements of Dodgeball and The Floor is Lava?
The game's first iteration was a simple Bombardment mechanic mixed with a grid of carpet squares. If you step off a square, you are out, along with standard Dodgeball rules. This wasn’t enough. Players could hide out in the back squares. And what about ball retrieval? What’s a fair way for players to grab the balls that have gone astray? An option is to reset play every time the balls are depleted. This solution was adequate but slowed the pace down to a crawl. There had to be another solution that kept play going even when the balls were gone.
The solution was to eliminate the center line and incorporate waist flags. Players that stepped into the lava, were hit by a ball, had their ball caught, or had their flag taken were now out of the game. Balls could now be thrown with disregard for the knowledge that one could still win by grabbing a flag. Flags and the lack of a center boundary created another issue, however. The end game would result in players facing off in a flag-grab battle, which felt too skewed to an aggressive type of play. It also meant that the only way to win would be to eliminate all the other players - so an uncomfortable standoff could hold up a round.
I played with this in determining all of the outcomes. The game needed another win-state. The answer was Capture the Flag (I used a crown to avoid the confusion of waist flags versus base flags). There are two ways to win The Floor is Dodgeball: Eliminate all the other players or Capture the other team’s crown and bring it to the back line of your team’s starting position.
The game was now a combination of three popular field games: Dodgeball, The Floor is Lava, and Capture the Flag. It felt like a Frankenstein, but it was precisely what I explained in my guide to creating new field games. And it worked incredibly well. Phew!
I took the elements I wanted to incorporate and ran them through to all possible conclusions. This is a typical behavior in all kinds of design. What are all of the outcomes of a decision? There were game states that either weren’t fun or worked counter to the feeling I wanted to evoke in this experience. The goal was to create a novel Dodgeball experience that was chaotic and fast-paced. Slowing down the action, even briefly, would ruin the game. I didn’t want to return players after they were out - the stakes needed to be high. So, the rounds would have to be short; otherwise, the sitting players would lose interest.
On the surface, I took three games and mashed them together. There was a method, though, to my madness. Everything from the number and layout of the carpet squares to the number of balls to the length of the waist flags was considered and adjusted. And that’s why the game worked so well. My goal as a creator is to take something familiar to draw you in… and then surprise you. It’s to create a moment and memory that’s positive, social, and fun without the stigma of unfairness.
Game & Experience Designer
5 个月Great piece, Pete! I really love your breakdown of the problems with Dodgeball. It's very thoughtful and made me reconsider a few elements of the game--especially the lack of variable skill part.