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Clompy Chompy & A Farily Wishy Race

Summary of Analogue Property:


Fairly Odd Parents​ is an animated television series produced by Nickelodeon. It’s run began in 2001 and continues to this day. It remains one of Nickelodeon's most successful properties and their second longest running animated series (after Sponge Bob Square Pants). The show follows Timmy Turner, a ten year old only child, who has Fairy Godparents who grant his every wish. These wishes combat the misery in his life created by his evil babysitter, his insane teacher, and a smattering of other bullies and nemeses. Many of the wishes he makes have a negative consequence or a conflict created due to the wish and so the lessons Timmy learns have to do with not only the initial wish he makes, but also the resolution of the problems caused due to the wish.​ ​The shows target audience is 8-12.

Summary of Digital Media Project:


Our two games are an extension of The Fairly Odd Parents brand. In Clompy Chompy the player races around town on top of Chompy trying to avoid obstacles. Fairly Wishy Race is a multiplayer, multimedia game, where the players work together (or sabotage each other) to race to the finish line and try to stay away from Crocker. The Analogue property would want to purchase this game because it adds an immersive and interactive experience for fans of their property. Not only this, but it promotes group play which can bring more people to the fan base. The target audience for these games is 8-10 years old. Both games encourage kids to be silly because of the nature of each game. Fairly Wishy Race gives each player a random trait that they have to deal with and allow certain players to sabotage their friends. Clompy Chompy requires players to collect items, which this age group loves.

 

Description of Clompy Chompy:

Clompy Chompy is a mobile game app available for smartphones and tablets. In the game, Timmy Turner wants to get back home as quickly as possible, but the anti-fairies glued him on top of Chompy, the goat, who is at the Dimmsdale Dimmadome. Chompy doesn’t like having someone on top of him, so he is going crazy. The player plays the game as Timmy sitting on top of Chompy and the player cannot control Chompy, but can control their surroundings. The player must move obstacles out of the way or keep the obstacles there so Chompy will turn. If an obstacle is particularly big, he will have to ask Cosmo and Wanda to blast it out of the way, using a stash of fairy dust that is collected as part of the rewards system. The player loses by running into three obstacles which have the ability to hurt him, rather than make Chompy change direction. The game is continuous, but Chompy levels up making him faster and stronger and the game more difficult. The player wants to collect vials of fairy dust and once they’ve gotten enough magic they can earn a wish from Cosmo and Wanda. Wishes can remove obstacles, add obstacles, or make Chompy invincible for 20 seconds.

 

Design: The design of the background is similar to that of the show itself, with thick lines surrounding the houses which are simple, bright colours. The background will be a two dimensional picture of the houses and buildings throughout Dimmsdale which will repeat in a loop such as a zoetrope or conveyor belt. Chompy, Timmy, and the other characters that interact with them however will have a more three dimensional look to them and be brighter than the background in order to create a contrast between the background and the characters. Additionally, the obstacles and the rewards will have a rounder three dimensional shape to them. These animations will still be consistent with the style of the show, however, will more closely resemble the J​ immy Timmy Power Hour​ animation (seen in image provided). You begin the game at the home screen where you can press START, or go to the OPTIONS page. The OPTIONS page will contain settings, written instructions, and a web page link for more information and frequently asked questions. Upon your first playing of the game, you will watch a short animation explaining the story behind the game (see summary). When you press START, you go to the main game play page where you see the background, and Chompy being ridden by Timmy Turner. The screen will show a countdown starting at three and ending with “GO!” and Chompy will begin sporadically moving about the screen. Chompy is unpredictable and uncontrollable, thus you , as Timmy, must control his surroundings to control him. As Timmy, you will swipe obstacles in front of Chompy so that he can continue going down the street, avoiding the obstacles. The obstacles are placed in front of traps set by the anti fairies such as holes in the road, cardboard cut-outs of Chompy’s wife which are electrified, and other dangers which have been disguised as tempting treats for Chompy. The game is never ending, and so you continue to ride through Dimmsdale, forever hoping to reach your destination. Throughout the game, you can collect rewards such as vials of fairy dust which will help to give you boosts. These boosts give Timmy the power to kick Chompy on his sides to make him jump past several obstacles at a time. As you run through the world, you gain points; when you reach a certain increment of point value, you “Level Up”. As you level up, Chompy runs faster.

Mechanics: swiping objects out of the way, tapping to jump, tapping Cosmo & Wanda for help

 

Known behaviours/theory: This game is casual, played in short bursts and requiring little dedication from the player. This is ideal for the age group because it can be easily picked up, abandoned and then picked up again. This works with the behaviour of killing time as well, because it is played solely for entertainment and can be easily paused. The game is commercial with little educational value and could fall into the genre of puzzle, role playing or adventure. This game is good for the age group because they dislike rules and prefer to have post-failure feedback loops to help them traverse the space, and as well, this age group is starting to push back on rules by acting silly and in this game, we invite players to be silly. This game is also applicable to the age group because it includes a sense of accomplishment and can improve at the game as they practice and play.

 

Description of A Fairly Wishy Race:

 

Players play together in real time over any mobile device by downloading the app or connecting to an online link. The host must have the app to start the game. To start, each player selects a character from the ip and then Timmy places silly wishes on them at random, which can benefit, impede or cause little effect to the player and their selected character. As a team, players must try to complete an obstacle course, escape Crocker’s grasps and return to safety. Each timed round, players must select an option on their screen that will progress the team to the next turn. Options will generally help the team to progress, which will earn points for the team, but some options will make something silly happen that will inadvertently hold your team back and lose them points. Occasionally, players will have the option to sabotage their team members and steal points for themselves individually. If a player selects a text option to sabotage their team on one turn, they will be more likely to have the option to sabotage again. If the rest of the team works together to earn points, a lower percentage of the teams points will go to the saboteur each time they sabotage, increasing the percentage of points going to the rest of the team members, subtly informing the vigilant player of sabotage. The game ends when the obstacle course is complete, or if the teams points hit zero, meaning that the team has lost, but also that the saboteur(s) have no pool of points from which to steal, in which case, everyone loses. Each player can only see their own score on their phone so that saboteurs remain hidden until the end of the game.

 

Design: The style will be similar to that of the show, with thick outer lines and simple colours. The feel of the game will stay true to the whimsical cartoon feel. The main screen will have the room code that players will input to join the game. Once in the room, players can input their name in the text box and scroll through the available characters on a first-come, first-serve basis. After all players have joined the room (either by hitting the max number of 8 players, or by the host selecting to close the invite), input their names and select their characters, Timmy Turner will then pop on to each player’s screen and a text overlay will reveal the wish that he has bestowed upon your character, this can be anything from, chicken on their head, salami vision, roller skates, super strength, metal suit of armour, etc. Next the game will start with a set number of turns in order to reach the end of the obstacle course. All players will see the obstacle course on their screen with their characters lined up at the start of the course. Then players will be shown the immediate obstacle and a text screen will be overlayed with 3 options. Some options will be simple like ‘jump over the hurdle’. Some will call upon the wish that Timmy had bestowed upon the character ‘with your super strength, lift all other characters up over the hurdle’. They can also be silly (which may be beneficial, and may not be) such as ‘try to jump over with a pogo stick’, other options will be sabotage options such as ‘tie other characters together and jump over the hurdle by yourself’. Players will only be able to see the progression of their own character as well as the points that they have. For actions that contradict each other, certain options are more likely to beat out other options. For example, in the options given above, the super strength option would prevail and move every player forward over the sabotage options and the silly options, because the super strength character would break through any rope that tried to tie the characters up. Many times, these solutions will be logical, but often the silliest option will occur. Players’ screens will go back and forth each turn seeing the text option screen and the obstacle course screen where they see their character going through the course as an effect of the text option selections. Players will

earn points based on their choices as well as the effect of all the choices and also as a result of whether they were playing with the team or acting as saboteurs. To end the game, either the team points will run out, resulting in a screen that says everyone lost, or the team will finish the course, resulting in a screen that says the team has one, reveling who was playing for the team, or a saboteur will win and the screen will reveal that they are the lone winner.

 

Mechanics: input player name, select a character, select a text option

 

Known behaviours/theory: This game is casual, it is played in short bursts and does not require much commitment. This is ideal for the age group because they can play anytime they are with their friends, even on the bus. It can also be played with families much like a board game would to strengthen the familial bond. The game falls into the category of ‘hanging out’ because it is a social based game and so gaming is not so much the focus as being together socially is. This game is commercial and has little educational value other than team building. The game could fall into genres such as puzzle or role playing. This component is good for the age group because it invites them to be silly and break the rules in a way that is allowed in the boundaries of the game. The game actually invites them to break the rules in a way that will encourage them to test boundaries and think critically about the benefits of working as a team or working by themselves, while weighing the potential consequences of those choices. Also, the game has aspects of randomization and so adds playability to the game that will keep kids engaged and give them space to improve at the game, while also feeling a sense of accomplishment when they win the game.

 

What is most compelling?


The first component is compelling in the way that the player interacts with the interface. The player has no control over the movement of the character or the steed, with the exception of jumping, and instead the player must interact with the environment to clear a path for his rambunctious and unpredictable steed. This interaction is innovative because the environment moves around the player and interacting it is the only way that the player can traverse the stage and progress through the game.

The second component is compelling because it mixes elements of teamwork and sabotage. The game can be won in multiple ways, either as a team or as an individual. This adds to the game’s replayability. The outcome is never the same twice. It also encourages the player to try a different strategy each time they play. The sabotage aspect encourages kids to mess with the world and with their friends in a way that is low impact.

The game also has local multiplayer, which is something that we’re seeing less and less of on the market. This game can be played as part of family game night or to play with friends. The game encourages socializing and hanging out with peers in person.

Relationship between anologue property and digital components:


The games adopt the silly tone of the show. The digital components spread brand awareness, potentially grow the

fanbase and offer a new platform for the property. The players are able to connect the consumer to the world of the show through interactivity and take charge of the world and manipulate it with their friends.

 

Market Research 1
 

Many games have been made on different consoles and handheld gaming systems which are based on the show.

This includes a game called ​Breakin’ da Rules​, released in 2003 for Game Boy Advance, Xbox, PS2 and Gamecube. This game pinned Timmy and his fairies against Vicky’s nightmares which were brought into the real world by Anti-Cosmo and Anti- Wanda. Cosmo and Wanda have the Rules book stolen from them (the rules book dictates what wishes a fairy can and cannot grant). Timmy has to fight the dreams of Vicky as he runs towards the rule book, and fights to win it back from the anti fairies. This game is related to our game as it not only takes place within the same analogue world (and therefore presents the same style of animation, characters, settings, etc), but is also a game that is strictly based around entertainment and not educational (which stays true to the brand). The game is different in that the world Timmy exists in, within this game, is limited. The mechanics of the game restricts the player from moving backwards which makes gameplay very linear. It also has mini challenges which stops you from moving off of the current screen you are on which is very far from the concept of our first game. Our game has sporadic free movement which opens the entire world of the game to the player.

 

Market Research 2
 

The Jackbox Party Pack 2 is a game available on PS4, PS3, XBox One, Steam, Nintendo Switch and a variety of

other platforms, where a group of players can either team up or play against each other in-person in social party games. Jackbox games combine the social fun of board games with new digital media and a fun, quirky comedy style. This party pack combines 5 silly games including Bomb Corp., which is the most similar to our digital project.

Bomb Corp. (1-4 players)

“The bomb-defusing nailbiter of a party game! As interns at Bomb Corp., you must defuse random bombs in the office in order to keep your jobs. You’ll probably die, but it’ll be good work experience!”

Players play using their phones, tablets, or even computers as controllers – making it the perfect easy-to-join party starter. No extra controllers needed! And, up to 10,000 spectators can join and affect some games by playing as Audience members!

Bomb Corp. is a team game where players work together to defuse bombs and sort files by calling out the instructions on their screen. Each player will have a difference set of instructions, some which will contradict others, and players have to work together and solve the puzzle and cut the correct wires in order to defuse the bomb. This game is similar to our second component in the local multiplayer aspect but does not allow any space for kids to ‘break the rules’ by potentially sabotaging the team. This game is also different from ours in the mechanics and style, because our component is based on text options overlayed with an obstacle course where players can physically see their progression throughout the game.

 

Market Research 3
 

Temple Run is an endless runner game for mobile where the player swipes the character to change their direction

as they go through the bridges and pathways. Players collect coins and avoid running off the side of the track or being attacked by the monkeys that are chasing him. This game is fairly predictable in its actions, the character won’t behave unpredictably and it relies solely on the user to act quickly enough in accordance to the changing direction of the path. Temple run also uses coin collection to purchase power ups which benefit the player when used. Players can also swipe to have the character slide to avoid straight forward obstacles which can slow down or kill the character. This game is similar to our first component in the way that the character runs through an environment but it’s drastically different in the style of the environment and in the way the mechanics interact with the environment. In our game, the player has almost no interaction with the characters as they traverse the space, whereas in Temple Run and in other endless runners, players can directly interact with the direction and movement of the character. As well, Temple Run and similar runners have lanes of which the play is confined to, whereas our game has more of an open world, as if the characters are stuck in a zoetrope.

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