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The planning guild for the 8th Annual Ball. Wanna help? 

Tags: Creativity, User-Based, Annual, Artists, Ball 

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Kala Kirya
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PostPosted: Mon Jul 20, 2009 10:55 am


Quote:
Well you know.. at first I was thinking that the guests (who chose to embark on the adventure) would go seeking for these main characters. But, if we made it adventuring parties and go with your suggestion-- the guests could then chose the main character that they wanted to follow. And become like teams.. thus creating the allure that the adventure is personal.. and yet.. structured. As much as I have this grand plot in my head-- it would require so many NPCs to work. Though, I imagine if they were pre-scripted Quest NPCs that only came out at certain times it might not require too many staff to work properly. Although suddenly I have the urge for the team captain/main characters to all start at a start.. with a goal to make it to the finish first. razz (like a board game).. and how they get there all determined by how the dice rolled.


FUN!!! And that way people would want to participate so their "team" would win (you know, plus they'd be having such a good time razz ). And as they'd be able to choose, they'd be able to choose the path they follow, as well as the character they follow. It's all very interactive. But what could we give the team that reached the "finish line" first? Would it just be a "Haha, we won!" sort of thing, or could there be some sort of prize? Maybe a badge or banner, or something they could put in their signature?
PostPosted: Mon Jul 20, 2009 11:05 am


Kala Kirya
Oops! We replied at the same time. Hehe!

In any case, I'm kind of leaning toward them following the protagonist (or staying in a room they like, that's okay too!). You idea seems like it could be a ton of fun (mini games in waves of people), but it seems like a LOT of work. And something always goes wrong. *sigh* With a high maintenance idea like that it just seems like something is gonna be waiting to break down. Maybe a guide couldn't make it and a group doesn't get to go (well, there's how we could get people to go in waves, have guides at appointed times to "lead" them through).

Still, far be it from me to nay say anyone's ideas!! If we could figure out a way to make it work, it could be fun!
But yah, my head's about to explode from thinking too hard. lol. And the more I kept thinking the more I keep naysaying because of the high maintenance factor. But suddenly I find myself falling back onto this board game idea.. curse the person who got me thinking of board games, lol. (just kidding of course)..


Average board game has what.. 6 pawns? 4 pawns? Have each pawn a sticky thread - and each pawn on the board. The board could essentially be around the world. Each at start.. and each a main host/narrator who operates the dice for that room competing against each other. They all start at the same time, and they each have the goal to get to the finish first. Depending on how they roll the dice would determine the scene they entered into. Maybe even special spots on the board could trigger a contest or something. I for see a new diagram coming..

Pixilated Envy
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Pixilated Envy
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PostPosted: Mon Jul 20, 2009 11:10 am


Kala Kirya
Quote:
Well you know.. at first I was thinking that the guests (who chose to embark on the adventure) would go seeking for these main characters. But, if we made it adventuring parties and go with your suggestion-- the guests could then chose the main character that they wanted to follow. And become like teams.. thus creating the allure that the adventure is personal.. and yet.. structured. As much as I have this grand plot in my head-- it would require so many NPCs to work. Though, I imagine if they were pre-scripted Quest NPCs that only came out at certain times it might not require too many staff to work properly. Although suddenly I have the urge for the team captain/main characters to all start at a start.. with a goal to make it to the finish first. razz (like a board game).. and how they get there all determined by how the dice rolled.


FUN!!! And that way people would want to participate so their "team" would win (you know, plus they'd be having such a good time razz ). And as they'd be able to choose, they'd be able to choose the path they follow, as well as the character they follow. It's all very interactive. But what could we give the team that reached the "finish line" first? Would it just be a "Haha, we won!" sort of thing, or could there be some sort of prize? Maybe a badge or banner, or something they could put in their signature?
Bragging rights and a badge could add a nice touch, too. It'd be too hard to really give the entire team a monetary prize for reaching the finish as it'd be too hard to really monitor who was really on that team from start to finish, who didn't switch teams, etc-- not to mention we want to make sure that it wouldn't hinder someone who joined the festivities late. But I imagine the board game itself would trigger contests and not so nice things, too razz
PostPosted: Mon Jul 20, 2009 11:16 am


Yeah, I agree, it's just too much work to try to give people money. But a badge adds a nice touch, and doesn't cost anything to make. It has a more personal touch, and I think we're going for making this as personal as possible.

And in any kind of contest there are going to be people who take it too far. We just need to make sure what we're going to consider acceptable is widely known and we have some really good moderators who can keep people in line if they take it too far. ^_^

Kala Kirya
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Pixilated Envy
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PostPosted: Mon Jul 20, 2009 11:38 am


Okay, here lies the ghetto candyland.. around the world style..
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(the board would be soo much cooler looking if we actually went with this idea, btw.. lol.)

The red, blue and green blocks representing spots on the board... and differing regions. The pictures outside of the path kinda giving the atmosphere of that area. Now they'd roll the dice when it was their turn (and dice rolling would most likely happen at certain hours or something).. stars could be where they get to pick a card or where they could get to roll again, or something.. -shrugs- the mask could be like.. a 'secret bonus' contest The cupcake just looked cool.. its significance I haven't thought of yet.. but the sail bonus.. took the group onto a cruise.. and unfortunately comes with heavy consequence.. because the captain would either get lost and go back X amount of squares.. or skip a few squares due to its awesome navigation.

and for anyone who was wondering.. yep.. I make this stuff up as I go along.
PostPosted: Mon Jul 20, 2009 11:53 am


I love this idea, it's so...interactive, for lack of a better word! And maybe the cupcake could somehow give you an important item you need later on. Although that's more like a treasure chest...

If we went with this board game idea, then the 'choose your own adventure' aspect, does it sort of just melt into rolling the dice? Unless I'm making another mistake and this isn't related at all. D; I'm just fond of that idea, since I've read a couple of 'choose your own adventure' type of books.

Either way, I like this idea so much. Loving the diagrams, Envy.

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Pixilated Envy
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PostPosted: Mon Jul 20, 2009 12:00 pm


xXCrystalTearXx
I love this idea, it's so...interactive, for lack of a better word! And maybe the cupcake could somehow give you an important item you need later on. Although that's more like a treasure chest...

If we went with this board game idea, then the 'choose your own adventure' aspect, does it sort of just melt into rolling the dice? Unless I'm making another mistake and this isn't related at all. D; I'm just fond of that idea, since I've read a couple of 'choose your own adventure' type of books.

Either way, I like this idea so much. Loving the diagrams, Envy.
Well, they're kinda unrelated and yet related-- more or less the progression of those lil wheels in my head. lol. As much as I do like the choose your own adventure that would send you into twists and turns-- it was realized that things could get pretty chaotic. So, it more or less down-graded into a dice rolling adventure competition. "The 8th Annual Ball Board Game Edition!" razz but both diagrams are open to suggestions, criticism and tweaking. So consider them the same idea but different. lol.
PostPosted: Mon Jul 20, 2009 12:31 pm


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Envy! Why are you so creative and talented!? This sounds like a wonderful roleplay... but it doesn't sound like a ball to me. It doesn't seem like there'd be much celebrating or dancing with this kind of game theme. It would be a blast to rp this, I just worry about it being a celebration. How would you suggest we get people to party and dance? <3


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Kala Kirya
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PostPosted: Mon Jul 20, 2009 3:35 pm


I have to say, although it seems like it would be fun, the board game idea just seems to be getting further and further away from a ball idea. It's gone from something were we have rooms to something that's completely focused on finishing a game. And you know if we did it like that, there would be much less mingling. There would be more people who came to play the game, and less who came for the ball. This is just my opinion, feel free to tell me why you think otherwise, but I thought I should get that out there. ^_^

That's why I prefer the labyrinth idea where you follow the two heroines on their adventure, which would progress daily. It has a fun board game feeling while still leaving room for people to mingle and ball it up (yes, I said it! razz ).
PostPosted: Mon Jul 20, 2009 9:53 pm


I'll be the first to admit that neither of the ideas are without flaws. Nor would I suggest that either idea is a finished product. The reason the second (candyland version diagram) seems to move further away from the ball is because it was the way my brain was going about "fixing" issues that came to mind with the labyrinth. ...and I may have accidentally come up with a format that I was trying to prevent. Strange devolution lol. Let me see if I can try to polish the flaws and have you guys see the potential problems so that you might be able to help me find ways to polish this up and come up with fixes, too.


- Me, of all people, started to fear that dividing the people into following 2 main characters might have caused over-crowding. It started causing me to think that we'd be shuffling people around the labyrinth in two adventuring parties.

-- The "fix" I came up with in my head.. hey.. double it.. make 4-6 adventuring parties.

- Once I doubled up these parties it caused me to lose the goal to re-unite these love birds.. because it turned into a flock... of birds. >.>

-- Thus, "fix" turn it into a friendly competition. A race of sorts. And thus my maze turned from many wrong turns to.. a winding straight forward path. >.>

One thing I did want to keep from the labyrinth was themed "areas" -- that I imagine would require stocking them with actors-- which oddly enough would require having to have staff to play them (scripted or non-scripted) and also require dressing them. -- Two things that I have also been against-- high maintenance/staff dependency.

Though, when its all said and done .. I guess the candy land diagram starts to remind me of the its a small world ride at disney. as you sorta sail along and view the world and all the lil people ... which would be all the actors (just prolly not as little..) all sorta acting out celebrations from around the world.

And where as I don't think people would come for just the sake of "winning the game"-- because it would be a live action board and without a "set prize they could win". I think the main problem would be that unlike a disney ride where the little people are constantly doing their thing.. an people are in an assembly line on when they view them..

a board game would cause us to have issues where its likely everyone would all be in china at around the same time.. and where as one might make it to scotland first.. they'd eventually have a few of the pieces at scotland at the same time.. and thus.. how to avoid not having the theater production spread too thin -- and allowing them to be in more places at once.


The problem with the labyrinth is figuring out how to give some structure to where people can't just "jump the walls" -- and unfortunately, giving it structure seems to lead it to a winding path.. at least in a figurative sense.


oh and Lady.. I imagine the finish in the ghetto candyland, after they went through the celebrations, would lead to a ball room.

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Kala Kirya
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PostPosted: Mon Jul 20, 2009 10:37 pm


That touches on all the problems quite nicely, and I get where you're coming from now! *I hate nay saying, I feel like a jerk when I speak against what other people say sad * And now I see what you're talking about....

Hmmm.... Well, we could always fix that by having a main ballroom, as well as leave the rooms open after we leave them, but with the knowledge that there will be no host after the day is over. The characters move on with the protagonist, but people are more than welcome to stay in the room after they've moved on (and knowing how it went last year, there's a high probability of that happening). I don't want to beat a dead horse, I'm just trying to solve problems that were set out here. ^_^ And I welcome anyone else to help me out here!

I'm thinking I'm going to sketch out a Labyrinth idea to help me see it better, kind of like a more elaborate version of what you did earlier Envy. When I finish it up, I'll try to post it up here, okay?
PostPosted: Tue Jul 21, 2009 5:01 am


lol Kala.. truth be told.. I'm starting to naysay myself.. because I found myself going into a full ring circle the more I found myself changing this to fix that only to find the fix created a problem. And oddly enough the diagrams really seem to help visualize the "big picture".. the more I kept drawing it out and outlining this and color coding that the more it brought me to realize how the prior ball formats must have come to be-- along with the problems that came with those formats.

Each fix seemed to create the need for more.. and then more and then more NPCs and staff dependency. lol. But I did manage to come up with an odd solution to help cut down for a need of a ton of mules when a character is scripted and potentially even when its not scripted. And IF I can get it to work... I do believe that it will be useful no matter what theme or concept we go with in helping to be a lil more cost effective. I'm going to test it out and then show you guys what i mean to see what you guys might think of it.

Pixilated Envy
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Pixilated Envy
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PostPosted: Tue Jul 21, 2009 6:03 am


Here we go!
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And you might notice that this dialogue is in a sequence of 3 chat bubbles.. the concept works even if you only need to use one NPC at a time. If these NPCs needed a personal touch to directly interact with the guests I would highly recommend having photoshop, the npc psd file, and an uploader like photobucket ready on hand. This is obviously not the fix for everything-- but could have been some what useful to the castle staff who was working with several NPCs and only a few of people running those characters.

Only recommended for support characters and couldn't replace the need for main characters that are constantly interacting with the guests.

Edit: And also, the chat bubbles can be as ornate/decorative as you want them to be. You only need to ensure that the text is easily readable. But you can have them very plain or even styled to match your theme. Where as I highly recommend photoshop for this because I personally find it to be a tad easier to share PSD files and also edit text in it-- any graphics program that allows you to add text would work just as good.
PostPosted: Tue Jul 21, 2009 6:29 am


@Envy: That would solve so many problems. O.O. Genius!

Psycho Sabs
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Pixilated Envy
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PostPosted: Tue Jul 21, 2009 7:14 am


Oh, and that reminds me! Where as its ideal for support characters, it can also be useful for a critical update and one of the people involved in the critical update cannot be on at the time. You can either pre-script ahead of time if you know in advance that the person won't be on, or you can look at your friends list and freak out when you don't see the person needed for the update logged on... instead of freaking out too much you just flip open your chat bubble psd file and kinda ad lib for them. Take caution when you do play someone else's character if you do not have their prior permission -- but when you have no other choice it can save you from having your plot getting entirely derailed because said person wasn't on. i.e. when my power went out and I wasn't on to wrap up the plot I was involved in.

And for instance now.. when I want my ego stroked a tad more.. I have a Sabs character all ready to go in a pinch... biggrin

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