Follow TV Tropes

Following

History Videogame / GoCrossCampus

Go To

OR

Is there an issue? Send a MessageReason:
Capitalization was fixed from Videogame.Go Cross Campus to VideoGame.Go Cross Campus. Null edit to update page.
Is there an issue? Send a MessageReason:
Ghost wick was fixed on VideoGame.Go Cross Campus.

Changed: 18

Removed: 224

Is there an issue? Send a MessageReason:
Moving to YMMV


The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors]] in early 2010.

to:

The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors]] doors in early 2010.



* TooGoodToLast: The game was a huge thing with matches at numerous universities (and sometimes between them), and even received quite a bit of recognition from news media. However, it all disappeared after just a few years.
Is there an issue? Send a MessageReason:
None


* RedShirtArmy: If you think of your units as "armies" (or even individual troops), then yeah. The game later turned away from this trope, but changing the term for military strength units to "energy".

to:

* RedShirtArmy: If you think of your units as "armies" (or even individual troops), then yeah. The game later turned away from this trope, but by changing the term for military strength units to "energy".



* ZergRush: Since attackers have an inherent disadvantage, the only way to successfully attack a territory is to throw more than enough attacking units, each of which individually have little efficacy at the defending territory.

to:

* ZergRush: Since attackers have an inherent disadvantage, the only way to successfully attack a territory is to throw more than enough attacking units, each units (each of which individually have has little efficacy efficacy) at the defending territory.
Is there an issue? Send a MessageReason:
None


* Teams were created based largely on flavor. For example, games set on maps of college campuses, usually organized by student life officials, allowed players to choose teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were [[Franchise/TeenageMutantNinjaTurtles Ninja Turtles]].

to:

* Teams were created based largely on flavor. For example, games set on maps of college campuses, usually organized by student life officials, allowed players to choose teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, [[Ride/DisneyThemeParks Disneyland]], teams included DisneyPrincesses. In a game set on a map of New York City, teams were [[Franchise/TeenageMutantNinjaTurtles Ninja Turtles]].
Is there an issue? Send a MessageReason:
None


* Teams were created based largely on flavor. For example, games set on maps of college campuses, usually organized by student life officials, allowed players to choose teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.

to:

* Teams were created based largely on flavor. For example, games set on maps of college campuses, usually organized by student life officials, allowed players to choose teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.[[Franchise/TeenageMutantNinjaTurtles Ninja Turtles]].

Added: 225

Changed: 18

Is there an issue? Send a MessageReason:
Reverting edits by Pantice Squad Cutterback; insufficient explanation provided for edits.


The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] closed their doors in early 2010.

to:

The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors doors]] in early 2010.


Added DiffLines:

* TooGoodToLast: The game was a huge thing with matches at numerous universities (and sometimes between them), and even received quite a bit of recognition from news media. However, it all disappeared after just a few years.
Is there an issue? Send a MessageReason:
too good to last cleanup


* [invoked] TooGoodToLast: A lot of players quite enjoyed the game. The game even received numerous accolades in news outlets. Then it got shut down.
Is there an issue? Send a MessageReason:
too good to last cleanup


The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] TooGoodToLast closed their doors in early 2010.

to:

The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] TooGoodToLast closed their doors in early 2010.
Is there an issue? Send a MessageReason:
None


An online computer videogame. The name is often abbreviated "GXC". The best way to describe this is ''{{Risk}}'' as a massively-multiplayer online game. It is currently defunct.

to:

An online computer videogame. The name is often abbreviated "GXC". The best way to describe this is ''{{Risk}}'' ''TabletopGame/{{Risk}}'' as a massively-multiplayer online game. It is currently defunct.
Is there an issue? Send a MessageReason:
too good to last cleanup
Is there an issue? Send a MessageReason:
too good to last cleanup


The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors]] in "early 2010".

to:

The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast TooGoodToLast closed their doors]] doors in "early 2010".
early 2010.

Added: 177

Changed: 107

Is there an issue? Send a MessageReason:
None


** Later versions introduced special territories that changed the probability of victory, provided double or half units allocation for players situated there, and other effects.



** Later versions of the game introduced "fortified" territories that made it 30-70, as well as "no cover" territories that made it 58-42. Other special territories included ones where players got double or half of their usual energy allocation.

to:

** Later versions of the game introduced "fortified" territories that made it 30-70, as well as "no cover" territories that made it 58-42. Other special territories included ones where players got double or half of their usual energy allocation.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [invoked] TooGoodToLast: A lot of players quite enjoyed the game. The game even received numerous accolades in news outlets. Then it got shut down.
Is there an issue? Send a MessageReason:
None


* GoodBadBug: Originally, if you ordered your units to attack, they wouldn't defend against attackers. Since teams had to have at least one capture per turn, players quickly realized that they could have all the units on a pair of territories between mutually consenting teams attack each other, which would cause them to "swap" the territories, with minimal losses. Alliances between teams often included these swapping arrangements. This bug was later changed to give attacking units going head-on at each other a 50-50 probability of success, though that just created loop swaps, where territory B would conquer territory C, and A would conquer B, then the next turn C would conquer A and B would conquer C, and so forth -- a bit more difficult but still doable.



* TheyChangedItNowItSucks: There was some backlash against changing armies to energy and placing players on the game map itself, as well as the introduction of special territories. However, in an inversion...
** They Didn't Change It, And That's Why It Sucks: As the company introduced an (at first highly buggy) "Lightning GXC", and then diversified into other games, some GXC players complained that the company was neglecting their flagship product, by not fixing various bugs or improving the game mechanics.
* TooGoodToLast: A lot of players quite enjoyed the game, and some still miss it even now, a few years after its shutdown.
Is there an issue? Send a MessageReason:
None


The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", but the previous name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors]] in "early 2010".

to:

The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", as the company tried introducing a few other minigames on their site, but the previous original name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors]] in "early 2010".
Is there an issue? Send a MessageReason:
None


* Teams were created based largely on flavor. For example, the game set on the map of the Massachusetts Institute of Technology, organized by undergraduate student life officials, divided players into teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.

to:

* Teams were created based largely on flavor. For example, the game games set on the map maps of the Massachusetts Institute of Technology, college campuses, usually organized by undergraduate student life officials, divided allowed players into to choose teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.
Is there an issue? Send a MessageReason:
None


* UnstableEquilibrium: Played straight and averted. Strictly strategically, it would be averted, because, thanks to the inherent 42-58 attacker disadvantage, it is technically never advantageous to attack (unless there's a "no cover" territory involved where attackers have an advantage). In real life, however, people get bored, and it's no fun to rally one's troops to hold the line and keep on holding the line forever. Also, particularly long games had end-times announced after a while. So in practice, people would just go and attack stuff because that was more exciting, and you'd get stalemates alternating with dam-breaking moments where you'd have a huge battle where epic amounts of units were expended fighting each other and then stuff would happen that turn or the next.

to:

* UnstableEquilibrium: Played straight and averted. Strictly strategically, it would be averted, because, thanks to the inherent 42-58 attacker disadvantage, it is technically never advantageous to attack (unless there's a "no cover" territory involved where attackers have an advantage). In real life, however, people get bored, and it's no fun to rally one's troops to hold the line and keep on holding the line forever. Also, particularly long games had end-times announced after a while. So in practice, people would just go and attack stuff because that was more exciting, and you'd get stalemates alternating with dam-breaking moments where you'd have a huge battle where epic amounts of units were expended fighting each other and then stuff would happen that turn or the next.next.
* ZergRush: Since attackers have an inherent disadvantage, the only way to successfully attack a territory is to throw more than enough attacking units, each of which individually have little efficacy at the defending territory.
Is there an issue? Send a MessageReason:
None


* Teams were created based largely on flavor. For example, the game set on the map of the MassachusettsInstituteOfTechnology, organized by undergraduate student life officials, divided players into teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.

to:

* Teams were created based largely on flavor. For example, the game set on the map of the MassachusettsInstituteOfTechnology, Massachusetts Institute of Technology, organized by undergraduate student life officials, divided players into teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.
Is there an issue? Send a MessageReason:
page creation

Added DiffLines:

An online computer videogame. The name is often abbreviated "GXC". The best way to describe this is ''{{Risk}}'' as a massively-multiplayer online game. It is currently defunct.

Its distinctive features were:
* ''Risk''-style maps of various real-life locales, such as company offices, university campuses, major cities, theme parks, etc.
* Massively multiplayer gameplay: every player received "armies" (later changed to "energy") for logging on at all, and for logging on consecutively, and for their team capturing a territory the previous turn. (There were no "continent bonuses".) Players could use these units, like they were armies in ''Risk'', to attack and defend territories. When units were called "armies" players could distribute what armies they had on their team's territories anywhere on their board; when units were called "energy", they became attached to players' specific in-game locations; players would move automatically when their team successfully conquered a territory by being one of the attackers themselves, and could also move between continuous territories their team controlled at some unit cost.
* Unlike ''Risk'', there was a fixed probability of victory or defeat for each unit; it was usually 42% victory 58% defeat.
** Later versions of the game introduced "fortified" territories that made it 30-70, as well as "no cover" territories that made it 58-42. Other special territories included ones where players got double or half of their usual energy allocation.
* Teams were created based largely on flavor. For example, the game set on the map of the MassachusettsInstituteOfTechnology, organized by undergraduate student life officials, divided players into teams based on their dorm (which often led to lopsided teams based on dorm size or participation rate; in open games, players were randomly assigned to teams to balance team sizes). In a game set on a map of {{Disneyland}}, teams included DisneyPrincesses. In a game set on a map of New York City, teams were NinjaTurtles.
* Spies. This began as an artifact of the game's design itself:
** Each game turn is one day (or a few minutes, in the "Lightning" games). Players log in every day to obtain more units, then give their units commands (such as to attack or defend). At the end of each game turn, all actions are resolved near-simultaneously (with individual attacking units chosen in random order for each combat front). You could see what other players of your team had assigned their units to do as of the moment you loaded the page.
** Players had to sign up with their real names and e-mail addresses, especially for school- or company-specific games. For some such games, players had to choose their team, often based on real-world factors (such as their dorm). Since this limits the number of players on each team, duplicate accounts became very popular, although illegal. However, because of the above turn-based mechanic, you could gain an advantage by signing up a dupe account ''on another team'', not ever "using" it, but observing that team's actions. These became known as "spies", and for some reason, instead of becoming illegal, the designers effectively legalized them, by introducing a mechanic for them to be voted off the team (i.e. deactivating the account). Teams were, on the other hand, penalized as a whole for dupe accounts, which had to be voted off like spies as well.
** This gradually led to team captains being the only ones with the authority to initiate spy votes, as well as seeing what everyone on the team was doing (others players saw more limited information). It also led to the creation of "special forces", groups of players who would log on late during each day-turn so as to prevent spies from getting strategic info.

The game, and the startup company called [=GXStudios=] that operated it, was created in 2007 by a few Ivy League students. Their goals seemed to have been to sell this as a fun spirit-building tool to companies and schools, and to make it big in the online gaming market. GXC was, at one point, renamed "[=PickTeams=]", but the previous name "Go Cross Campus" or "GXC" stuck. Unfortunately, [=GXStudios=] [[TooGoodToLast closed their doors]] in "early 2010".

The company's website can be seen [[http://www.gocrosscampus.com/ here]], which gives a brief history of the game and the company.

----

!!Tropes represented in GXC:
* ChronicBackstabbingDisorder: Just like in ''Risk''...but now players can do this individually! Sometimes this happens because a player forgot to order an attack during an arranged swap.
* ColorCodedForYourConvenience: Each team has a team color. Territories it controls are displayed in that color, not surprisingly, though usually with some transparency so you could see the map below it.
* CurbStompBattle: Happens occasionally, like in regular ''Risk''. 1200 energy attacking vs. 40 defending. Yeah.
* EmergentGameplay: Spies, special forces, swaps, and more.
* GoodBadBug: Originally, if you ordered your units to attack, they wouldn't defend against attackers. Since teams had to have at least one capture per turn, players quickly realized that they could have all the units on a pair of territories between mutually consenting teams attack each other, which would cause them to "swap" the territories, with minimal losses. Alliances between teams often included these swapping arrangements. This bug was later changed to give attacking units going head-on at each other a 50-50 probability of success, though that just created loop swaps, where territory B would conquer territory C, and A would conquer B, then the next turn C would conquer A and B would conquer C, and so forth -- a bit more difficult but still doable.
* RedShirtArmy: If you think of your units as "armies" (or even individual troops), then yeah. The game later turned away from this trope, but changing the term for military strength units to "energy".
* RiskStyleMap: Being basically massively multiplayer online ''Risk'', of course it has these. The big feature is that the designers actually drew custom maps for all sorts of places, such as college campuses and cities.
* RandomNumberGod: Probability is used to determine the success of attack actions. Occasionally, defenses are unexpectedly overrun, or unexpectedly resilient.
* StoneWall: While there's no Australia to take over like in original ''Risk'', you can make alliances with other teams, have enough swapping space, all the while contributing to a heavily defended chokepoint border.
* StormingTheCastle: What happens when attackers attempt to take "fortified" territories. There's usually a 42-58 probability disadvantage to any attacker (i.e. whenever an attacking unit meets a defending unit, there's a 42% chance of the attacking unit defeating the defending unit). For fortified territories, it's 30-70. Sometimes, losing teams hole up in these in order to see if they can make it to the end of the game alive. Sometimes, they do specifically because storming the castle failed and just barely enough units survived.
* TakeOverTheWorld: Well, where "the world" means your office building, or your school grounds, or something like that.
* TheyChangedItNowItSucks: There was some backlash against changing armies to energy and placing players on the game map itself, as well as the introduction of special territories. However, in an inversion...
** They Didn't Change It, And That's Why It Sucks: As the company introduced an (at first highly buggy) "Lightning GXC", and then diversified into other games, some GXC players complained that the company was neglecting their flagship product, by not fixing various bugs or improving the game mechanics.
* TooGoodToLast: A lot of players quite enjoyed the game, and some still miss it even now, a few years after its shutdown.
* UnstableEquilibrium: Played straight and averted. Strictly strategically, it would be averted, because, thanks to the inherent 42-58 attacker disadvantage, it is technically never advantageous to attack (unless there's a "no cover" territory involved where attackers have an advantage). In real life, however, people get bored, and it's no fun to rally one's troops to hold the line and keep on holding the line forever. Also, particularly long games had end-times announced after a while. So in practice, people would just go and attack stuff because that was more exciting, and you'd get stalemates alternating with dam-breaking moments where you'd have a huge battle where epic amounts of units were expended fighting each other and then stuff would happen that turn or the next.

Top