Research organized
I made a powerpoint presentation where the most important information is placed.There are still some stuff I need to fill in but that will come.
Most recent research is about emotions and personality traits. I did this research for inspiration to make some kind of game play system.
Game Play System
Theme is making a (godlike) avatar from fragmented behaviors which represent personality traits.
Before playing, the players "draw" their goal. The first to complete the goal has won.
Emotional Status has a starting point. This starting point is created out of the average from the collected fragments (deck).
Personality traits or/and actions "cards" have influances on the emotional status of the avatar.
Testing
Playing the game system with self made cards.
Plan for an experiment where I discover how people feel about a the fragment and how they would react to it. Going to implement it for next week.
Showing posts with label games. Show all posts
Showing posts with label games. Show all posts
Thursday, March 25, 2010
Monday, March 8, 2010
2

As Spring Cleaning happened last week, the closAR team borrowed some books from the V2_Library to read on Mono Monday.
As I was reading "space time play," one point I found interesting with pervasive gaming was the loss of the safety zone. Real consequences ensue in this real space, taking away some of this free exploration that happens in virtual gaming space. It reminds me of Apter's reversal theory regarding anxiety and excitement and also on safety zones based on their fears. The rules of engagement of a game help make up the boundaries of this world in which it is safe to explore (or play) these alternate realities.
Perhaps play theory will be more useful at a later stage of concept development (and perhaps we can use it to assess the play quality of other B&G game initiatives). Will bring in some resources if it is of interest.
reading day
As Spring Cleaning happened last week, the closAR team borrowed some books from the V2_Library to read on Mono Monday.
As I was reading "space time play," one point I found interesting with pervasive gaming was the loss of the safety zone. Real consequences ensue in this real space, taking away some of this free exploration that happens in virtual gaming space. It reminds me of Apter's reversal theory regarding anxiety and excitement and also on safety zones based on their fears. The rules of engagement of a game help make up the boundaries of this world in which it is safe to explore (or play) these alternate realities.
Perhaps play theory will be more useful at a later stage of concept development (and perhaps we can use it to assess the play quality of other B&G game initiatives). Will bring in some resources if it is of interest.
Monday, March 1, 2010
0
Round 02 Collectibles - Aeshta
Collectibles
The archive is mainly used for research and source material. Trying to think outside these goals I came a cross the the idea of a collection game.
To take the game away from the computers the game play should have the world itself as the playing field.
These 2 elements stimulates a community around the archive which in return keeps the archive more alive.
The game is about collecting fragments of the archive. These fragments are collected on a mobile interactive device, iPhone app, siftable and such.
The fragments can be sold, bought, stolen, traded and found. For example a way to "find" a archive fragment is done by using the Mobile Device and poles. These poles can be found in public spaces like libraries, theater, museums and concerts.
The game play can be either more like a card game or a treasure hunt. Both creating a situation where people need to work whit each other to get an social experience.
The archive is mainly used for research and source material. Trying to think outside these goals I came a cross the the idea of a collection game.
To take the game away from the computers the game play should have the world itself as the playing field.
These 2 elements stimulates a community around the archive which in return keeps the archive more alive.
The game is about collecting fragments of the archive. These fragments are collected on a mobile interactive device, iPhone app, siftable and such.
The fragments can be sold, bought, stolen, traded and found. For example a way to "find" a archive fragment is done by using the Mobile Device and poles. These poles can be found in public spaces like libraries, theater, museums and concerts.
The game play can be either more like a card game or a treasure hunt. Both creating a situation where people need to work whit each other to get an social experience.


Tuesday, February 23, 2010
0
General card game update - Aeshta
Today I have done some research about the Card Collecting idea. The following parts are area which comes up in my mind mapping:
- Social network (the "card" collecting)
- Physical artifact (the device that is the "cards" or can share the "cards")
- Game play (using the "cards" to play)
- Story (think like quests, found in games like WOW only real live)
I took games like magic and WOW as examples. But the game play with the "cards" can still be anything. The form the cards will take is also still very much open, though for visualization I take the siftables in mind.
Next I am going to do some searching about the idea of Archive bomb and what kind of artifacts (physical toys) can be used.
- Social network (the "card" collecting)
- Physical artifact (the device that is the "cards" or can share the "cards")
- Game play (using the "cards" to play)
- Story (think like quests, found in games like WOW only real live)
I took games like magic and WOW as examples. But the game play with the "cards" can still be anything. The form the cards will take is also still very much open, though for visualization I take the siftables in mind.
Next I am going to do some searching about the idea of Archive bomb and what kind of artifacts (physical toys) can be used.
Wednesday, February 17, 2010
1 .
Game Inspiration
These two games came up in my mind after all the things we mentioned during the brainstorm.
The Game is interesting because by changing the perspective only you can guide your puppet through the maze. It is a different way to think of interaction, just change the perspective.
Flow is game that has an organic feel to it. Through the many layers you can let your creature eat what you desire. What you eat creates the growth of your creature creating a personal connection to it.
Flow Game
Just some interesting interaction to maybe think about.
The Game is interesting because by changing the perspective only you can guide your puppet through the maze. It is a different way to think of interaction, just change the perspective.
Flow is game that has an organic feel to it. Through the many layers you can let your creature eat what you desire. What you eat creates the growth of your creature creating a personal connection to it.
Flow Game
Just some interesting interaction to maybe think about.
Monday, February 15, 2010
0
AR Games
Some examples of AR in Gaming:
Always Something Somewhere Else - This game can be played anywhere outside in the world. It is a sort of scavenger hunt, and there is an audio narrative that goes with the game. It is about exploring your environs, finding something new, and connecting to a greater shared experience about being in the world. There is this platform, Mediascapes developed by University of Bristol, for developing GPS games for smart phones.
Uncle Roy All Around You - By Blast Theory, this game is played "online in a virtual city and on the streets of an actual city. Online Players and Street Players collaborate to find Uncle Roy's office before being invited to make a year long commitment to a total stranger." It connects physical and virtual space and two different roles for different players.
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