Research
(info and precedents for our project)
Ideating
(brainstorming and such)
Game development
(behind the scenes stuff)
Prototyping
(testing set up and getting feedback)
Reports
(write ups of the markets)
Thursday, 20 October 2016
Wednesday, 19 October 2016
Immaterial Labours (Our Market Reflection)
Immaterial labours is the
concept of exchanging work or experience without exchanging physical goods. For
the overall market, our class decided on having no currency exchanged, and emphasising experience over handing out products. For our stall specifically,
we went with an "exchange of information and knowledges", as defined
by Michael Hardt (1999). Our stall was an interactive story designed to give
the player an assessment of their personality as well as entertaining them. The
stall also included mini games to make the player physically interact for the
ending they wanted. In return, we asked players to fill out a survey and tell
us what they thought we were like based on how we presented ourselves at the
stall.
The game ran rather
smoothly, with one person behind the computer controlling the choices and one
upfront narrating and running the games. We had buttons that let the controller
quickly know the choices and click links accordingly. Lots of people were happy
to get invested in the story and fill out the survey afterwards. Having two set
ups allowed us to let more people play without having to wait around or us
having to hurry them. It did mean that we needed all 4 of us at the stall at
all times, so we didn’t get to experience the rest of the market.
We did have a few
technical issues on the day; the monitors the organizational group gave to us
were stuck in place on the table and did not come with the correct wires, and
there were some missed typos in our script. However,
we managed to get the monitors working for us and participants were
understanding of our other small issues.
If we
did this again, it would be good to test the game more with people outside the
group to get more feedback about the choices and story direction. Some of the
mini games we had set aside never got used at all simply because no one made
the choices that led to them. Our set up was solid, but it would have been
helpful to know more about how people would interact with the story so we could
make the experience more fitting.
We also could have made
the games and story more interwoven than they were. Trying to split the work of
writing one story between multiple people proved challenging in itself,
especially when having to keep track of multiple pathways. Working relevant
mini games into this process added another step of difficulty to the process.
Tuesday, 18 October 2016
Abandoned Materials - Participant Analysis
As participants of the Abandoned Materials Market, our understanding of
this concept overall was us as consumers being educated about means of conservation
and the alternative use of abandoned things such as general house waste.
The initial
atmosphere and pace of the market was very friendly and controlled with accompanied
music playing at the markets entrance and each booth displaying great aesthetics.
One aspect that really stood out was how tangible all of the market booths
were; everything required us to engage.
Another
theme that stood out throughout most of the stalls was the message of the
market as a cohesive whole. Most of the markets were set up so that the market
runners would give every participant a quick rundown of their booth and voice
their awareness for waste and means to manage and utilize this daily as
consumers.
Regarding
the system of exchange, every group executed a very physical approach to
providing the participants with something to take away for their individual
markets. Examples of this were, recycled seeds, wallets made of paper and fresh
juices made from scraps.
Overall the
Market addressed the theme of abandoned materials to a very articulate degree
by educating the participants as to how to deal with waste with conservation in
mind.
Sunday, 9 October 2016
Tuesday, 4 October 2016
Our Final Story
Above is the structure of out story, the structure involves some set up at the start, and as the choices flow downwards, we start introducing mini games.
There are multiple endings regarding fighting the giant creature at the end, which all link to the stat points section at the end which lets the player know their dominant traits.
The ending links to our market in a clever way in which when the player is handed a card in the story, we hand them are card during the market also.
Last prototyping and practice
We all got together again to get everything together and do some final texts before the market tomorrow. We didn't get to pre-set up our stall as the room was still quite busy even as we left, but our set up is fairly simple and we'll be arriving early to get it sorted.
I ran the cards and survey by everyone else, then printed and cut them.
We timed and tested some of the mini games.
I ran the cards and survey by everyone else, then printed and cut them.
We timed and tested some of the mini games.
- The memory cards need to be backed on card or similar to make them easier to flip and also ensure they don't get messed up from so many people using them.
- The exact number of points/time needed for the ball bounce.
- The method used for the final target game (we're going by ammo rather than time given.)
- Also timed out the story overall to make sure we didn't need to trim it down. (It should take roughly 5 minutes, which is a good length.)
Monday, 3 October 2016
Story Files
Story (Kezia side finished)
Story (Michael side finished)
I finished up my part, then Michael gave me his, which I spell checked, coded, and made other small changes to, then I sent it back to him so he can touch up his side some more.
Final story file
Story (Michael side finished)
I finished up my part, then Michael gave me his, which I spell checked, coded, and made other small changes to, then I sent it back to him so he can touch up his side some more.
Final story file
Mini Games
Here are the final mini games for our story:
Memory Game (Kezia):
Target Shooting (Michael and Kezia):
Memory Game (Kezia):
[add current image]
Maze (Kajal):
Ball Bounce (Sam):
[img]
Target Shooting (Michael and Kezia):
[Illustration by Kezia; guns provided by Michael]
Sunday, 2 October 2016
Test Set Up
We got together outside of class to do a better test set up of our stall.
Original set up plan: cellophane on table, buttons on either side. Laptop and display screen will go back to back. (Also a divider made by Michael so the two players won't get distracted by each other.)
Testing it again, we're now looking at having the cellophane draping down the front. This lets us have a smooth, solid surface for mini games, and also hides the table feet, making things look a bit more put together. Downside is that the buttons make a loud clack on the bare table, but the market will likely be loud anyway, or we could find something else to put under them. Also gets a bit in the way of the legs, but people shouldn't be sitting for long enough for this to be too much of a bother.
Half draped; looks nice, but ends up only covering the one part of the table we actually /need/ for mini games, so probably a no go.
Memory mini game (paper needs to be thicker/backed by something; cards are see through currently which breaks the game!)
We'll be meeting up again on Tuesday for our final prep and testing. Looking on track for now!
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