User:Tash/grad prototyping3: Difference between revisions
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== Prototyping 09 April == | == Prototyping 09 April == | ||
[[File:Guildedyouth-100006853-orig.png|500px|thumbnail|right|Guilded Youth, text-based adventure game]] | |||
[[File:atari-game-manuals.png|500px|thumbnail|right|Guilded Youth, text-based adventure game]] | |||
'''Takeaways from last assessment:''' | '''Takeaways from last assessment:''' | ||
* important to build context & urgency | * important to build context & urgency | ||
* installation at exhibition should situate the game within warnet culture | * installation at exhibition should situate the game within warnet culture | ||
* cards may not be the most suitable format? | |||
* option 1: game manual / player's handbook | |||
** print element, places it again within copyshop / warnet context | |||
** physical element, to counterbalance online aspect of the game | |||
** references the tactical handbook (military, troll handbooks, counterculture etc) | |||
* option 2: text-based browser game | |||
** brings it into the realm of videogames | |||
** more immersive gameplay | |||
** technically difficult (how to do multiplayer? how to incorporate into wiki? | |||
* questions: | |||
** how to keep the tension between chance vs choice ? | |||
** roles of different project elements: wiki as rabbithole and input point, handbook / cards / text-based prompts as tools and the game as performance |
Revision as of 10:45, 9 April 2019
Prototyping 09 April
Takeaways from last assessment:
- important to build context & urgency
- installation at exhibition should situate the game within warnet culture
- cards may not be the most suitable format?
- option 1: game manual / player's handbook
- print element, places it again within copyshop / warnet context
- physical element, to counterbalance online aspect of the game
- references the tactical handbook (military, troll handbooks, counterculture etc)
- option 2: text-based browser game
- brings it into the realm of videogames
- more immersive gameplay
- technically difficult (how to do multiplayer? how to incorporate into wiki?
- questions:
- how to keep the tension between chance vs choice ?
- roles of different project elements: wiki as rabbithole and input point, handbook / cards / text-based prompts as tools and the game as performance