Louisa-project proposal: Difference between revisions
Line 34: | Line 34: | ||
I want to run small test games with this set up, starting to form a narrative around the puzzles and their chosen location in the city. | I want to run small test games with this set up, starting to form a narrative around the puzzles and their chosen location in the city. | ||
This results in a performative, location-based game for The Overkill Festival in Enschede titled '' | This results in a performative, location-based game for The Overkill Festival in Enschede titled [https://www.theoverkill.nl/program-game.html#erik ''EtherAxis'']. Taking place on the 28th November and 5th December. | ||
'''❃December''' | '''❃December''' | ||
After reviewing ''EtherAxis'', the city game | After reviewing [https://www.theoverkill.nl/program-game.html#erik ''EtherAxis''], the city game | ||
I will start to make interface sketches, researching game methods, virtual "stage-setting" & role-playcommon on 1990s and early 2000s online platforms. | I will start to make interface sketches, researching game methods, virtual "stage-setting" & role-playcommon on 1990s and early 2000s online platforms. | ||
This will help me choose how to design the web game. I will pet my cat a lot over Christmas break to charge my battery. | This will help me choose how to design the web game. I will pet my cat a lot over Christmas break to charge my battery. | ||
Line 45: | Line 45: | ||
'''❃January''' | '''❃January''' | ||
Development Week at TETEM to build locks/containers and play test with audience. Talk to experts. | Development Week at [https://tetem.nl/ TETEM] to build locks/containers and play test with audience. Talk to experts. | ||
Prototype puzzles at Telemagic's studio. | Prototype puzzles at Telemagic's studio. | ||
Revision as of 16:56, 14 November 2021
What do you want to make?
A location-based game, which is active over a longer time frame of several weeks, blurring the boundaries of the “magic circle”. The gameplay will be facilitated by a web game with fictional spaces/chatrooms corresponding to real locations in Rotterdam. Unlocking a physical lock might open up a new area in the web game and vice versa. Possible spaces of real-life gameplay I am picturing are supermarkets, internet cafes, parks, metro stations. Based on the concept of...
“...a networked narrative, also known as a network narrative or distributed narrative, is a narrative partitioned across a network of interconnected authors, access points, and/or discrete threads. It is not driven by the specificity of details; rather, details emerge through a co-construction of the ultimate story by the various participants or elements. An interactive scenario that is experienced through multiple channels and adapts to player behavior.”[1]
[1] https://en.wikipedia.org/wiki/Networked_narrative
How do you plan to make it?
There will be different components connecting a web game with a Multi-User Dungeon style interface to escape game puzzles in public spaces. For the web game I will set up a server with a php database, connected to wireless arduinos in different locations of the city. I will look for locations where certain game mechanics, albeit not explicit, are already in place. For example unlocking a locker with a number code at central station. I will write a narrative and reveal parts of the plot in stages/levels of the gameplay through a text-based interface. In order to make sure the game is not too hard or too easy, I will plan several test moments with small groups :) I am planning to work on the electronic puzzles together with tech collective Telemagic at their studio in Rotterdam.
What is your timetable?
❃November
I want to run small test games with this set up, starting to form a narrative around the puzzles and their chosen location in the city. This results in a performative, location-based game for The Overkill Festival in Enschede titled EtherAxis. Taking place on the 28th November and 5th December.
❃December
After reviewing EtherAxis, the city game
I will start to make interface sketches, researching game methods, virtual "stage-setting" & role-playcommon on 1990s and early 2000s online platforms.
This will help me choose how to design the web game. I will pet my cat a lot over Christmas break to charge my battery.
❃January
Development Week at TETEM to build locks/containers and play test with audience. Talk to experts. Prototype puzzles at Telemagic's studio.
❃February
I will start a first round of location scouting to get inspiration for the narrative and how to link it to the city.
In this month I want to focus on storytelling, reading fiction and writing the narrative.
❃March
I want to build some mystery around the game and start creating untraceable manifestations around it.
Why do you want to make it?
Personally I am interested in the ways in which virtual worlds pull us in and dissociate us from our physical environments. From a young age I was interested in the meaning of a common reality and now as a maker I am searching for the moments this common reality noticeably crumbles. I am noticing the process of extreme personalisation of content online which is one of the causes reality is crumbling, which I expect to extend further and further into the spaces outside of the screen. For that reason I am to explore the experience of mistaking games for reality and vice versa, along with the feelings and social implications which follow. I would like to encourage players to look closely in order to find hints which would have otherwise blended into the environment smoothly.
Who can help you and how?
Emilia Tapprest (film maker and performer)
"nvisible.studio is the independent research practice of Finnish designer and filmmaker Emilia Tapprest (b. 1992). She is currently enrolled at Filmforward’s Virjplaats residency and Stimuleringsfonds’ Talent Development programme 2021-22. Her research explores the role of value paradigms in emerging technocultural developments through worldbuilding and cinema, working closely with historian and music producer Victor Evink (S x m b r a). Their works as a duo Liminal Vision tackle themes such as human connectedness and agency in the quantified age, exploring how a system's underlying logic produces particular ‘affective atmospheres’ in interaction with its social fabric."
Tomo Kihara (game designer)
My name is Tomo Kihara — research driven designer making playful interventions that provides a new perspective to complex socio-technical problems.
Roos Groothuizen (artist & designer)
My name is Roos Groothuizen. I am an independent media artist and designer who dances on the borders of interaction, theater, intervention, web, film, games and animation.
Who is in control over what I perceive? Fascinated with the unfair distribution of information and how online algorithms systematically discriminate us, my work reflects on in-depth research and recent developments, often with interactive or game-like elements. Fun with a serious undertone.
Relation to previous practice
As a maker, my focus lies heavily on tools of interaction and gamification, interlinking digital and physical spaces. I am working with themes around gaming and the effect of new technologies on the player's perception of reality. By analysing gameplay methods and implementing them into RL settings, I am creating scenarios in which the viewer turns into the protagonist of an interactive fictional narrative. More specifically I am intrigued by the mental process of dissociation, methods of ludified surveillance capitalism and personalised virtual echo-chambers social media platforms construct based on user data. Since 2018, I have been experimenting with different event formats, testing game methods with small live audiences. These tests range from escape rooms to immersive theatre, treasure hunts and audio tours. This project will combine a lot of my findings and deepen this ongoing research on a technical and theoretical level.
Relation to a larger context
Blast Theory: Can you see me now? 2001 https://en.wikipedia.org/wiki/Can_You_See_Me_Now%3F
Tomo Kihara: Escape the Smart City (MA project 2018)
Roos Groothuizen: I want to delete it all, but not now. 2021