User:Supisara/Special Issue 17
Special Issue #17: Productive Play
Group exercises
Date | Pad | Description | Output |
---|---|---|---|
19/01/22 | SI17 | Ideology & gamification | One-sentence game ideas, one-sentence loot boxes with everyone |
19/01/22 | RW&RM | Annotation of an object of ideology | Map with Gersande, Carmen, Miriam |
02/02/22 | RW&RM | Productive Play glossary | Glossary wiki Contributions (with Kimberley): "tempo vs. rhythm", "collective sensitivity(sensibility)", "artificial standard" |
08/02/22 | SI17 | Modding, fanfic | Miller's Hollow fanfic wiki with Kimberley & Chae |
16/02/22 | RW&RM | Describing the loot box |
Research
Resources based on my interests of the loot box:
Topic | Description | Source |
---|---|---|
Loot box variations | A loot box isn't always in the form a box | incubators, paint brushes, skins, iOS app, STEM box, an AE script/plugin |
Loot box characteristics | The movie trailer moment of a loot box | special moves, rush launches, trap cards |
Observations
- time, sound, and motion-based triggers in relation to instant vs. delayed gratification
- the surprise pipeline: a "surprise" but only for those at the receiving end
- packaged selections of "randomness" in the form of bundles/kits/subscriptions/zip files
- realization #1: pieces of a puzzle can fit if you force it hard enough (bonus: and form a new picture)
- realization #2: why solve something that's already been solved? (re: puzzles with results on the box) (how about: puzzles where you don't know what you have to solve, the only way to find out is to just try––the "surprise" will happen in the end)
Experiments
Date | Description | Output |
---|---|---|
10/02/22 | Soldering a DIY game console (WIP) in an attempt to hack the games that come with it (see also: build guide). Current issue as of 11/02/22: soldering joints (see photo of back). | |
14/02/22 | Arrow maze Bitsy game (test/WIP), inspired by the "loops and traps" maze. Goal: create a double maze where the arrows alternate between two directions, where the avatar is also an arrow. | v1 |
16/02/22 | Visualizing loot box characteristics (from workshop game ideas with Steve). Game concept: delayed rewards/no thrill of the chase. | |
28/02/22 | Visualizing the loot box in a Bitsy environment | v1 |
Deliverables
Phase | Contribution |
---|---|
1.) Processing | Group meeting facilitation with Emma on topics re: share & recap of prototypes, price & accessibility of the loot box, community & launch (see: pad, summary) |
2.) Production | 1.) "Unfinished Thoughts" Bitsy game with Jian 1.1.) Pads 1.2.) Bitsy |
2.) SI17: Contents/Inside the box with Erica, Mitsa, Kamo (see also: pad, proposal, Figma git, tool) 2.1.) Post-its 2.2.) Website | |
3.) Launch |
- "Special Issue 17" Bitsy font with Jian. Applications: the loot box, event signage, event games, website |
Next steps
1.) Reflection: See wiki.
2.) Developed interests/further research:
Topic | Description | Reference |
---|---|---|
Bitsy hacks | Customizable WebGL transitions | Transition hack by Sean S. LeBlanc |
Merging environments of tools (Bitsy ↔︎ Etherpad) | Navigation (key presses), display ("Special Issue 17" font, Etherpad UI variants skin builder) | Etherpad documentation: Skins |
Computer vision | Information distortion in preview mode |
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