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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
* cards may not be the best format > other options: handbook, text-based browser game
* 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

Guilded Youth, text-based adventure game
Guilded Youth, text-based adventure game

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