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Mitchville game narrative design

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The design of a GPS-enabled narrative to structure a four-day hiking trip for 10-15 year old campers.

The design of a GPS-enabled narrative to structure a four-day hiking trip for 10-15 year old campers.

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  • Elsewhere we show that playing AR games increases motivation and situates learning.
  • Elsewhere we show that playing AR games increases motivation and situates learning.
  • Elsewhere we show that playing AR games increases motivation and situates learning.
  • Elsewhere we show that playing AR games increases motivation and situates learning.
  • Elsewhere we show that playing AR games increases motivation and situates learning.






Transcript

  • 1. The Mystery Trip A Mobile Game to Structure a 4-Day Hike
  • 2. The Mystery Trip A Focus on Game Goals and Mechanics A Focus on Game Goals and Mechanics
  • 3. AR situates game play in the physical place surrounding the body. Crappy PDA graphics are supplemented by amazing sensory-rich effects (sun, wind, rain, bugs, cramps, etc.) unparalleled in other types of video games. John Martin, regardingjohn.com Photo by Mystery Trip 2008 Group 2
  • 4. Original Plan John Martin, regardingjohn.com 3
  • 5. Original Plan • 3-5 campers (boys age 10-16) John Martin, regardingjohn.com 3
  • 6. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. John Martin, regardingjohn.com 3
  • 7. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. • play an AR game to understand affordances and limitations . John Martin, regardingjohn.com 3
  • 8. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. • play an AR game to understand affordances and limitations . • critique and redesign game, adding own sub-culture. John Martin, regardingjohn.com 3
  • 9. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. • play an AR game to understand affordances and limitations . • critique and redesign game, adding own sub-culture. • Group-collaborated design naturally causes a game narrative portraying community narratives on three levels: – camp history – current population – trip group • Freedom for inside jokes, community- building, puzzle creation -- slightly competitive. John Martin, regardingjohn.com 3
  • 10. Narrative • Narrative: sets the stage for the game. Typically introduces Object of game (goal), and story line that ties in game mechanics (e.g. "You wake up in a strange cell block with no memories. There's a chair in the room with a loose leg that might come off") • Narrative in a place-based game should account for (almost) anything players might encounter. 5
  • 11. Mystery Trip Narrative You feel a buzzing in your backpack. You take out your Communicator, and tune in. It’s John. His face is It’s John. His face is It’s John. His face is scratched and bloody, scratched and bloody, scratched and bloody, battered and bruised. battered and bruised. battered and bruised. Whoa! I didn’t think I’d get you! After you left, camp was I’m not sure why they This Communicator is whacked overrun by men in green. attacked. Head up Great pretty badly. Pond Mountain. I’ll try to We tried to fend them off. communicate with you there. Hello? Can you hear me? There were five of them on Stay out of sight, and off the Well, it says it’s transmitting, so Noah at one time, and Addie open faces — and don’t take if you can hear me, listen up. took out eight or so, but the the main trails; I think they’re I’m not sure what’s going on, sheer numbers overcame us. monitoring them. but don’t come back to camp! Go! and be careful! And stay low! 6
  • 12. Mechanics • Mechanics: what you can and cannot do in the game (e.g. walk, run, look, turn, pick up, throw, hit, drive, etc.) • Mechanics in a place-based game should account for all the actions a body can do in place. 7
  • 13. Mystery Trip Mechanics The Communicator buzzes again... John Martin, looking John Martin, looking John is visibly really really tired. really really tired. frustrated … They’re setting up some kind of I’ll try to program it to accept It’s no use — there’s some kind base station here. There’s all them from my end. of encryption. sorts of radio gear. Do not return to Craig Pond, or However, I think the key is If you can get to one of the Great Pond mountain — they’re directional and time-based. nearby peaks, you might be swarming with Greenies. able to intercept a transmission If you can gather transmissions with your Communicator. from another peak or two, I think we can extract the key and decode the messages. 8
  • 14. AR Game Mechanics Play on location
  • 15. AR Game Mechanics Play on handheld Play on location
  • 16. AR Game Mechanics Trigger game objects Play on handheld Play on location
  • 17. AR Game Mechanics Trigger game objects Play on handheld collect clues and objectives Play on location
  • 18. AR Game Mechanics Trigger game objects Play on handheld collect clues and objectives Play on location
  • 19. AR Game Mechanics Trigger game objects Play on handheld collect clues and objectives Play on location
  • 20. lake Trip Goals mtn 1. Fill days (Tue 9am - Fri 2pm) swamp mtn 2. Camp at different site each night 3. Explore as much land/ streams diversity as practical mtn 4 miles 4. Low impact / Stay out mtn of heart of Wildlands (wildlife only) mtn 5. Be Safe lake 6. Have Fun mtn 4 miles
  • 21. A Linear Game Day One: • safety: group sticks together 1. Camp is under attack! We don't know why. 4 • we know (roughly) where they Go to top of mountain, are at any time and await direction! • can only camp at set sites 2. Stay off trails! • must avoid center of game area (wildlife only) 3. Here's what we know. 3 4. Camp at Hot Hole tonight! 2 1 start
  • 22. Day Two: 5 4. They're setting up a transmitter. Go to 4 6 Flying Moose Mountain and capture signal. Simple quests 5. Signal is garbled. Get • start easy two more from • focus is primarily on camping mountain tops to triangulate. • we know (roughly) where they are at any time 6. Stay here tonight.
  • 23. Day Three: 6. Get two more signals from Flag Hill and Owl 6 Peak. Diverse Landscapes 7. Get one more from • plan around land 7 Owl Peak. • bushwacking is slow 8. Great! Will try to • swamps are slow decode. Head to • gravel roads are boring Mitchville! • stream trails are exciting 8 9. Stay here tonight. 9
  • 24. Day Four: Pacing 9. We decoded the signals. Head back to • take up 4 days Craig Pond. 10. Look out for snipers! (s) 11. Get stashed canoes from Day 1 and head to middle of lake. s 12. Transmit anti-signal. 13. Mission accomplished! We're cleaning camp. 13 10 Come back at 2pm. 11 9 12 s
  • 25. lake Trip Goals mtn 5 1. Fill days 4 6 (Tue 9am - Fri 2pm) swamp mtn 2. Camp at different 7 site each night 3. Explore as much land/ streams diversity as practical 3 mtn s 4. Low impact / Stay out mtn 8 of heart of Wildlands 2 mtn 5. Be Safe 13 10 11 1 9 6. Have Fun lake 12 s mtn