The document describes an interactive detective game called "The Monster of Münster" where players take on the role of a detective investigating the monster in a film noir setting. Players will use a motion-sensing flashlight gadget to shine light on clues in the stylized 2D urban environment in order to progress through 9 stages and uncover what or who the monster represents. The monster is revealed to be a representation of everyday social problems rather than an actual monster, and the narrative's punchline is that everyone could be considered a monster.
2. • Detective exploration game
• Find out what/who the Monster is by
shining a light on the case
‘The participant is a detective,
• Gadget motion sensing (Flashlight)
looking for the Monster of
Münster in a film noir setting,
• Object manipulation
but who/what is the Monster?’
• Textual clues (hints)
• Visual clues (coloured objects)
Narrative |
Interaction
3. ʻThe Monster of Münster is not "
an actual Monster, but a
representation of everyday social
problems like filth, !
petty crimes, excessive
advertisement etc.ʼ"
‘Punchline: Everyone is a "
possible Monster’"
Narrative
4. ‘Creating a moody setting
where things are not what they
seem’
Visual Style/Narrative
5. ‘Creating a moody setting
where things are not what they
seem’
Visual Style/Interaction
6. ‘Shaping a world that is both
recognizable and bizarre’
"ʻUsing coloured objects
to draw attention on a "
black & white backgroundʼ "
Visual Style
7. ‘Using the geometrical
shapes and lines of the façade
to built our 2D setting,"
in a heavily stylized manner'
'Stylizing the urban environment in a
subtle 'gothic' way'
Visual Style
8. ‘Usingtextual clues in the
background to help/direct the
participant’
Visual Style/Interaction"
9. • No avatar
• Highlight objects that represent
a ‘social problem’
• Visual Clues (objects, lights)
• Textual Clues (narrative)
• Colour the world, revealing a
better reality
• 9 stages seperated by lamppost
Interaction
10. • 'Catch' Monster by shining the
light on a object for X seconds
• Monster will only stay at one
place for X seconds
• The more participants, the easier
(max X participants)
• Monster = never caught, always
escaping
• In the end, we are all monsters
Interaction