We can think of this whole thing like focusing a camera image; prototypes answer questions through playtesting.
There are lots of different types of prototypes.
- Paper Prototypes
- Physical Prototypes
- Playable / Core Prototypes
- Complete Game Prototypes
- Art and Sound Prototypes
- Interface Prototypes
- Code / Tech Prototypes
Games in Physical Spaces
Discovery and Changing Perceptions
- blur and expose social norms
- transform the way we understand space
- re-contextual known behaviors around architecture
- Any object be in or out of the game based on the rules of the game
Local Politics and History as Design Tools
Authentic physical space and physical game content, take the world as is and make use of this context, and can lead people to areas to raise awareness of issues like homelessness.
Playing in Prepared Locations
Pervasive games exist inside space embedded with other contexts. Designers can leverage multiple layers of context:
- Location free (take a photo of yourself on any bench)
- Site Specific (depending on location elements)
- Site adaptable (played in a moving car, or a hotel)
Playing on The Move
Tools: waiting and moving at specific times to specific spaces; playing while moving; repurpose one form of moving for another form (riding the MTA in NYC like surfing)
Global Gaming
Tools: using virtual / online systems to connect millions of players; hiding clues around the globe players must collect and share; leveraging existing systems such as reddit or twitter to overlay a physical space. (Google maps hunts, MIT’s games)
Urban Expansion
Tools: exploring a rarely visited area (a trash dump, a beach shore); using social networks to pass hidden environmental clues.
Exergaming
whole body play, that can be physically challenging and demanding, can redefine how your body moves in space in a built environment, and can use sensory information in new and unexpected ways.
Designing for Temporal Expansion
Dormant Games
Player must remain peripherally aware of their game states; game can force you to have to become suddenly very active at any time, can react to changes in the world.
Temporally Ambient Games
The opposite of dormant games, these games become active only when the player wants them to be active. Features pull not push interactions. You can add the game world into your day when you wish and how you choose; like ambient music, you can bring it in and out of the foreground of your awareness.
Temporally Seamless Games
Completely integrating ordinary life with the game participation; if you do not know if your actions are relevant to the game, you end up acting like you are constantly in the game. Game must alwats respond in a diegetic way to players. These are a serious challenge to create.
MAGNET ADVENTURE !
Game Background
Two abandoned magnets🧲 meet in the waste dump; in order to change the fate of being destroyed, they work together to escape the waste recycling station.
Goals
🎯Players cooperate to solve the puzzles in the game and pass all the cards.
Rules
Elements in the scene can have many attributes, can be destroyed, can move autonomously, can also be magnetic, can also be electromagnetic induction…
Falling out of the scene or being destroyed will be judged as a failure, and the current level will be restarted.
Actions
Players can control left⬅️ and right➡️ movement, jump🆙, and flip🔄 the magnet.
Magnets🧲 can repel and attract each other, providing extra thrust.
Objects
🕹Scene trigger (platform lifting, opening and closing doors, portals, creating new scene elements, electromagnets, etc.), obstacles, reward elements (points/achievement items), booster items (protection from environmental effects), traps, interactive NPCs and many more.
Others
To improve the playability of the game, we consider adding a game achievement system, a game special item collection system.
Add the points system, change character skins or redeem CG through points. add an easter egg element to New Game+ to encourage players to explore.
Playspace
Tutorial Session -> Session1: Scrapyard -> Session2: Waste Sorting Line > Session3: Staff Office
Tutorial Session
Introducing the background story
Learn how to play
Session1: Scrapyard
Scene elements: discarded electronic products, cans, discarded carton
BGM:lively electronic music
Time: 0:00AM at night
Session2: Waste Sorting Line
Scene elements: garbage sorting track, sorting robot, waste, searchlight
BGM: Tense electronic music
Time: 3:00AM late at night
Session3: Staff Office
Scene elements: notepads, computers, desks and chairs, potted plants
BGM:Cautious jazz music
Time: 6:00 AM early morning
BGM
We found these background music that can be referred to:
1.https://freesound.org/people/joshuaempyre/sounds/251461
2.https://freesound.org/people/Magntron/sounds/335571
3.https://freesound.org/people/frankum/sounds/346193
4.https://freesound.org/people/Creeper_Ciller78/sounds/344995
5.https://freesound.org/people/anechoix/sounds/456797
Reference
We refer to the following games:
ibb & obb on Steam
https://store.steampowered.com/app/95400/ibb__obb
Mechanism on Steam
https://store.steampowered.com/app/645290/Mechanism
Rogue on Steam
https://store.steampowered.com/app/1443430/Rogue
Bird Game on Steam
https://store.steampowered.com/app/791700/Bird_Game
Tokyo 42 on Steam
https://store.steampowered.com/app/490450/Tokyo_42
Mechanism on Steam
https://store.steampowered.com/app/645290/Mechanism
About this Post
This post is written by Siqi Shu, licensed under CC BY-NC 4.0.