This is the first collaborative I’ve done, it was an opportunity to work with students from other courses in the college. Game design students who study how to set up game rules and coding and Interaction design students who have rich imaginations and did installations that interact with people.
Designing a game for me is hard at the beginning because I seldom played games before, despite electronic game or physical game. It’s a whole new area for me which I know that it relates to art and design disciplines but I was really uninterested in. Not all things have a reason, I just won’t spend my time on playing games, as well as that I do not appreciate Andy Warhol. But in the process of cooperation, I realised that design a game is much more interested that I was thought before. And communication is interesting as well.
The first meeting we got is at the beginning of the second term. We like “the day never ends” and “missing shoe” for the name, and we discussed almost all conditions to see which one is the most suitable for the name but we came up with no ideas. Then we decided to consider it creatively, which means forgot the condition temporarily and think “what if …?”
Then as a foreigner, I found that “missing” and “shoe” are two tricky words which both have different meanings. Shoe could be another object, even a person.
I got my initial idea, which is that we told players this game is to find the missing shoe and that’s all. And provide them crosswords or some other clues to let them find that the shoe is not a shoe but something else. it could be a person or a hat maybe. The crossword could be objects in the room like the wall the chair or someone’s name, and when players finish the crossword, every first letter could be read as “This is not a pipe”. And players need to realise that they have to translate it into English and they maybe know that the shoe is not a shoe. Or maybe is something could be shoe but normally people won’t think like that.
Then I did some research on how to design the crosswords and I realised that it’s much more complicated than I thought before. Still tried to build a simple one.
When players finished the crosswords, rearranging coloured squares.
After that, I did some research about urban games and I found an interesting one. And that made me re-consider of the location of this game.
Rider Spoke invites the audience to cycle through the streets, equipped with a handheld computer. You search for a hiding place and record a short message there. You can also search for the hiding places of others and hear their answers. What really inspired me is that they cycle in this familiar city at night, where you’ve given yourself up to the pleasure of being lost. Occasionally into a place you have always been pass by but never noticed, that kind of pressure is absolutely memorable.
‘As you roll through the streets your focus is outward, looking for good places to hide, speculating about the hiding places of others, becoming completely immersed into this overlaid world as the voices of strangers draw you into a new and unknown place.’
This game puts the environment as a part of the game, or we could say that this game is based on the environment. You go somewhere, say something and go to another place to find. That’s similar to our game idea. To break the boundary between digital game and physical game, we want to take one more step to make the game more physical, which is a game happened outside.We choose the shopping centre there’s a part of the reason is that this is a place where gathers a different kind of stores. People who play this game are connected, also they are connected with the shopping centre.
I’ve thought about using crosswords to realise this, even if it’s common in the economic model.
Asymmetric information obtained by players can increase the fun of the game. As suspects (be a part of the game), we got more information than players. Also, this situation can happen between players.
Crosswords/Puzzle/Yes or No
A good puzzle is neither too easy nor too hard for its audience. A perfect puzzle should have just the right level of difficulty, giving the player a sense of challenge without being discouraged by too much difficulty. A good way to get a puzzler to do this is with breadcrumbs. Tips inside or outside these puzzles guide you closer to the answer step by step.
I did the layout and design of the zine and its cover. It’s a reasoning game so I want the zine looks more “suspensible”. I use photoshop to add some effects on the cover. Also, there’s a chance for me that output
The collaborative design game experience is memorable. Members have different backgrounds, personality and related knowledge, we all come together to discuss a workable solution and put into operation. There are parts of mutual accommodation, such as the meeting time, or question the thinking of others. We have a clear division of labour, everyone doing what we are good like. Our gamemaster is Ryen who is an outgoing person. He could make the game more fun. I more like to do something that related to design, consider that we have barely digital part in this project. Overall it’s a good opportunity to improve communication skills and ability to solve problems quickly.