Created by:
Jen Tarara
Grace Chia
Prarthana Panchal

Possible Objectives
The objective of this game is to learn about 20th Century Art. You will experience a social opportunity to learn from the artist and their comments about their own artwork and other designed items. You many even hear how non art has played an important role on why and how they create what they do. For instance, Robert Rauschenberg may have an argument with his father that will explain his experience from earlier that day when he found a stuffed rooster when he was considering making a piece dedicated to his father.

Player mode:
You can play alone or with people on the internet.

Goals:
To learn about the 20th Century Art and the interactions and influences of these artists and their contemporaries. Creating dynamic interactions in an experiential space.

The game beings with choosing your "experience mode":
* You are the host
* Choose a host
* Be an artist

1) Select a scene.

2) Invite your guests.

2) Design or alter the space. At any time you can replace any items like furniture, art or music. This can cause an array of reactions from among you and your guests. Even everyday items can appear to affect and artist mood or inspiration. The character or player will be able to use a phone, talk, call, touch items, talk to people, write, create art, reading, watch and listen. It will be like you are moving in the experiential space.

3) BEGIN GAME PLAY. The view will be available in two ways. 1st person or in the artist's perspective. You can add or delete your props. The prop library will popup and you can add or delete items. This will be limited to particular items that are a predetermined set that you already have. These can be constrained by decades or movement in decades.

4) You will be able to use and have certain commands with certain items. So each prop does something or makes you do something. The props will educate you and prompt you or suggest for you to take actions. The artist may offer his or her opinion about the choices you make. There will also be random spirits of deceased artists that randomly appear as you select certain objects. They will offer information and then fade out after making their comment.

5) You will see things happen that you wouldn't typically learn in a book or film. You will see two artists talk or maybe even fight.

Requirements
Media choices will include text, motion, stills, and audio.

The Text:
Descriptions of items in the 20th art/prop library. There will be short descriptions for each environment and for each person or identity you choose.

Motion:
The player will be able to move around the space touch items and move items. This player will speak, read, write, create, see, and listen.

Stills:
The props and setting of the rooms at any given time will be still. The view will be changed by the player in two ways.
1) From first person through the artist eyes
2) As a rotatable perspective view.

Audio:
Will be displayed when player speaks in space or to others. Or when he listens to any piece of audio played on a record player or television set (if and when television sets were available.)

Compelling Experience:
This is compelling because of the many different interactions that can be created at any time. There are random features that happen in certain combinations, like spirits, which happen with certain combinations, unknown to the player.

The design must use the technique of layered interactive content.
This is provided by your choice of character, set, view, and option to change props at anytime, as well as who you choose to invite.

Address these issues:
Navigation is organized with layers and that appears as needed.

How will the content be combined at play time
Layered menu options are changeable at any time allowing the user to constantly customize the space and experience.

What are the affordances provided to the audience for manipulating the experience?

Education, exploration and entertainment. This is an interactive environment that promotes repeated use because of the many possible scenarios.

What are the relationship(s) between the designer/author and the audience - Tour guide, facilitator, provocateur, librarian, boss, co-worker, museum docent, dictator, servant, etc.

The designer provides the space for the user to role play. This is kind of a tour guide.

What is the arc of the user experience?
Since there is a choice in experience mode, the player can jump right into a preset experience, or he/she can build/customize the whole game, starting with the environment.

Interaction with artists and other guests will provide some of the most interesting experiences of the game.
Is there an introduction?

Introductory interstitial will illustrate the possible experience modes."You have been selected to resurrect any artist of your choice who do you want to be. Or if you wanted to be an artist in the 20th century who would you be?"

Is there a summary?
Possible outcomes: You have made the papers and had THE party of the year...Your favorite artist made your portrait... Boo hoo no one showed up at your party and the room got burned down. You ended up romantically involved with another artist...

How long does the experience last?
The building time should take no more than 10 minutes. Most commonly in 5 minutes.
The game should last for at least an hour, or longer.

What control does the user have over the arc?
They can take the slow route and customize their party room - or they can jump right into a preset scenario, like "Warhol's Woodstock After Party."

What are the benefits of the interactions in the work? I.e. what does the audience get out of interacting, and how is this better or different from traditional media

Learning and experiencing 20th Century art that they can't get in a museum, class or book.