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. |