EMBEDDED GAMES


JOHN PAUL BICHARD


An exploration of gaming
in the everyday

2004 - ongoing
 
 

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Neighbourhood Games is funded by Proboscis as part of the Social Tapestries research programme http://socialtapestries.net


DATA TRANSFER


Player/Object Game Data
Key to the integration of a game across both electronic is
a means of transferring and interpreting data.

One method of recording, storing and retrieving user data quickly and economically is by using short data strings to either directly encode data or refer to chunks of data via a look-up table. This was used in early digital games where dynamic memory was limited or nonexistent. Encoded data can include waypoints, player stats, score, level and other game data.

The example below shows a simple code that could be associated to a player card. Data includes the game number, the card number and statistics or properties associated with the card, eg 'health' 'powers of observation' 'sneakiness´ and 'experience'

Map/Game Editor
a framework from/to which a game organiser/deisigner can develop game scenarios and ourput them in a ´real´format. In a framework such as Urban Tapestries, a map editior, custom layer generator and simple property editor would allow the game organiser to plan and map out the game, develop and organise assets then print out game assets and place them according to the neighbourhood game map. Players would simply keep track of game object codes when picking up and dropping off items or carrying out tasks.

Player/Object Location data
Whilst player stats and observed properties can be readily encoded, the location based element is more difficult to determine without access to a map, GPS or other locating device. One method of introducing location into the analogue game is for an 'online contact' (a player who has access to a PC or the game manager) to output a map with defined object or action location points. The map can be grided using letters across one axis, numbers along the other forming a simple grid system, in this way players can easily determine locations on the map and enter these local coordinates on a host (online contact) machine. The local map data can readily be associated to the global mapping coordinate system by simply using a map reference that is associated with a global coordinate and a scale factor to interpolate player input coordinates.

Local coordinate system

1 Physical maps
1.1 A high granularity map of the neighbourhood with a simple grid system – the map has a unique name and a zoom level associated to that name so that any location reference entered from the local map can easily be interpolated by the game framework.
1.2 Laminated maps posted around the neighbourhood - laminated game maps positioned around the neighbourhood where play is to be focused. Attached to trees, lampposts or other street furniture.
1.3 Chalked maps and indications - information and reference points chalked directly onto walls or pavements

2. Digital interfaces
2.1 Mobile phones
2.2 Street computers; commonly used for local information
2.3 Web phone boxes

 


copyright © 2004 John Paul Bichard. All rights reserved.
copyright © 2005 John Paul Bichard. All rights reserved.
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