EMBEDDED GAMES


JOHN PAUL BICHARD


An exploration of gaming
in the everyday

2004 - ongoing
 
 

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RESEARCH AREAS

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


NEIGHBOURHOOD SCENARIOS


The following scenario is in progress and once developped, is intended to highlight the ways in which a game model can function in a neighbourhood environment. As in most games, the areas of focus are: player roles, player rewards, game organisation and game outcome. However, in addition to this is the notion of evidence; when a player carries out an action, a trace of that action is left behind for other players to discover.

EVIDENCE GAME- IN PROGRESS

A neighbourhood embedded game that follows the classic 'whodunit' narrative model with the players or detectives presented with an environment in which clues and suspects are distributed. this game comprises a number of cards (and local) map that are organised as follows:

(Game Map) - local map relating to the game framework system showing the location of items and crime scenes in the area - this map is used to organise assets that are generated from the referencing framework.

Object cards - cards portraying objects that can be related to the crime or have some perceived value - card to include image, description and properties of the object.

Location Cards - these cards define the suspected crime scene or in-game location within which the crime could have taken place through description and image.

Evidence Tace Cards - these cards have to be dropped by players when carrying out transactions, they are the 'traces' that can be collected by other players.

Gameplay - in progress

The game can be played as either a device centric game on a system such as Urban Tapestries or by distributing game cards to players and in locations as defined by the local map.

 


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