Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Thursday, May 03, 2012

Jenova Chen I just gave a short talk on collaborative play, torytelling and Jenova Chen's approach to computer game design. I might go into deeper detail in some future post, but for a bit of procrastination/research, have a go at Flow

Thursday, July 14, 2011

stadig et par pladser til Skovens Ånder

Der er stadig et par pladser til vores "Skovens Ånder" eventyr på lørdag.
AOA har et lille stykke om det her.


De rå masker er landet fra trykkeriet og siden billedet blev taget er de blevet maskificeret.
The raw masks have arrived from the printers and since the taking of this picture, they have been maskified further."

Tuesday, July 05, 2011


- kommer gratis i biografen

Den 16. juli inviterer en hemmelig klub alle børn over 7 år til at blive forvandlet til skov-ånder og gå på et magisk eventyr. Samtidig rydder ånderne, iført masker og nysgerrighed, lidt op efter menneskene og møder nogle af de andre åndevæsener der bor i skoven. Dagen efter er alle ånderne inviteret i biografen til at se den Japanske tegnefilm Chihiro og heksene.

Det er gratis at være med, men man skal tilmelde sig på www.schhh.org og der er kun begrænsede pladser.



English translation:

The forest spirits go to the cinema for free

On 16th July, a secret club invites all children over the age of 7 to be transformed into forest spirits and embark on a magical adventure.
At the same time the spirits, showing masked faces and curiosity, clean up a little after the humans and meet some of the other spirits of the forest. The day after, all are invited to the cinema to watch the beautiful Japanese animation 'Spirited Away'.

It is free to take part, but you must sign up early at www.schhh.org as there are only limited spaces available.

Wednesday, November 24, 2010

luddite web design

This post could be seen as a shameless plug of the new website of a secret club



But it's also an exploration of an idea born from a mistake: When I made the first in incarnation of the website, it was merely a splash, but I wanted a minimum of content so I added a pdf paper kit that you could download, but made a typo thereby creating a broken link, A secret club is about play and creativity, so this broken link became a riddle and I warmed to the idea of designing in this "wrong" way - you could easily figure out that "downolads" would mean "downloads", in fact, you might go one further and have a peak inside the "downloads" folder - you could add content here that would only be accessible to curious souls.

The idea of designing riddles that were based on very basic functions in the browser instead of clever flash could easily be expanded, URLs would not be clickable, you'd have to type them in, you could have QR codes that directed your mobile device to a site with instructions for you to type into your computer's browser - leading somewhere not accessible by smartphone, you could have text the same colour as the background, you could have several windows that would have to be placed next to each other in order to make sense. This would make the web more manuel, it would be walking by asking directions instead of by sat nav. It would be going to the library instead of googling. Not that I don't like sat nav or google, in the same way I don't dislike beer, I just like to drink other things every now and again.



When I designed the story for a secret club I thought I'd use these tricks, but it didn't fit in. The story is a fighting fantasy style mini-adventure that had been tested on Twitter and it involved you embracing a setting where you walked around a flat. Adding difficult luddite navigation would take you out of the fantasy, there are still some hidden features and harder to work out tricks, but they all fit within the concept of the story.



Furthermore, I was worried about the user, whether he/she/it would be able to figure it out and that's the really dangerous bit, something in me wanted to make this accessible to everybody, cater to the lowest denominator and that is a horrible thing. If we are are so obsessed with things having to be easy, we are going to be spoiled, if you're spoiled, you get lazy and ultimately you'll forget how to solve problems.

Friday, August 20, 2010

Tweeting Fantasy

Over the summer, I've been thinking about games and the current sketchbook is slowly filling up with ideas for playing and what games can be used for.



One of them started when I saw this splash on an issue of WIRED and ultimately was disappointed by it. In the mag, however, they did use the good old Fighting Fantasy system that really, really, REALLY rocked my world when I was a kid, so based on my own flat, I created a mini story in the sketch book as a test. Developing it, I thought of how this could be used to reverse the ARG thinking - they usually import a fictional world into the real world in order to connect you to a videogame, film, TV-show or whatever - my test had small bits of information about reality imported into the fiction.



I thought of the potential of this way of telling stories and there are some pretty decent things you can do with it - these will be revealed when they happen, but one that sprung to mind was:



I wanted to have the same sense of leafing through the book (or some of it) so I decided to ask a bunch of twitterers to join in and each host a segment of the story, leading them on to the next - At this point I was thinking about how the story could be used as marketing - how this could work as a way to get your target audience to visit certain places - obviously, this system can be linked to facebook pages, blogs, flickr accounts, websites for a more versatile system, I used Twitter because Twitter is flux - the story would be gone within an hour, or at least very difficult to find (I could have used hashtags if I wanted it to linger on.)



At a set time, my fellow storytellers and I tweeted first message, directing readers to the start, then a part of the story.



Marketing-wise, this generated very few new followers for the participants - I got a few, but mainly for the hype before the actual event, what it did was to tie the participants closer together, people checked out each others IDs, but non-participants reading the story did not, they focused on the story - probably also because of the Twitter pace - the fear of loosing something.

As for the storytelling in the twitter format, it works with certain kinds of stories, amnesia-stories are good, where you don't need any background, where you figure out snippets along the way. The system is very fragile - you're in trouble if one person forgets to tweet, so in order to make it work, I had created numerous IDs so I could re-route the story if that happened.

I'd like to thank my fellow storytellers: @sewkate, @tikaro, @nick_fu, @equisgarcia, @nerdmeritbadges, @ET_lives, @steveBussDK, @drhypercube, @p8tch, @guerilladrivein and @thisisnevermore

Prepare for "Running Fantasy"...