The brief was to create an alternate universe and introduce the players to it through a treasure hunt. We had to use two virtual and two physical items.
My group got hooked on the butterfly affect. We wanted to take something that had happened in the past and change it so the future, the world we live in today was different.
First we decided to have Nixon killed while he was visiting Mao causing a nuclear war. In today's time most of the world would have been a wasteland. New Zealand ( blogger doesn't believe Zealand is a word x_x) would have been a superpower because we were far away and had the resources to be self sufficient.
We modeled our journey around doing a USB drop, where a USB is left somewhere and the players have to find it and plug it in. Because we wanted to use this at one stage of our journey we decided to make the rest of the journey about why it had been hidden, what was on it and why you had to find it. We ended up with the USB having the cure for radiation sickness on it, the cure having been discovered by a government scientist. The player was brought into this world by the government group the scientist worked for because the guy had gone missing. As the player followed the clues they would have found that the scientist had been kidnapped by terrorist.
When the player was brought into the world they would be told their two targets. Save the scientist and find the cure to keep it our of terrorist hands. When the USB is discovered the player realizes that they can only follow one. It was a moral choice of either saving the scientist or saving millions by giving the cure to the government.
We then talked to our tutor Maggie who talked about the game being immersive. Instead of making a world and placing the player in it, effectively telling them that 'this' is the world as we know it even though if they looked outside they would see it isn't, we decided to keep it a secret.
We changed it so that it was the Cuban Missile crisis that had started the nuclear war.We then made it so that people had gone underground to escape the radiation.
First we decided to have Nixon killed while he was visiting Mao causing a nuclear war. In today's time most of the world would have been a wasteland. New Zealand ( blogger doesn't believe Zealand is a word x_x) would have been a superpower because we were far away and had the resources to be self sufficient.
We modeled our journey around doing a USB drop, where a USB is left somewhere and the players have to find it and plug it in. Because we wanted to use this at one stage of our journey we decided to make the rest of the journey about why it had been hidden, what was on it and why you had to find it. We ended up with the USB having the cure for radiation sickness on it, the cure having been discovered by a government scientist. The player was brought into this world by the government group the scientist worked for because the guy had gone missing. As the player followed the clues they would have found that the scientist had been kidnapped by terrorist.
When the player was brought into the world they would be told their two targets. Save the scientist and find the cure to keep it our of terrorist hands. When the USB is discovered the player realizes that they can only follow one. It was a moral choice of either saving the scientist or saving millions by giving the cure to the government.
We then talked to our tutor Maggie who talked about the game being immersive. Instead of making a world and placing the player in it, effectively telling them that 'this' is the world as we know it even though if they looked outside they would see it isn't, we decided to keep it a secret.
We changed it so that it was the Cuban Missile crisis that had started the nuclear war.We then made it so that people had gone underground to escape the radiation.
New Zealand was a top secret experiment initiated by said people to see if the topside was livable. In our journey, this is all discovered by a guy called J. Crawford. The player was initiated into our alternate reality by a crazy looking man who shoved a piece of paper into the players hand, babbled something about being enlightened and was chased off by two men. The piece of paper was covered in mad scribbles but it also held a website for a video blog which the player went to. This video blog explained who the crazy looking man was - J. Crawford - and the situation. He also talked about seeing a wanted sign of himself that was the next stage in our journey. On the Wanted poster was a reward and a OR code.The QR code lead to a newspaper website with a video article showing some CCTV footage of Crawford bomb diving some bushes.
When the player went to said bushes they found a USB stick, on which there were mostly corrupted files.The only file that wasn't corrupted was a medical file for Crawford from an insane asylum. On this there were instruction to either go to the CEO of the Asylum with the USB were you would get a reward for bringing in information on him, or go to Crawford himself. If the player went to Crawford location they would see signs of a struggle and an ID tag that lead to another room. In that room you would see Crawford struggling with the two men who chased him off earlier. One would ask for te USB and when you handed it over Crawford would break free and you would escape.The main problem we had were with the quality of the artifacts, which looked amateurish and last minute due to print outs being black and white, the news article being shaky, and lacking volume, and the actions could have done with some rehearsal.
The other problem was that the player had half an hour to finish the journey that they didn't get to take in all the detail we had on our alternate reality. This also cause the moral choice between choosing the reward, or helping Crawford got lost. This also caused the fight at Crawford location to be over looked, this and the fact that the player came through a different door meant the the actors where blindsided and unsure of what to do. This wasn't helped by the player wasn't sure what was going on.
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