Pervasive play, immersion and story: designing interference

John Bichard, Annika Wærn
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引用次数: 44

Abstract

Pervasive games are games that are played in the real world---they are not played as a computerized simulation or on a limited physical game arena. The central attraction for pervasive games is that they offer the pleasure of doing things for real. The world is a vast and infinitely changing resource of content for pervasive games. Interference is a pervasive game playable by groups of 6--8 players lasting for a total of 3--4 hours and using both technology (such as GPS positioning and augmented reality) and human actors to create the full experience. In this paper, we describe the design goals for Interference and how these permeate through all aspects of the design of the game to create a coherent experience. Interference shows how an emotionally complex game experience can be achieved without resorting to ambiguity or deep role playing. The game has so far been staged on seven occasions and we briefly report on the experiences from those stagings.
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普遍玩法、沉浸感和故事:设计干扰
普适游戏是指在现实世界中玩的游戏——它们不是在计算机模拟或有限的物理游戏舞台上玩的。普及游戏的核心吸引力在于,它们提供了真实做事的乐趣。游戏世界是一个巨大的、不断变化的内容资源。《干扰》是一款普遍存在的游戏,可由6- 8名玩家组成的团队玩3- 4个小时,并使用技术(如GPS定位和增强现实)和人类演员来创造完整的体验。在本文中,我们将描述《Interference》的设计目标,以及这些目标如何渗透到游戏设计的各个方面,从而创造出连贯的体验。《干扰》展示了如何在不诉诸模棱两可或深度角色扮演的情况下实现情感复杂的游戏体验。到目前为止,这场比赛已经举办了七次,我们将简要报道这些比赛的经验。
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