The Fifth Annual Game Design Think Tank Project Horseshoe 2010 |
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Group Report: Designing Games for Many Colocated Players |
Participants: A.K.A. "Legion" | |
Matthieu Castelli, C4M |
Nick Fortugno, Playmatics |
Jeremy Gibson, University of Southern California | Olivier Lejade, Mekensleep |
Troy Mack, Disney Online Studios Canada | |
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The Concept Our group set out to explore the design space that occurs when many players are gathered in a single space. Examples include: the audience at a stadium event, moviegoers waiting in a theater before the film begins, etc. There have been repeated attempts to provide entertainment experiences for people who are forced to wait, but the game produced in these scenarios typically fall into a problematic mechanic we refer to as a “voting mechanic.” Our goal was to make a game that would actually be fun for the crowd given the realities of large scale colocated play. Our first step in this process was to define exactly what we meant by many colocated players. Obviously, crowds can range wildly in number and proximity. The crowd size could range from a dozen people in a queue to a Superbowl crowd of thousands. Also, the space the players occupy could be contained, such as a waiting room, or scattered in a location, such as throughout a museum. We feel that any of the options above present interesting game design challenges, We chose to focus on a more specific set of problems. We assume that the players will all be present in the same space and not scattered throughout a larger space. This meant that players would all be in the same area, largely looking at the same thing, and able to see the entirety of the game playing population. The number of players was set to groups from 20 to 2000 people with an eye towards games which would scale gracefully between these numbers. Identifying the Problems Our next step was to investigate why games of this type have historically been difficult to make. While there have been some interesting implementations of games involving trivia or other interactions, the majority of games in this space have fallen into the broad category which we termed "voting games". In these games, all the players contribute individual selections to choose something. These votes are then tallied and thrown into various buckets, and eventually, a single choice is made by the collection of all players' selections. Voting may be used to decide the answer to a question, the movement of an on-screen avatar, or the selection of a path through an environment. The group recognized, and it is generally recognized, that these voting games are not fun. Analyzing how voting mechanics work, we found some specific problems include the lack of the following critical elements:
In addition to the problems with traditional approaches to our setting, we also decided on some constraints that we felt were important to a game involving this many people in a contained space. The constraints allowed us to focus our design explorations and narrowed the problem set, giving us a nice box in which we could think creatively. The constraints we identified as important in this space were:
We began approaching the design process by defining a specific use case for these games. Our case study is set in a movie theater in the twenty minutes before the movie starts. We choose this case because it fits within all of our initial considerations and because it represents a genuine setting that would be interested in this kind of game experience. Currently, the entertainment in a movie theater before the movie starts is limited and not engaging, so a better activity would make the entire movie experience more fun. The choice of the movie theater brought us some further assumptions about the play of the game. Initially, very few people will be in the theater, and they will be spaced out quite a bit. As more people come into the space, the density of players will increase, though not all of the people in the theater will be playing. In fact, many of the people in the theater will have no interest in the game at all. Players will routinely be coming into and out of the game. The parameters of this movie theater case study are as follows:
With this case study in mind, we brainstormed several game designs which we felt would work well in this space. Each of these contains a list of the problems that it solves (of the ones we identified) and the constraints which it fulfills. BoggleProblems Solved:
Constraints Fulfilled
A grid of letters is shown on screen alongside a word found list. Players interact with their smartphone by selecting letters on the grid to compose words. The rules for word creation are the same as in Boggle. However, the first player to find a given word adds that word to the found word list along with her name. That player earns a certain amount of points based on the length of the word; other players can score that word, but earn less points. The winner is the player with the most points. Rhythm GameProblems Solved:
Constraints Fulfilled
Music is played, and the screen displays a variation of a DDR/Rockstar rhythm track. Each player follows a track and taps the beat or visual cues on his smartphone. Each player's score is based on the number of correct taps modified by longest consecutive correct taps. Players are organized into teams and teams score based on the collective scores of its players. Featured players are called out on the winning team as well as the overall high-scoring player. BattleshipProblems Solved:
Constraints Fulfilled
Players join by inputting their seat number and are given another player's name as a target. Each round, a player shoots by inputting a seat number. The game gives the player feedback how close and/or in what direction from that hit the target is. Once a player hits his target, he's given a new one. Each hit gives the player points based on how quickly the hit was made, and the player with the most points wins. A clumping version of this game could allow players to recruit any players they hit to their own team, and the winner of the game is the last clump. ThiefProblems Solved:
Constraints Fulfilled
The players are working together to catch a set of thieves that are traveling around the world. The world is represented on the main screen, and players act choosing a location on the globe to search. The moves are submitted through a local device each round. If a player lands within a certain radius of a thief, the crowd is told that player is close and the player moves on her handheld to a more local map to continue the search. To win a level, the entire player base must either catch the one criminal on the lowest-level spot with a certain number of players in the same move, or the players must simultaneously catch a number of criminals on the board. The players who perform the capture are displayed on the screen before the next round. Stadium Pac-ManProblems Solved:
Constraints Fulfilled
4 huge inflated balls are dropped in the audience, representing the Ghosts. A large spotlight illuminating the audience represents Pac-Man. So the audience collectively moves the balls towards the spotlight by passing it from person to person. If a ball is caught in the spotlight, Pac-Man is caught and the players win. The players lose if Pac-man is not caught within a time limit. The game can be expanded with power pellets that the spotlight can capture that make the spotlight dangerous to the balls for a period of time. ConclusionsAfter about nine hours of discussion, we came to a few conclusions about designing games in these spaces. Most of these conclusions were drawn from commonalities which we found in many of the designs listed above as well as those in the appendix below. These conclusions included:
Soccer Game - Audience members pick an individual player on their phones, and a virtual match is created with actual players from the match which is about to start. When a virtual player gets the ball, one of the audience members who picked them is randomly selected to pick the player's next move (e.g. pass, shoot, dribble). Handball of Random Players – A beachball variant, a virtual ball is bounced out to random players’ smartphones and the player has to hit a button to bounce the ball back to the center where a new random player is picked. Multiseat Tank – Players each have a role in a vehicle that they pilot around a central screen. One player could drive while another shoots weapons. This could be used in a collaborative or a team-based competitive setting. Worms Across the Theater - This pretty much became the Battleship/Assassin game but included different firing mechanics and weapons. Spotlight Drawing - A spotlight passes over the audience, and those who it hits hold up a red sign, leaving a trail of red in its wake. Mister X - One person is picked and must slowly release information about himself. Others try to pick him out of the audience. Virus – A large scale version of Pandemic, certain players are infected and try to spread their disease around the space while other player spread cures to stop the disease. The winner is the side that eventually takes over the space. Pit-like Trading Game – Players could have tradable elements on their smartphone that they then trade with other players in the space in real time to try to make sets. Group Tangrams/Human Tetris - Camera looks at the audience from the perspective of the screen. Players see shapes on the screen which they as the whole audience must make by holding up black or white cards. Scored based on how closely the audience matches the image on screen in a specific time. Slide Puzzle – Players could be selectively turning their locations on or off to allow an object to move around, or could be passing a set of objects around the space to make a certain shape. Ticket to Ride – Players team up to attempt to form lines of connected players between certain points. This is likely a collaborative game where players must complete the chain within a time period.
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