My practical research seen through an ArtGame lens

Game Elements & Mechanics in research Art Games.

 

Pivot:

Game Elements:

Imaginary  Affordance:  The Musical notes that the people wear. Large A0 sandwich boards with the musical notation on that the participants wear. This makes them the musical controllers, it embeds them in the notes. It allows them to control the players and be in the art-game.  It allows the player to come into the game, acting as an interface between the player and the participant. Wearing the musical notes people pass into the world of the game. They are almost like the cards in the game of croquet in Alice in Wonderland.

 

Meaningful Breakthrough;  The participants learn how their turns control the player, that facing away allows players to move forwards but when they turn around and face the players, the players halt and play a different side.  They can also move along the horzontal, so focing their player to move across the field area between them. They see as they play the speed with which they should turns, and how long they can let the player move for in order to keep them at bay.  They have the ability to also send the player back if they see them moving, they can be playing, but not walking. They can see the relationship between the speed of their turns and the way to catch out players. They can also learn to listen for the player, so have a good idea when the player is close and they need to turn round. They must learn to calibrate their turning to create an interesting and exciting experience for both themselves and the player. They need to understand the players needs.

Destabilisation:   The music is in a constantly changing state. The players are unsure which side they will be playing. Walking and playing is also a vertiginous experience. The players standing away from the players bu hearing them approaching can be disconcerting. The constant turning one way then another also cause disorientation.

 

Collusion: The rules of the game require this, as the participant could easily win by just always facing the player, or turning too many times, or sending them back for every small movement. The participant though calibrates their behaviour to ensure some kind of equilibrium game experience for themselves and the musician connected to them.

 

Lusory Calibration:  There are a number of impositions to the playing experience. The players are made to move, they have to read the music from a turning person. There is distance between the notation and the player. The players cannot move when one side is shown.  The participants have to turn back and forwards in order to revel the notes to be played. The players have to find their last played part in the score when they see it again, so they need to remember where they were before it was turned away in order for the music to progress.

 

Amplification: The normally hidden notes that are only there for the audience to see, are broadcast as the visual aesthetic of the game. The simple tun moves are made greater by the impact they have on the players. Alongside the playing itself, the moves now of the players become a performative aspect.

 

Mechanics:  Participant: face forwards, face backwards, move along the horizontal. Seeing, returning.

 

    Players: Move forwards, stand still, play instrument, reading.

 

Interface:  Large Printed out copies of the Music worn by the Participants.

 

Word-Play:  

 

Game Elements:  
Imaginary Affordance:  The lines of text that are stuck onto the body. These are the mechanisms that allow the participant entry to the game.   They also help to change and bring the participant over into the game world. The free standing mirror, creates the gateway into the actual gameplay itself  Also allows participants to see themselves and their environment as part of the gameplay experience.

 

Meaningful Breakthrough:  The awareness of how you place the text causes the opponent to move in a certain way causing the placer to put the text in certain places. The reveal of the text forwards in eh mirror and made intelligible. .  

 

Destabilisation: The backwards writing, the release of which is by seeing it reflected, and requiring movement and stretching from those to see it, when also viewing the mirror, can cause disorientation.  The saying of the text aloud, language not normally used or fully understood by the speaker.

 

Lusory Calibration: The level of difficulty of the textual lines to say, alongside the difficulty of where the text is placed, in order to be read. The need to read the text in the mirror.

 

Amplification: The text on the bodies is visible to those around.  The Mirror reflect the movements. The reading of the text aloud in conjunction with large moves.

 

MECHANICS: Placing, moving, reading aloud.

 

Interface: Mirror

 

Components. Lines of text that are stickable.

 

SIGN LANGUAGE DUEL:

 

Game Elements:

Imaginary Affordance: Large Mech Hands, these allow entry to the game, are a prop to emphasise the signs undertaken, given a sense of empowerment, or having a special ability. Hav role play elements. . Free standing sign with images.  This marks out the space as a game area, and allows the players to see all the components they can utilise.

 

Meaningful Breakthrough: The learning of the various signs and how they can interact with each other, and which ones can cause a victory over the other ones. Learning and Understanding how to cast the various shapes using sign language.  Understanding how to manipulate the large hand in order to cast the signs.

 

Destabilisation:  Working with the enlarged hand can affect how signs are cast. Some of the signs require large moves.  The dual nature of suddenly turning around. Using Sign Language in a different way than normal.

 

Collusion:  The belief that the sign cast have the powers that they do.

 

Lusory Calibration: The large hands that need to be negotiated with, the ritualised structure of how the signs are presented.  The learning of the signs in order to cast them.

 

Amplification:  The signs that are cast, are often large and can involve the whole body, unlike in PRS.  The hands allow the signs cast to be seen from further away, enlarge the moves.  The free standing sign with all the moves on allows the gamut of interactions to be viewed.

 

MECHANICS:  Signing,

 

Interface:  Large hands.

 

Components;  Sign language aspects.

 

I DOFF MY HAT

 

Game Elements:

Imaginary Affordance: the doffing of the hats that are worn, to signify the start of rounds.

 

Meaningful Breakthrough:  By watching the repeating giff videos and working out how to do them, in order to move on to the next level.  Knowing when you have mastered the handshake but calling it too quickly can mean that pair losing out. .

 

Collusion:   Between the pairs as they try to master the handshake.

 

Lusory Calibration: The difficulty and number of moves in the handshakes, that steadily become harder and increase.

 

Amplification:  What can be quick and understated, a greeting, is made into a larger and more preformative event, with teams of pairs playing it.

 

MECHANICS: Hat doffing, handshakes, small victories,