Wednesday, November 28, 2012

Part of the game, as in YOU are part of the game.

Once entering the play area, you're stepping into an imagination game, that will continue with all other players until the end of the game or you exit. Out of Character messages are written around the area for direction as needed.
It is impossible to break character, even when claiming you aren't playing the game.
The same Out of Character messages begin blurring the line, becoming "in character" and being used as a warning to go to a different room than being instructed.
Example
INT: IUPUI
(Player 3 enters the play area, someone with a STAFF shirt stands nearby, slipping them a note.)
Player 3: "Hello, so what is this?"
"STAFF": "This is a game, everyone is always playing, except me of course. Read the signs if you feel confused."
Player 3: "Thanks"
(The note says something to the effect of "Go to room 225", the first OOC sign agrees with the note.)
(Player 3 arrives at room 225 and is greeted by someone else in a STAFF shirt.)
"STAFF": "Hello this is my Capstone,  check out my website."
(When Player 3 reads the website it has a few OOC boxes, one of them warns that people in STAFF shirts are playing the game. Instructs the player to head to room 255. Player 3 stands to leave.)
"STAFF": room 245 is next on the tour
(Player 3 is handed a note saying as much for reminder.)
How to? Players will eventually be guided to every exhibit? How to keep a strong interactive feel if visiting all rooms?
Extra rooms? "Failure" means extra rooms? So have two or three "fake" exhibits.
How to? Decide if this game needs metrics, what they would be and why. Can player's actually don STAFF shirts?
At the end, the player is always congratulated and told they won. This is Noir after all.

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