Posted February 03, 2024 by Skrambul
1. Play Methods (For each chosen Play Method)
a. Concept Convergence
c. We set a timer and came up with ideas individually, then shared them with the group, explaining our ideas. Then we voted on all the ideas we liked, narrowing down until we were left with one, which was a post-it note with only the words “war artist idea.” We then sat down and expanded on this until we had an idea for a game.
2. Game Concept: (Games through Culture)
a. We each presented part of the presentation, explaining our concept. We decided to use culture as game making material, in the sense that we are re-telling the story of war artists from the renaissance. The element of showing that artists risked their lives to paint wars may be surprising to some individuals, and the absurdity of our game will hopefully be comedic, by the way of casting culture in an ironic light. And through the storytelling of our game we hope to spark a feeling of what the player is drawing has some power, importance, or comedic effect.
b. We appreciated all the feedback, but felt it was very late to suggest major changes to our idea. One suggestion we really agreed with was to include variety in story outcomes, and another was to change the mechanic to a hiding function rather than a “killing” function.
3. Game Concept: Games for Culture
a. Our overall concept is that you are a war artist out on a battle field with your canvas, trying to depict a historical moment. You get points by keeping your paintbrush on the canvas, but you have to keep track of the war and make sure it doesn’t get too close to you. If you hear the fighting soldiers coming nearer in your left ear, you have to hide to the right, and vise versa (headphones are required). Over time you have less and less time to hide, until you ultimately die. Your artwork is then exhibited at a museum for everyone to admire. This may be unique because the game asks the player to play a war artist, which they do not experience in any other game. It is an unique opportunity to become a war artist for a while and experience how it might have been to risk their lives and document the war.
b. After the feedback we discussed what we could do to improve the details of our purpose - the purpose is giving the player an insight in how it might have been to be a war artist. It is to put more focus on the role of a war artist and to create awareness and maybe even make people think about this role in the future, when they look at war paintings - who was behind this and how he/she might did it.
4. Expert Council Presentation & Feedback Capture Grid
a. Our presentation:
Feedback Capture Grid:
Like: There were onboard from the beginning and thought it was a very nice and simple idea. They liked that the game gave the players an active role instead of a passive one, in the museum context. They also mentioned that it was nice to play as a creative painter.
Questions: They did not understand how the soldiers were pressuring the artist. They also did not understand how good you had to be to keep up with the moving soldiers and to paint everything you see every time you check. They wanted it to be done even simpler, but believed that it was possible for us. An idea: Maybe instead of painting it could be scraping the canvas to reveal a hidden painting.
Constructive criticism for forward design: Do you always get famous no matter how well you paint? Could there be different outcomes? Can the artist paint themselves out of the war and become warlord/victor?
Ideas emerging: Could you make something more realistic defense for the artist. Could you incorporate more war paintings? Can you make it interactive in a way? How fast can you hide/paint?