Posted April 01, 2025 by NoirQS
In the Play phase, we focused on refining and combining our ideas into a (shared) concept. The three ideas, evolved from the Experience phase, are:
Concept Convergence
Based on our previous ideas and through group discussion, we focused on incorporating gameplay elements of the other two ideas: fast-paced interaction and recognition of disinformation. This helped us find a balance between narrative depths, focusing on a single concept.
During the group discussion, we thought of the possible gameplay mechanisms and game situations: stamping articles, dragging parts to uncover redacted info, time pressure simulations, government and population reactions. This helped us imagine how documents could be overlaid with AR elements and objects to use for AR interactions.
Future Culture Worlds (light version):
We discussed how the AR space would feel, but we are not sure we can achieve it: a small desk, scattered documents, virtual newspapers, and an immersive ambient soundscape (e.g. ticking clocks, muffled protests outside). We imagined that some elements can slowly change based on their decisions and the mood level of both governments and population.
Gameplay Loop:
Values & Cultural Integration:
The feedback from the expert council was generally positive. They found the concept promising, both in terms of its empowering gameplay and its potential to deliver a powerful narrative.
One concern raised was that players might not feel fully immersed or connected to the game world without some initial context. This led us to explore ways to better introduce players to the story, such as a short in-game introduction clarifying the player’s identity and role, or through physical objects and media available at the stand.
There were also suggestions regarding the game’s connection to cultural heritage and artworks. These started a discussion about how to strengthen that link—whether by adding such elements directly into the gameplay media, or by taking a more radical approach, like making the player a painter instead of a press officer, or setting the story in the past rather than a dystopian future.