A Knight’s Mission
Many games nowadays engage with sophisticated design and user experience in visuals, sounds, and actions. We seek to develop a fun game focusing on this kind of interactive experience engaging mutual communications and jumping out of the boundaries of a stereotypical video game with controllers.
We aim to create a game that requires a player’s action and movement, in hope of making it more entertaining and fun. We plan to design an adventure where players take on and overcome every obstacle one encounters. With support of sound and visual aids as well as physical interaction, we hope it enhances the level of engagement for players. By the end of this week, we need to finalize on the details, and start prototyping that tests the feasibility of the codes with the mechanism of the sensors.
From the beginning of the semester, we have learned that interaction is a “process in which two actors alternately listen, think and speak”, according to Chris Crawford. And at the research phase, the interactive project “Future You” really impressed me by its deep, back-and-forth communication with the users. It’s a reflection of the user’s movement and will evolve itself over time into a more complex shape. It speaks to what a good interaction is: it reacts to what a user does, the user receives it and reacts back on top of the conversation, and the content of the conversation grows. We wish to build something based on this kind experience, and make it a fun game. A successful outcome should be intuitive to play, so the audience from kids to the adult is included, and entertaining. It engages a rich experience of a user’s whole movement, making the game responsive to the user as if they are communicating in a real life setting. Since we have designs like VR that are aimed for visual pleasure, future steps can lead to how to make the game experience even more real and exciting.
Works Cited
Crawford, Chris. “What Exactly Is Interactivity.” The Art of interactive design : a euphonious and illuminating guide to building successful software, No Starch Press, 2003, pp. 1-7.
“Universal Everything Creates Interactive Digital Installation for Barbican.” Dexigner, 24 May 2019, https://www.dexigner.com/news/32131.
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