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research_report_groworld_dave [2010-02-03 15:45] – 82.181.215.205 | research_report_groworld_dave [2010-02-22 14:17] – davegriffiths | ||
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The aim was to explore a number of different areas: | The aim was to explore a number of different areas: | ||
- | * The player taking on the role of a plant, and therefore in some sense becoming one | + | * The player taking on the role of a plant, and therefore in some sense becoming one. |
- | * Using plants as inspiration | + | * Using plants as inspiration |
- | * Using games as a method of story telling | + | * Using games as a method of story telling. |
- | * Describing the complexities of permaculture through a game | + | * Describing the complexities of permaculture through a game. |
- | * Using multiplayer cooperation in a similar way as plants growing together for mutual benefit in permaculture guilds | + | * Using multiplayer cooperation in a similar way as plants growing together for mutual benefit in permaculture guilds. |
- | * Using plant guilds as a framework for a game world' | + | * Using plant guilds as a framework for a game world' |
- | * Developing and using human-plant interfaces as way to directly couple the game with living plants | + | * Developing and using human-plant interfaces as a way to directly couple the game with living plants. |
- | * Find ways of augmenting living plants with information from the game | + | * Find ways of augmenting living plants with information from the game. |
- | * Use the groworld drawings as inspiration and incorporate them into the game in some way | + | * Use the groworld drawings as inspiration and incorporate them into the game in some way. |
- | * Incorporate | + | * Integrate |
The problems we had to solve were involved with the design of the game, what most suited the aims we had in mind. On a course level, decisions had to be made based on questions like: | The problems we had to solve were involved with the design of the game, what most suited the aims we had in mind. On a course level, decisions had to be made based on questions like: | ||
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==== Methods ==== | ==== Methods ==== | ||
- | We met for many design gatherings, mostly in the foam studio. Between the meetings we communicated via the groworld mailing list, skype, and during | + | We met for many design gatherings, mostly in the foam studio. Between the meetings we communicated via the groworld mailing list and skype. During |
The work seemed to go through various changes of pace and focus. The start was about discovering the roles and expertise within the group, while at the same time trying to pin down a design, or at the very least a broad common theme that we could all work within. During this first phase we were also trying to answer the question of what technology we could work on together. | The work seemed to go through various changes of pace and focus. The start was about discovering the roles and expertise within the group, while at the same time trying to pin down a design, or at the very least a broad common theme that we could all work within. During this first phase we were also trying to answer the question of what technology we could work on together. | ||
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< | < | ||
- | I also wanted to try and take a well known game, and put it into a vegetal world. I also wanted to try playing a game from a plant’s POV, so I chose Tetris, and warped it around the trunk of a tree. The blocks represented nutrients coming in from the soil, which you fit together to grow your plant which is in the middle of the screen. Each row (or circle in this case) completed made your tree grow a little more. | + | I also wanted to try and take a well known game and put it into a vegetal world. I also wanted to try playing a game from a plant’s POV, so I chose Tetris, and warped it around the trunk of a tree. The blocks represented nutrients coming in from the soil. You fit the nutrients |
{{http:// | {{http:// | ||
- | During the second meeting this underwent some play testing, and Theun summed up the problem nicely - you don't think about plants playing this game, you think about Tetris. This made it clear to me that we couldn' | + | During the second meeting this underwent some play testing, and Theun summed up the problem nicely - you don't think about plants |
- | At this point I was convinced that we should be making a 2D game. It seemed like we would need a huge amount of material to make a world that was detailed and full of growing life. Producing this much content in 3D was going to be difficult, so it seemed much better | + | At this point I was convinced that we should be making a 2D game. It seemed like we would need a huge amount of material to make a world that was detailed and full of growing life. Producing this much content in 3D was going to be difficult, so it seemed much better to stick to 2D where we could use sprites and textures. This would also make the choice of a platform a bit easier to make, possibly an online one. |
{{http:// | {{http:// | ||
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I spent some time working on combining images of parts of plants combined with lsystems to see how detailed we could get. The results were much better looking than the 3D lsystems, and easier to control artistically. | I spent some time working on combining images of parts of plants combined with lsystems to see how detailed we could get. The results were much better looking than the 3D lsystems, and easier to control artistically. | ||
- | Meanwhile as a group we were also trying to describe in general what the eventual game could look like and how it could work. We discussed for long periods of time, and it seemed that people had quite clear ideas but we seemed to have difficulty merging them together into a clear shared design. However, after one of these long sessions Auriea and Michaël posted their [[tale of the plant dungeon]]. A lot of the ideas here ended up influencing the rest of the project. | + | Meanwhile as a group we were also trying to describe in general what the eventual game could look like and how it could work. We discussed for long periods of time, and while people had quite clear ideas, we seemed to have difficulty merging them together into a shared design |
Taking the ideas of a split between below and above ground from the plant dungeon, and a more cellular approach to being a plant, I had a go at making another quick game prototype. | Taking the ideas of a split between below and above ground from the plant dungeon, and a more cellular approach to being a plant, I had a go at making another quick game prototype. | ||
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{{http:// | {{http:// | ||
- | The idea is to pull energy from photosynthesis into the ground where it can mix with nutrients to cause further growth. Cells can be dragged around with the mouse and connected together. Photosynthesising cells (the green ones of course) convert photons (the little sparks) into energy which they use to divide, and pass on to the structural cells (the brown ones) which hold the plant together. You need to get energy from photons hitting the green cells above ground to the blues ones underground to make new cells. The problem I found pretty quickly was that it wasn't a particularly fun experience, moving little cells around with the mouse is tiresome, and it just felt like hard work. I wanted a ' | + | The idea was to pull energy from photosynthesis into the ground where it mixed with nutrients to cause further growth. Cells can be dragged around with the mouse and connected together. Photosynthesising cells (the green ones of course) convert photons (the little sparks) into energy which they use to divide, and pass on to the structural cells (the brown ones) which hold the plant together. You need to get energy from photons hitting the green cells above ground to the blues ones underground to make new cells. The problem I found pretty quickly was that it wasn't a particularly fun experience, moving little cells around with the mouse is tiresome, and it just felt like hard work. I wanted a ' |
{{http:// | {{http:// | ||
- | It was at this point that I had to pack up all these prototypes and take them to foam’s contribution to Ghent’s [[http:// | + | It was at this point that I had to pack up all these prototypes and take them to foam’s contribution to Ghent’s [[http:// |
{{http:// | {{http:// | ||
- | The most popular game to come from the Ghent lab was a dancemat powered pollination experience which seemed particularly | + | The most popular game I made during |
- | On a more technical note it also became apparent that despite having a sketch system working, lsystems were not going to provide us with the artistic control we needed to get the variety of plants that were being discussed. I did some research into putting drawings of small components of plants together in a way that was determined by the drawing, rather than an algorithm. This system was called [[pluggable plants]] which I continued to use in game prototypes | + | On a more technical note it also became apparent that despite having a sketch system working, lsystems were not going to provide us with the artistic control we needed to get the variety of plants that were being discussed. I did some research into putting drawings of small components of plants together in a way that was determined by the drawing, rather than an algorithm. This system was called [[pluggable plants]] which I continued to use in game prototypes as a nice way of getting interesting plants without |
{{http:// | {{http:// | ||
- | As a group we were now getting more in depth on the design process. We had the [[groworld story]] which gave us a good description of a world in which to base the game. However, we were still having problems forming a shared idea of what the end product would be. It was important we brought these strands together, so we tried various techniques to help: | + | As a group we were now getting more in depth on the design process. We had a [[groworld story]] which gave us a good description of a world in which to base the game. However, we were still having problems forming a shared idea of what the end product would be. It was important we brought these strands together, so we tried various techniques to help: |
- | * Making 'user stories' | + | * Making 'user stories' |
- | * Collaboratively drawing the game on a massive sheet of paper | + | * Collaboratively drawing the game on a massive sheet of paper. |
- | * Building | + | * Building |
- | I was getting concerned with a technical aspect of the game, the multiplayer part. With it looking | + | I was getting concerned with a technical aspect of the game, the multiplayer part. With it looking likely we were going to use fluxus more and more, and I had no experience of this area. It was time for yet another prototype - the [[groworld multiplayer prototype]]. This used jabber as it's communication protocol, which had the advantage that we would not need to maintain our own server. I also wanted to try a more developed world to put the game in, and had an idea of an old scrapyard being magically brought back to life by plants, so spent a few days learning blender and fixing bugs in the fluxus importer. |
{{http:// | {{http:// | ||
- | The project seemed to get a new surge of activity as Tale of Tales had time to spend on active development. A 2D hexagonal growth board game seemed like a suitable mechanic for us to concentrate on as a group. After initially agreeing to use the Blender game engine, which seemed good common ground between us, the pressure of time meant that results were going to be quicker | + | The project seemed to get a new surge of activity as Tale of Tales had time to spend on active development. A 2D hexagonal growth board game seemed like a suitable mechanic for us to concentrate on as a group. After initially agreeing to use the Blender game engine, which seemed good common ground between us, the pressure of time meant that results were going to be quicker if we worked in environments we were most comfortable with. The idea was that at the end of the time ToT had available for development, |
- | Despite this divide of environments, | + | Despite this divide of environments, |
{{http:// | {{http:// | ||
- | However, as we approached the end of the time which ToT were able to actively develop, there was a sense of disillusionment at the game we had created. I think this was mainly due to a feeling of gardening, rather than growing - managing a plant, rather than being one. I started to look again at creating a 3D world which concentrated on making the player see the world as a plant does, therefore | + | However, as we approached the end of the time in which ToT were able to actively develop, there was a sense of disillusionment at the game we had created. I think this was mainly due to a feeling of gardening, rather than growing - managing a plant, rather than being one. I started to look again at creating a 3D world which concentrated on making the player see the world as a plant does, called 'plant eyes'. While a lot of the things we had made were not transferable to a 3D world (the pluggable plants for instance) after making a quick prototype it was so nice to be back inside a world rather than looking at one from outside, it seemed the right decision. |
The first plant eyes prototype: | The first plant eyes prototype: | ||
+ | |||
< | < | ||
- | The general idea is that you start of inside the seed of your seed. You can then grow outwards and down into the earth, in order to locate and absorb nutrients with your roots, or upward and out into the air and attract insects with flowers that grow on your branches. | + | The general idea was that you start of inside the seed of your seed. You can then grow outwards and down into the earth, in order to locate and absorb nutrients with your roots, or upward and out into the air and attract insects with flowers that grow on your branches. |
- | I now had a period of intense work on this game prototype. There were also now more and more inspirational drawings being worked on for the groworld almanac. Nik and I were also given the opportunity to look at an area which had been mostly put to one side so far - human-plant interfaces. We led a workshop on plant sensing in Berlin, in which we developed hardware to sense light, moisture and temperature from a plant' | + | I now had a period of intense work on this game. There were also now more and more inspirational drawings being worked on for the groworld almanac. Nik and I were also given the opportunity to look at an area which had been mostly put to one side so far - human-plant interfaces. We led a workshop on plant sensing in Berlin, in which we developed hardware to sense light, moisture and temperature from a plant' |
{{http:// | {{http:// | ||
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< | < | ||
- | I tried as much as possible to take things from the earlier design decisions, such as Auriea' | + | I tried as much as possible to take things from the earlier design decisions, such as Auriea' |
{{http:// | {{http:// | ||
- | As we approached the final date of the grig event, work increased, I became more focused on the event and creating an installation. I stopped working on the multiplayer and game distribution | + | As we approached the final date of the grig event, work increased, I became more focused on the event and creating an installation. I stopped working on the multiplayer and game distribution |
< | < | ||
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==== Solution/ | ==== Solution/ | ||
- | We were able to display an impressive amount of work at the grig event, 5 game prototypes in all. I explained the progression and decisions at each point by discussing | + | We were able to display an impressive amount of work at the grig event, 5 game prototypes in all. I explained the progression and decisions at each point by discussing |
These are the aims that I feel we addressed in some form: | These are the aims that I feel we addressed in some form: | ||
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== The player taking on the role of a plant == | == The player taking on the role of a plant == | ||
- | This problem seemed to occupy most of our thinking during this project. The Tetris game demo failed because the game took over from the plant element, the hex game maybe took this too literally | + | This problem seemed to occupy most of our thinking during this project. The Tetris game demo failed because the game took over from the plant feeling, while the hex game was maybe too literal in turning the role of a plant into a collecting task. |
- | The primary intention of the plant eyes game was to play with this idea. Your view is restricted to the close space around the plant, you grow into space, and can see the rest of the garden from the plant' | + | The primary intention of the plant eyes game was to explore the idea of becoming a plant. Your view is restricted to the close space around the plant, you grow into space, and can see the rest of the garden from the plant' |
== Using plants as inspiration as an organisation model == | == Using plants as inspiration as an organisation model == | ||
- | We now have software released for integrating PLT Scheme (and by extension, fluxus) with the jabber messaging system as a result of this project. This allows | + | We now have software |
== Descibing the complexities of permaculture through a game == | == Descibing the complexities of permaculture through a game == | ||
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== Using plant guilds as a framework for a game worlds structure == | == Using plant guilds as a framework for a game worlds structure == | ||
- | The final Tale of Tales garden prototypes took the guild member plants and put them game world you could navigate. They were modelled in 3D and included growth | + | The final Tale of Tales garden prototypes took the guild member plants and put them in a game world you could navigate. They were modelled in 3D and included growth |
== Developing and using human-plant interfaces == | == Developing and using human-plant interfaces == | ||
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We built them, and got them working with the game, but never had the chance to design a way in which this information could be used in an suitably interesting manner. A lot of the problem here was due to the frequency of changes being so slow in the data. We worked on some ideas on how to slow the game down to match which were interesting, | We built them, and got them working with the game, but never had the chance to design a way in which this information could be used in an suitably interesting manner. A lot of the problem here was due to the frequency of changes being so slow in the data. We worked on some ideas on how to slow the game down to match which were interesting, | ||
- | == Use the groworld drawings as inspiration and incoporate | + | == Use the groworld drawings as inspiration and incorporate |
- | All the later prototypes | + | All the later prototypes |
==== Discussion ==== | ==== Discussion ==== | ||
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These are the things I would like to look at changing if we were to undertake a similar project: | These are the things I would like to look at changing if we were to undertake a similar project: | ||
- | * More use of computer-less prototyping, board games, lego, drawings | + | * More restrictions, |
- | * Less 'open debate' | + | * Less 'open debate' |
- | * More restrictions, | + | * More use of computer-less prototyping, board games, lego and drawings. |
- | * Doing the user stories at the start of the project - we didn't talk about our audience much at all until this point | + | * Doing the user stories at the start of the project - we didn't talk about our audience much at all until this point. |
- | The plant eyes prototype I worked on formed an end result I was pleased with, but it never really felt like it could stand alone as a game. The main reason for this is that it remained a test of a game mechanic, a way of growing into space and a achieving a disorientating feeling of becoming another life form with different | + | The plant eyes prototype I worked on formed an end result I was pleased with, but it never really felt like it could stand alone as a game. The main reason for this is that it remained a test of a game mechanic, a way of growing into space and a achieving a disorientating feeling of becoming another life form with different abilities. To make into a game it would take surrounding this growth mechanic with a richer world, problems to solve and ideally, other human players to interact with. |
Most game projects only attempt one or two new things on top of existing well used and understood game mechanics. We could not get away with such a strategy here, as it became clear that we needed to invent a whole new set of mechanics and problems relating to plants in order to achieve the feeling of being the plant, not just managing one. This seemed central to the idea of the groworld project. | Most game projects only attempt one or two new things on top of existing well used and understood game mechanics. We could not get away with such a strategy here, as it became clear that we needed to invent a whole new set of mechanics and problems relating to plants in order to achieve the feeling of being the plant, not just managing one. This seemed central to the idea of the groworld project. | ||
- | I certainly feel like we approached the project in broadly the right way. I fell into a process of prototyping | + | I certainly feel like we approached the project in broadly the right way. I fell into a process of prototyping |
- | On balance | + | I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, |