October 7, 2005
Larry’s Assement of the Kid’s Team Interviews
Gory Mindless Violence
Seemed to be what the kids like the most in a game. Now, I am not one of those people that thinks bloody violence in a video game causes children to grow up to be axe murders. There have certainly been plenty of murders, serial killers, and all around violent crime long before video game a TV violence became a staple in the media culture. We discussed some ways to incorporate some goriness into the game, but I am not sure that this should be the focus of the group’s efforts. This is an interface/interaction design class, so we should be more concerned with the various aspects of the interaction between the users, the Eye Toy, and the game.
Other Music Related Video Games
Our game is going to be based on interactions that create music in a video game environment. Previous examples of games along these lines include Donkey Konga and Karaoke Revolution. Both of these games use alternative means to interface with the game. For example, Donkey Konga comes with a set of bongos that interface into the game play. A player must match various rythms in the music that are notated on the game screen. Karaoke Revolution uses a microphone that the player sings into. Both games score points on how accurately the player mimics the music being played during the game. Using the Eye Toy as an interface is a natural extension of the concepts behind both of these games. In our case, the player will be able to use his or her own body to control the music of the game. The question is, do we want to continue on the theme of these other two games and have the player try to mimic the music being played by the game, or do we envision another type of game plays that moves in other directions?
Kid ’s Team Input
So, besides gory mindless violence, what other ideas did we glean from our session with the kids? Amy pointed out in our debrief that the kids where more interested in the specifics of the game play then how their interactions would control the game play. I do not think that this is such a bad thing, and should not have been unexpected. Raskin and Norman both point out and strive to attain interfaces that are both mindless and monotonous. What does this mean? It means that user is not thinking about what they are doing, only about the task they want to achieve. When these kids talk about video games, they are not thinking about how the interface of a weapon selection process works, or what button shoots this gun. When immersed in game play, they are thinking ‘I need to shoot this guy with this gun this many times to kill him’. At this point the interface is transparent and the player is only thinking about the task at hand.
So I propose that we leave the interaction/interface design to the ‘future experts’ (Larry, Amy, and I), and use the kids ‘expertise’ in what makes a fun game. Of couse, this is the only way to do this, since the kids had no real input on interactions and interface issues.
Ideas From the Kids That I Liked
- Overall Story/Gameplay: I really like the idea that the player starts out as a nobody playing in sleazy bars in places like Podunk, Kentucky. They better the player gets and the more experience he or she collects moves him/her closer to the goal of playing some prestigious place such as Madison Square Gardens. This will give the player goals to work towards and serve as a marker of progress in the game.
- Head Cutting Contest: Being able to play head to head against other players is another desirable way to enhance game play. When playing music, this is referred to as a headcutting contest. Typically, to musicians alternate back and forth between solos, each trying to out play the other. If you have ever seen the movie Zoolander, you have seen a head cutting contest between two runway models. Although this example is not musical, you can get the overall idea of what this type of contest entails.
- Audition: This would be the tutorial part of the game. This is where the player hones his skills, readying himself for the big time. This part could take place in a garage or a basement, and the players parents or neighbors could periodically come over and yell at the player for being too loud.
- Audience Participation: Another great idea that came out involved the audience. When a player is playing below a certain predetermined skill threshold, the audience might start throwing things at the stage. This would require the player to ‘dodge’ the objects. The worse the player plays, the more objects he has to dodge. If he gets hit too many times, the screen becomes blurry and the player eventually passes out, and gets kick off the stage. Riots may sometime ensue. If the player improves his play during the ‘concert’, the audience that switches from throwing things, to clapping and cheers.
- Guitar Smashing: Its rock and roll. You should be able to smash a guitar somewhere in the game.
- Freebird: Somebody needs to yell ‘Freebird’ from the audience. This is a requirement.
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