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Sep 22
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Re:Activism revision prototype #1

Problems to address:

  • quality vs. quantity strategy, racing mechanic doesn’t encourage engaging experiences
  • issues with phone use
    • don’t know how to use camera
    • memory
  • hard to verify challenges at the end of the game
  • no sharing of game interactions at the end of play
  • solidarity/sabotage card

Ideas from brainstorming:

  • having an item to act as the interface like MMSoba
  • inviting public to join team
  • adding a timeline narative
  • history detective kits
  • planning for a perceived surprise
  • starting each team at the same site
  • teams don’t all visit the same sites
  • handing off something from one team to the next
  • teams are assigned a specific decade/time period, cause, or location that all of their challenges are based around.
  • promote team collaboration

Detective kits:

  • location cards - photos of signigicant or recognizable objects at the site, each team would have 1 for each site at the start
  • protest/event clue cards - historical photo of event, flyers, plaques, etc; there are three clue cards of varying obscurity, each team wouldn’t start with the full set of clue cards at the beginning of the game
  • challenge cards - recreate the event, interview the public, invite public to join challenge, group collaboration


New game concepts to test:

Each team plays a different decade in history. All of their challenges surround significant activist events that occurred during their decade. Each team has a small number of sites to visit, possibly three, this makes the time/race element less intrusive on quality experiences.

Each team will be given a detective kit at the beginning of the game. The kit will have an envelope for each site that the team should visit with clue cards that guide them to the location and the activist events they should explore. All of the clues needed to complete the challenges are not in the team’s detective kit, some are mixed in with other team’s kits. There are two ways to get the missing clue cards from other teams. The teams can barter to obtain the cards or they can challenge the other team to a “spot challenge.” Spot challenges are created by the teams during game play and can encompass anything from physical challenges to collection challenges. If the teams agree to compete in a spot challenge, the winner gets a clue card from the losing team.

The kit also has various challenge cards that range from easy/low point value to hard/high point value. Challenges would vary from physical recreations of the event to interviews with the public. When multiple challenges are put together they create a holistic understanding of the event from different physical experiences and personal perspectives.

Some challenges would require the team to perform a challenge with another team from a neighboring decade. Ideally this challenge would be an event revelvant to both decades, showing how the events of one decade feed the events of the next.

The challenges will be recorded through video, voice recordings, and/or photos. The media created will be collected at the end of the game and mapped to a multimedia timeline of all the teams media. Together the timeline will create a comprehensive overview of activist events through out the decades and the play of the game. Ideally the media will be uploaded realtime while playing through smart phones and possibly geo-tagging. If the geotagging was realized the media could also be mapped to a collective location map as well.

To conclude the game players would meet back at a designated place and time to view the timeline they have created and share their experiences over refreshments.

* Alternative game play to be tested could also assign each team a specific movement to follow through the decades, for example labor rights or gay rights.

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