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In this hands-on presentation, you’ll get the chance to try out Morbus Delirium, our new choose-your-own-adventure game for the Montreal Science Centre which launched in March, 2017. In the game, players have to find the cure for an infectious disease that is invading Quebec and the world. To stop its spread, players (target range 8-14) choose their own narrative all while examining pathogens, identifying symptoms, travelling back in time, locating patient zero and finding a vaccine. During the presentation, we will lay bare all of our challenges and opportunities throughout the 16-month development cycle. We’ll also put together a list of best practices based on our experience for working with museums to make serious games.
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Opportunities & Challenges for Creating a Transmedia Museum Experience
Our mission is to create unique & memorably playful experiences.
Montreal based 2014 Pascal Nataf CEO Game design teacher Kim Berthiaume Creative director Ux teacher Avery Rueb Educational Market Project Manager
summary 1- Project description 2- “3” challenges encountered & solutions 3- Take aways
I love roman history… But this exhibit didn’t have enough context
General problems 1- Missing Storytelling 2- No scaffolding information 3- No take away 4- No follow-up
Montreal Science Center Montreal, Canada.
Goal Keep track of user’s data Take away – Building Experiences Incentive to go visit the Montreal Science Center Accessible for everyone
Challenge #1 For each expert, their knowledge and experience is the most important.
A 1 hour game about… IMMUNITY, making a VACCINE, pathogens, transhumanism, DNA, Genomics PUBLIC HEALTH actions, contagion, difference between VIRUS and BACTERIA, History of CANADA on Pandemics, biohacking, etc.
Solution#1.1 Making sure everyone has a common approach and vocabulary
Gamestorm tool • Empowering non-game designer with game design thinking • Maintaining one vision • Selecting key elements / key concepts • Scaffolding • Choose appropriate game mechanics & dynamics
Result Clear vision of the game for everyone 3 core scientific concepts
Challenge #2 We often forget the most important person in the development of a game : the user
Our users …Are 8-14 years old …Have different Level of knowledge In science …Love killing zombies …Like gore atmosphere …Find Katniss Everdeen “badass” …Want to be suave like James Bond
Solution#2.1 Playtesting
Result Aesthetics preferences Understanding of scientific concepts Filtering concepts Collaborative Design
Challenge #3 Bridging a digital game and a physical exhibit to create an integrated experience for everyone
Technology Time for an exhibit: 40-55 minutes Time spent in one place: 40-90 seconds
Technology NFC Tag RFID iBeacon Blutooth Geolocation
Solution#3.1 iBeacon Accessible for all devices
Solution#3.2 Social & Sharable experiences Holograms
The future of museum In conclusion : 1- Changing museum experience 2- Storytelling, intelligent integration of technology 3- Follow-up 4- Integrated solutions
The future of museum In conclusion : 1- Bring together all stakeholders to understand the core vision of the project 2- Users are at the core of the project 3- Accessible and elegant technology solutions (non-invasive, user friendly) 4- Sharable user experience built in emotions & fun
A look at some museum experiences from Around the world Around the world
Cooper Hewitt – Smithsonian design museum Washington, D.C, USA.
Energy Experience Centre Aurich, Germany.
Antwerp museum rubens house – classical art Antwerpen, Belgium.
Acropolis museum – Archeological museum Athina, Greece.
www.Affordancestudio.com @Affordstudio Thank you! Avery Rueb avery@affordancestudio.com