The first and most important thing that I learned about designing a venue is that it requires the employment of multiple areas of expertise; not just creativity. Math, Science, Physics, Business, exc. are all areas from which a designer must take into consideration when outlining a model for any venue. Another aspect pertaining to the construction of a venue that is paramount to its success is the fact that the designer must put himself/herself in the shoes of their target audience. Knowing who your target audience is going to be is essential in creating activities that they will enjoy. A constant shift of the story/game/play continuum will require the designer to manipulate certain elements in their venue in order to correspond with that target audience better. These are the most important generalities that I learned in Interactive Entertainment; now let’s explore that understanding on a simpler scale by studying what I learned in each venue.
According to a lecture in class, human beings are hardwired for play. This is the most important aspect on our continuum related to playgrounds. The essence of play can be split into categories such as intuitive, complex, and multi-sensory, and according to an article on future playgrounds, by incorporating bits of each, a designer can allow for a larger target audience. Although most traditional playgrounds do not incorporate much story into their activities, I learned that by basing the playground around a theme, children will relate more to each activity then if it were just bars, chains and rubber. By simply increasing the amount of story in a playground, an increase in play will ensue. By studying St. Ann’s Community Park in Saint Leo Fl. I recognized that one of the most important elements that a playground can offer is space. By allowing adequate space for children to interact in, a broader sense of imagination and activity will certainly follow. Children want their space, same as adults.
The first video games were stationed at carnivals and consisted mainly of pin ball machines and other similar mechanisms. Story and game are the most important elements on the continuum because play is grounded more in physical enjoyment. The video game I examined was Halo 2, and according to my observations, the most significant hook that drew me to that video game rather than another video game was its story. The story behind the game intrigued me so much that I wanted to complete the game in order to unravel it. During our class discussions on what makes a good video game, I came to the realization that a good consequences/rewards system is key to a game’s success. There’s a fine line that designers must take into consideration when developing the difficulty level and what that entails. A good consequences/rewards system will ensure that a player will be challenged, but dominant in the end.
The concept of the museum dates back to prehistoric times, even before language, when a picture said a thousand words. Throughout time, that concept has not changed. Museums today incorporate a wide variety of methods to translate past occurrences into present minds. The museum I visited was the JFK Museum in Boston, where I was able to learn a lot about what a modern museum shouldn’t be. The museum, although fascinating, did not cater to a wide variety of people and ages. I found myself at times becoming bored and uninterested in what the museum had to offer. Many elements played into this feeling. Game and play were missing completely, becoming a mostly story based venue. There was no interaction between the guests and the exhibits; it was all “look but don’t touch.” I understand that museums are meant to be informative, but that doesn’t mean that they can’t be fun at the same time. Discussions in class reinforced this idea, and I believe that many other people encountered the same discovery during their assessments.
The venue that, in my opinion, utilized all three elements (story/game/play) most effectively was the theme park. During class we discovered that the success of a theme park is grounded in its ability to deliver all three of these elements. The theme park I visited was Disney’s MGM studios. During my observations, I noticed that each attraction was based around a story of some kind; for instance, Tower of Terror or Rockin’ Roller Coaster. Once the story had been established, then game and play came into effect; and that is where the fun is. One simple aspect about the park that I learned contributed to its success was the overall cleanliness and organization. Having the ability to move people around the park effectively and in an orderly fashion is a testament to the design of the park. And maybe it’s just my OCD nature, but the idea of seeing very little trash on the ground is attractive to me.
There are many types of family entertainment centers, and according to my notes some of these centers include home style, communal, sports, party, road trip and escapist. Game and play are the two most prevalent elements from the continuum because family entertainment centers, by their very nature, are designed to bring families together in an interactive environment by playing games. Over the spring break my family took a trip to Pennsylvania where we visited a ski resort called The Seven Rivers Resort. The resort had much to offer, and it provided an interactive atmosphere for my family to enjoy. Based on the observations I made there, the most important thing I learned was that a wide variety of activities geared towards a wide variety of people is essential. The resort didn’t just offer adult entertainment such as skiing and hiking, but it also incorporated arcade centers, swimming pools, mini golf, and other activities aimed at more youthful guests.
I found it difficult to establish a dominant aspect of the continuum when examining the sports complex because play, game, and story do not pertain to the spectators. This realization actually resulted in a positive outcome as I was designing my sports complex. By incorporating digital technology and new concepts with a sport, I was able to offer the spectators a more interactive environment. For example, instead of just watching the game like a traditional fan, my venue encouraged fans to participate in the game in a way that would provide them with more influence and control. This was the most important element that I learned during my observations. A successful sports complex is one that allows the spectators to contribute to the game somehow. This transition would increase all three aspects of the continuum, which is what a good designer should always strive to do.
After playing the role playing game “Munchkin” at Sci-Fi City, I came to the conclusion that card based RPG’s are most likely going to be quickly replaced by more technologically advanced games that allow the gamer to fully interact with his/her character in a well defined environment. This idea was further reinforced after the class tour of the mixed and virtual reality labs. Although major advances in these fields will undoubtedly have to occur before such technology reaches the public, I still believe that this is the direction RPG’s are going. RPG’s, like video games and theme parks, integrate all three elements of the continuum effectively in order to achieve the desired result. Story especially remains the dominant element because it is what attracts the gamer to the game in the first place, and it is what keeps the gamer playing long after they’ve beaten the game.
One of the most important things that I have learned from this class, which is supported by multiple in-class activities, is the fact that two heads are better than one, and that the ability to work with a group of people is a major advantage in any field. Another major quality that I learned was that a good designer always puts themselves in the shoes of their audience, and that they must never forget who they are designing for.
FINAL ESSAY
Saturday, April 12, 2008
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