======Reveal the story====== =====Ο στόχος===== AIM: improving Big design tension: between scripted games + user initiated authentic queries engaging interplay without constraining this behaviour Q: how much you need to stimulate dialogue, involve how speech-audio clues, paranoic characters, more ambient stimuli/opportunities for μάθηση (what does music in ancient Pompeii sounds like) values + facts =====Οι κανόνες===== There is starting point (quest delivered in a map location) & an end-point. Process in between is narrative. Different players have roles in encouraging info-cross fertilizing info enchange...?? model of user activity -> no set role but ad-hoc ??? =====Τα τεχνολογικά μέσα ή τα εργαλεία===== Layer application on winphone + audio cues / non speech audio, gps with audio triggering (music, cues-sounds-non speech audio) =====Μηχανισμοί===== Avoid VR immersion, ambient guidance + user initiated conversation + interaction. Fun element in dialogue, kinky/pervert/paranoid personalities little nuances (ie petty theft, scandalous behaviour, gossip in the open air toilet) =====Συμπεριφορά και αισθητικό αποτέλεσμα===== factual (i.e. songs) as well as comparison of principles/values, historical info ---- {{tag>designs:Workshop_III tag>designs:DEG 2011 tag>designs:04-06-2011}}