Virtual Space design docs
Virtual Space — Love
As a few people probably already know, I’ve been playing a lot of a game called Love recently. It’s developed solely by Eskil Steenberg, a programming genius and all around nice guy.
I think Love is relevant to this module because it revolves around a procedurally related world, it’s very much the definition of a virtual space, which you can edit almost to your hearts desire.
The game world is constantly changing, with AI bases springing up and then being destroyed all across the globe, players build settlements which inevitably get wiped out by marauding AI.
It’s very much a virtual playground.
Virtual Space Assignment 2
Virtual Space
Assignment 2
Concept Proposal
Jacques Corby-Tuech
Proposal concept for an interactive game environment.
My proposal for the assignment is to create an interactive experience within a video game using either an external engine or a game’s modding tools. We looked at the Unity engine at college, which I thought was incredibly interesting. It was full of features but involves a great deal of scripting to create anything that resembles a game.
I then looked at the UDK (Unreal Development Kit) which recently became available to use freely. It’s an incredibly powerful piece of software, but far too complicated for my needs at this moment in time. I then looked at various games that could be easily and quickly modded. These included Valve’s Source engine, which has very powerful mod tools, but again, it looks too complicated. I then looked at the Morrowind and the Oblivion engines. At first glances, both are very similar, they both come with an incredible powerful tool called The Elder Scrolls Construction Set, which would allow me to add simple scripts and add my own game artefacts, while still being able to keep the existing game code and libraries. I’ve experimented with all of these engines and the Morrowind Construction Set is by far the easiest to use, while still maintaining the ability to create complex artefacts.
Because of this, I’ve decided to use the Morrowind Construction Set. Because what I’m creating is going to be a mod, and not a full experience, it needs to fit within the scope of the existing game. Within Morrowind, there are three joinable Great Houses, each of which has an incredibly distinct visual and architectural style.
House Hlaalu live within relatively modest looking houses with multiple stories.
House Redoran live within houses shaped like the insects that inhabit the continent of Vvardenfell, their headquarters are built within the hollowed out shell of a giant crab.
House Telvanni are again stranger, their houses and strongholds are built within giant mushrooms, grown from the earth, often using existing Imperial architecture as a central point to grow their own housing.
These architectural styles are a central point to the game, and it’s largely because of them that Morrowind is so fondly remembered.
Because of these reasons, I think it would be interesting to create my own town or stronghold within the game, keeping the architectural style of House Telvanni, whose giant mushroom and crystal buildings allow for a truly interesting space.
Another important feature of Telvanni buildings is that they are incredibly difficult to navigate, requiring player characters to be able to levitate to reach certain areas, with deep pits and wells throughout the structure that the player can navigate through. This serves to make the space more interesting, making it almost labyrinthine, and making the space an interactive environment the player can get lost and engage with.
Another way to make the space more interesting will be to add characters, and artefacts that create an ambiance within the game. They should of course, still keep to the same style as that already established within the game, so that immersion is not broken, while providing dialogue and an interactive environment. A way to achieve this would be to make this environment an abandoned stronghold, overtaken by the central enemies within the game, the objective would then be to recover the area, while discovering what it’s fate was.
With this in mind, I set about creating a chart to detail the questline that would bring the player character to the central stronghold.
- Speak to character X to hear about abandoned stronghold, told to go see person Y to gain more information.
- Find person Y, get detailed information about stronghold, including location.
- Find the stronghold, kill enemies, find out what happened.
- Go back to character X to tell them of your success.
This is relatively simple, and there is plenty of room for improvement, at the moment, with the quest as it stands, the potential story is incredibly dull, and not very engaging. To make it more interesting, we need to make more things happen. The stronghold falling as a result of betrayal would be one way to achieve that, with the end of the quest consisting of finding and killing the perpetrator. Another way to make it more interesting would be to allow the player to reclaim the stronghold for their own, requiring vast quantities of money and certain resources. This would then allow further expansion by adding retainers once the quest is completed.
With this in mind, the new quest progression would look like this.
- Speak to character X, who tells you about abandoned stronghold, and who tells you to speak to character Y to find more information.
- Find and speak to character Y, who will provide the location of the stronghold.
- Go to the stronghold and defeat enemies, main enemy will be carrying a piece of information which relates to the stronghold downfall.
- Go back to character Y, who will read the information and tell you to deal with the traitor within the house.
- Find and deal with the traitor.
- Go back to character Y who will tell you that now the stronghold is cleared, it can be reclaimed, though resources will be needed.
- Give required resources to character Y.
- Have new stronghold.
In this manner, we’ve now created a new quest which has a lot more depth, and more reward for the player.
More importantly though, there is now a direct reason and benefit for exploring the space, which otherwise may have remained unexplored if there had been no reason to go there.
Perry Hoberman
As asked by Mark last Monday, here’s some research on Perry Hoberman, in particular, his Bar Code Hotel art exhibit.
From Perry Hoberman’s own site.
Bar Code Hotel recycles the ubiquitous symbols found on every consumer product to create an multi-user interface to an unruly virtual environment. The installation makes use of a number of strategies to create a casual, social, multi-person interface. The public simultaneously influences and interacts with computer-generated objects in an oversized three-dimensional projection, scanning and transmitting printed bar code information instantaneously into the computer system. The objects, each corresponding to a different user, exist as semi-autonomous agents that are only partially under the control of their human collaborators.
Each guest who checks into the Bar Code Hotel dons a pair of 3D glasses and picks up a bar code wand, a lightweight pen with the ability to scan and transmit printed bar code information instantaneously into the computer system. Because each wand can be distinguished by the system as a separate input device, each guest can have their own consistent identity and personality in the computer-generated world. And since the interface is the room itself, guests can interact not only with the computer-generated world, but with each other as well. Bar code technology provides a virtually unlimited series of low-maintenance sensing devices (constrained only by available physical space), mapping every square inch of the room’s surface into the virtual realm of the computer.
The projected environment consists of a number of computer-generated objects, each one corresponding to a different guest. These objects are brought into being by scanning unique bar codes that are printed on white cubes that are dispersed throughout the room. Once brought into existence, objects exist as semi-autonomous agents that are only partially under the control of their human collaborators. They also respond to other objects, and to their environment. They emit a variety of sounds in the course of their actions and interactions. They have their own behaviors and personalities; they have their own life spans (on the order of a few minutes); they age and (eventually) die
Guests can scan any bar code within reach at any time. Each bar code is labeled (verbally or graphically), letting the user know what action will result. Each time a guest scans a bar code, contact is re-established between that guest and their object. However, between these moments of human contact, objects are on their own. This allows for a number of possible styles of interaction. Guests can choose to stay in constant touch with their object, scanning in directives almost continuously. Or they may decide to exert a more remote influence, watching to see what happens, occasionally offering a bit of “advice” to their object.
This piece of work sounds very interesting, and definitely ahead of it’s time. The idea of a room which you can enter, and then create an interactive artifact which changes are you interact with the room is very appealing. The fact that the generated artifacts are only ever partially under human control have some interesting connotations considering the nature of barcodes, subtly hinting at the fact that consumers are never in as much control over products as they’d like to be.
Murdoc
Been working since half 10, still got to finish the model, still got to bone it. Might be a long night.
Game Play at the Tate
I’m not going to be around for this one, but it looks like good fun.
Gaming culture takes over Tate Britain. From low-tech parlour games Charades and Werewolf, to performance and interactive media art with Blast Theory’s Can You See Me Now? Plus talks from presenters of Resonance FM’s One Life Left Ste Curran and Simon Byron, and experimental music from David Toop and Unknown Devices: The Laptop Orchestra — it’s all to play for.
When Panoramas go wrong
Some bad stitching here, missed one or two crucial screenshots so it came out badly.
Warning, big image.


















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