designing social worlds

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Designing Social Worlds on intrigue and interaction in live action role playing games (LARPS) Carl Heath GR Experiential Learning onsdag den 3 november 2010

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The past 20 years have seen Live Action Role Playing evolve to become a complex scene of games in the Nordic countries. The Nordic LARP scene has been a creative, dynamic and experimental environment where questions regarding the design of intrigue and interaction have been explored from many perspectives. Over the past years the knowledge within this subcultural context has spread into several academic fields, into the schools of the nordic countries, to the national theatre stages, into other types of games and also into mainstream media. During this keynote Carl Heath will take us on a journey into this subculture, on an exploratory path aiming to explain key elements in the design of the rich and complex social worlds that can be found within LARPs in the Nordic countries.

TRANSCRIPT

Page 1: Designing social worlds

Designing Social Worlds

on intrigue and interaction in live action role playing games (LARPS)

Carl HeathGR Experiential Learning

onsdag den 3 november 2010

Page 2: Designing social worlds

About GR Experiential learning

• Design games for the formal educational system

• Teacher training courses

• Execute gaming experiences

• Partner in research projects

onsdag den 3 november 2010

Page 3: Designing social worlds

Among the games designed...

• Live action role play on immigration issues in Sweden

• Live action role play on experiencing the Swedish Parliament

• Digital interactive narrative on EU issues

• Role playing game on consumer rights issues

• Role playing game on sexual and reproductive health and rights

• Card games on algebra

onsdag den 3 november 2010

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Prior & current research projects

• iPerg

• Mobile Learning Environments (MLE)

• AIREA

• GRowth

• GRO - crossing social borders in MMRPG

onsdag den 3 november 2010

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Background recepie

• One part educational specialists

• One part thematic expert

• Two parts game designer

• One part project management

• (if digital, two parts programming, one part design and one part interaction design)

• Blend together with an environment of research, education, international network

onsdag den 3 november 2010

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Swedish LARPS, intrigue and interaction

A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character. The outcome of player actions may be mediated by game rules, or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.

Wikipedia

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First games in Sweden in the mid 1980s

Few genres

Controlled narrative

Rule driven

Generic environments

onsdag den 3 november 2010

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First games in Sweden in the mid 1980s

Environment

Characters (rules)

Main plot

Sub plots

Start P1 P2 P3 P4 End

Planned event 1 Planned event 2 Planned event 3 Planned event 4 Planned Ending

Usually 1-3 possible outcomes

onsdag den 3 november 2010

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Early and mid 1990s - broader and deeper

Several genres

Semi-controlled narrative

Game Master driven

Complex environments

onsdag den 3 november 2010

Page 10: Designing social worlds

Complex environment

Characters (narrative)

Relationships

Social context

Main plot

Sub plots

Start End

Several possible ends and outcomes

Early and mid 1990s - broader and deeper

Planned event 1

Planned event 2

Planned event 3

Planned event 4

GM tool 1

GM tool 2

GM tool 3

GM tool 4

onsdag den 3 november 2010

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Late 1990s to present - exploration

Several genres

Complex narrative using a broad tool box

Story driven

Complex environments

onsdag den 3 november 2010

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Complex environment

Characters (narrative)

Relationships

Social context

(Main plot)

(Sub plots)

Start End

Several possible ends and outcomes

Planned event 1

Planned event 2

Planned event 3

Planned event 4

In game GM tool 1

In game GM tool 2

In game GM tool 3

In game GM tool 4

Late 1990s to present - exploration

Meta game tool 1

Meta game tool 2

Meta game tool 3

Meta game tool 4

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Basic GM pre-game toolbox

Environment design

Basic narrative design

Main plot design

(Sub plot design)

(Character design)

Typecasting

Event design

Prop designonsdag den 3 november 2010

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Basic GM in-game toolboxControlled characters

Controlled ”out of game” world

Controlled or monitored communications systems

Controlled props

Controlled environment

Event orchestration

Time management

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GM (or player) meta-game toolbox

Special function roles

Skjebner

Character controlled narrative

Shift of time and space

Controlled cut-scenes

Parallell narratives

Real world intervention

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Contrasting design patterns (Game Control)

Character creation

Game Master Players

Environment control

Plot design

Typecasting

In-game controls

Meta-game controls

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Contrasting design patterns (Character engagement)

RelationalPlot driven

Group Individual

External motivators Internal motivators

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Social dynamics and basic plot patterns

A player can only manage a given number of active intrigues or plot lines

A player can only manage a given number of active relations

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Social dynamics and basic plot patterns

onsdag den 3 november 2010

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Social dynamics and basic plot patterns

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Social dynamics and basic plot patterns

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Using LARPS beyond entertainment

Game System Game Theme

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Using LARPS beyond entertainment

Game System Game Theme

Technology

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Using LARPS beyond entertainment

Game System Game Theme

Technology

Pedagogy, marketing, politics, sales, etc.

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More on Nordic LARPS

http://www.sverok.se/in-english/

www.knudepunkt.org

www.nordiclarptalks.orgonsdag den 3 november 2010

Page 26: Designing social worlds

Carl HeathGR Experiential Learning

[email protected]/utbildningwww.grul.se

skype: carlheathwww.slideshare.net/carlheath

Thank you!

onsdag den 3 november 2010