Re: [livecode] Avseq

From: Dave Griffiths <dave_at_pawfal.org>
Date: Tue, 20 Apr 2010 14:02:04 +0300

Sorry I was late to reply, but I think it's super - and I'm all for
deliberately arcane confusion :)

Just interested, do you find there are quite a large difference to do
with age groups visiting your installations?

I find even with confusing interactions, children need no explanation at
all - they even get annoyed if you try to explain, as they see it as
part of the fun...

cheers,

dave

On Tue, 2010-04-20 at 11:14 +0100, Tom Betts wrote:
> Hi Guys, thanks for the comments,.
>
> As for the spamming of notes, well it isnt really spamming but th
> eresult is fairly random. For each successive atom in a chain that is
> being exploded the player gets more points, at a certain threshold the
> atom exploding also activates the current sequencer cell it is over
> when it dies. Long chains have the possibility to activate multiple
> cells. Its only slightly under player control in that they can decide
> roughly when (and therefore where) the chains explode.
>
> The installation was deliberately arcane, perhaps too much so. I
> certainly wouldnt do the same for a downloadable. I was also trying
> to produce the interface without using any text, which I did (a few
> arrows but no actual phrases). This was a deliberate choice for its
> setting (and my research). TO be honest peopel do get the point pretty
> quickly if they spend more than a few mins trying stuff out (more than
> i expected actually). Instructions were placed by the controls but i
> didnt really mind if people worked it out or not, or rather I expected
> certain people to embrace it and others not to care. I mean many
> people understand chess but few want to play it... (wierd analogy i
> know)
>
> As for the visual confusion, again that was sort of deliberate, im
> actually keen for players to have to 'navigate' visual space in games
> as if it is an opponent itself. I dont think there is enough visual
> challenge in games (although maybe there is too much in livecoding?)
> for users/audiences. But thats just my current interests and only one
> approach.
>
> Ive got to write a sort of postmortem for my research so i might drop
> a link when thats done.
>
> cheers
>
> On 18 April 2010 10:39, evan.raskob [lists] <lists_at_lowfrequency.org> wrote:
> > Very cool!
> >
> > I like the idea a lot, and the gameplay is an interesting take on the whole "build-a-sequencer-in-a-game" idea.
> >
> > I do think it will be a challenge for people in a gallery setting. Are you going to play the demo video alongside it (with headphones)? That could really help, we've done that in the past to show people that its supposed to be interacted with, and how to interact.
> >
> > One critique - I do love the 3D-ness of it, but I think the 3D sequencer blocks in the background are a bit confusing when they interact with the exploding balls, because they seem to exist in slightly different 3D worlds.
> >
> > Cheers
> > Evan
> >
> >
> >
> > On 16 Apr 2010, at 09:09, Tom Betts wrote:
> >
> >> OOoops, accidentally forgot to change the subject heading.. damn gmail.
> >>
> >> Hi Gang,
> >>
> >> Not strictly livecoding, but in the same vauge structural world.
> >> http://www.nullpointer.co.uk/content/?p=370
> >> A game I've been writing..
> >> the link shows an installation version, but Im planning some download
> >> versions with a litle more user guidance etc.
> >>
> >> peas
> >>
> >> --
> >>
> >> Tom Betts
> >> ----------------------
> >> www.nullpointer.co.uk
> >> www.odessadesign.co.uk
> >> ----------------------
> >
> >
>
>
>
Received on Tue Apr 20 2010 - 11:19:35 BST

This archive was generated by hypermail 2.4.0 : Sun Aug 20 2023 - 16:02:23 BST