Friday, December 16, 2011

Virtual World Concept Design Proposal

1. Title: Project Niche

2. The Big Idea: Virtual clubhouses for niche groups.

3. Target member: Project Niche would be aimed at primarily at people who would like to be part of some kind of group or community, but whose physical location limits or prevents them from doing. Whether it’s amateur writers looking for a group to join or artists looking for criticism, Project Niche is a series of virtual rooms, or ‘clubhouses’, which cater specifically to groups.

Since there are almost as many niche audiences as there are stars in the sky, Project Niche should therefore cater to as many different types as possible, making the service easy to use yet useful to the more advanced individuals. Among other things, computer ramifications would have to be pretty low; a basic graphics card and access to some moderate-speed internet would be necessary, but as long as you weren’t trying this on a 1995 computer with dial-up, you should be good.

I’m especially targeting people who are, on whatever basis, isolated by circumstance – perhaps individuals who cannot easily leave their homes, or whose tastes are not widely shared by people in their own physical environments. These might include anyone from artists who live in a primarily non-artistic community to persons with a flair for bondage who would like to meet others who share their particular tastes.

4. Value Proposition: Project Niche’s target members are people who need to overcome the physical limitations of actual distance, or possibly social insecurities. They need to feel that they are interacting with other people, whether as a themselves or as a virtual character, not just engaging in a glorified chat program, and find real social rapport and feedback from virtual friends and acquaintances.*

5. World Design Feature Categories:

a. Self: Since the point of this virtual space is to bring people with similar goals and interests together, the Personal avatars would be customizable, but not terribly so. The available avatar customization options would be limited to pallets and instruments available in real life (in other words, no blue hair or purple skin). Costume options would be available as accessories, but these would not be native to the characters and therefore “removed” in locations where costumes weren’t allowed (a costume would be distinct from “normal attire”, which would default in the event of such a removal). In order to further emphasize connection, most action would take place in first person to de-emphasize the avatar as an accessory and emphasize its role as bringing you, the user, to other users.

b. Place: The clubhouses, on the other hand, would be highly customizable spaces intended to serve the needs of their users. Writers could meet in a pub, or on top of Mt. Vesuvius. Painters could share their artwork in the penthouse suites of skyscrapers. For clubs that would want to host public events, auditoriums, theatres and other types of locations would also be made available.

At their most basic, these would consist of a ‘sky’ background (which may also include a cityscape or a plane below, depending on the setting), along with a “room” (navigable space) where the avatars could mull around as they met. The size, contents and other elements would be left to the owners – One could, for instance, meet in a space designed to look like a cloud-bank with the ‘world’ miles beneath them. The in-game economy would emphasize room customization over avatar pimping.

c. Purpose: Project Niche’s primary purpose is to give its users a means to connect with each other and express themselves about various specific issues, ranging from the mainstream to the obscure and even strange. Project Niche is a place for people to find other people who share their interests along with finding ways of showing one’s work or skill and gaining feedback in a more intimate, personal way than the average hosting website.

In addition to navigating virtual spaces, whether by manually moving the avatar or ‘zipping’ over to a pre-defined location, other features would be added to smooth out the experience. Under certain conditions, club admins could implement a “rating system” when appropriate, and allow members to rate each other based on certain criteria. “Projection Boards” could also be added to display works to group members, whether video or still, in the style of a slide show or home movie scenario. Distribution systems would also come into play, including a special message system that, not unlike email, could forward material to the user in question.

d. Fun Things To Do: User-created events would make up the majority of the in-world entertainment. These might involve plays put on by play-houses, public art-galleries, adventure settings that combined multiple or expanded singular clubhouses. Plays and concerts could also set visitors to ‘invisible’, thus making allowing users to actually get whatever kind of view they want, all the while without actually bothering anyone or wrecking the experience for anyone else.

For more interactive experiences, group games would also have a place. There would be some various ‘default’ games (like card games, board games and sports), but naturally there would also be room for clever programmers to insert their own material. User-implemented programs would, however, require system approval that could be granted and revoked by the Sys Admin in advance.

e. Society: There would, of course, be a very strong distinction between groups to keep things safe and sane for the various users. A filter option, for instance, would be made available to users who wished to censor swear words in text, along with a supplementary customization option that could also filter words and subject of the user’s choosing. (For example, if the user had an irrational fear of ladybugs, he could choose to censor all permutations of the words “Lady”, “bug”, “Ladybug” and “James and the Giant Peach”, to name a few.)

Individuals wishing to join a club would need to obtain permission to join from the club’s head. Clubs would otherwise be closed to the public when they are not hosting “open-house” style events or have invited Guest users inside. In the event of misconduct, the administrator of a club could simply ‘bar’ that user. If a user is barred from a club, they will not be able to return, receive notices from or see works created/posted by the club as a while, nor will the club be able to perceive him as such.

Additionally, individual users may ‘bar’ one another, each becoming invisible to the other, and everything associated with the other will be locked for them (including forum posts, events, uploads etc.). This is a bit more exclusive than simply being barred from a group, since as long as the bar remains intact, all of one user’s data will become inaccessible to the other. Communications will be entirely severed in-game until such time as the one who established the bar removes it.

In addition, club admins may choose to “ban” a member of their club from the group. Banning a member does not necessarily invoke the same ramifications as “barring”, but it is a right that resides with the administrator(s) exclusively to effectively force a member out. (Once banned, a former member goes back to being an average user and may be re-accepted.) Rules may vary from club to club, and it is partially the administrator’s duty to choose and enforce the rules as the club needs.

A Form of in-game currency, labeled GS (Gold Standard) would be implemented, such that users could charge for creations, admission, and other in-world products and services. Currency exchange would also be made available.

6. World Design Plan –* The world itself would be jointly constructed from various Niches, which would act as club rooms. These would be mostly private, but any could become open to the public at the group’s discretion. Additionally, there would be communal areas wherein users could meet, congregate and observe advertising for virtual events. The individual niches would not be constrained by any particular shape, being entirely created to suit the needs of the group. Some sort of surreal addition would be made to emphasize the separation of the private from the public. Some performances would be made public in a fashion, but only the club members within would be visible to the users, and communication could take place between the unseen visitors, but never between the visitors and the performers. Notes would be left, much like with a sign-in sheet, that would only become accessible following the performance.

7. Interface Components – * The interface would be largely menu-based, with minimal floating on the HUD. The idea would be to, hopefully, emulate the nature of the real-life, wherein the HUD does not exist at all. Chats would take place at the bottom of the screen, pull-down menus would descend from the top. Hopefully this would lead to an uncluttered screen, emulating the feel of real life as much as possible.

Certain elements, however, would be inevitable, and not for the worse. A rating system to review others’ work or performance, the option to “record” meetings from the user’s perspective, and, of course, the requisite screencap feature would be offered. A file distribution service would also come into play, as well as the ability to “project” visuals onto a projector-like surface, be it text, images or footage.

8. Out-World Components – * Project Niche’s website would give the user the option to experience it in the usual way – that is, with menus and sidebars and scrolling text. However, several options to customize this experience would be offered, such as displaying Niches as books in a library or doors in a hallway. These could be further categorized to reflect the nature of the club, and perhaps even unique takes on this interface could be provided by the users.

9. Research –

Virtual Worlds:

- IMVU – Conceptually speaking, this is closer to what I’m trying to create. Certainly the space creation format is there, and the chat rooms are pretty spot-on. However, the entire format seems pretty flawed – one ‘teleports’ from place to place within the rooms, and cannot walk around at all. Another problem is that there is no ‘link’ between the areas, at least not enough that it feels like a real world, let alone a place to connect with others. For example, one literally ‘selects’ a room from a list like choosing a video on youtube – not terribly exciting or organic. At the end of the day, it really is just a chat room with extra bling.

- Second Life – The limitations of space – and the difficulty of actually creating an organized event – limit this kind of thing within second-life proper. While “poses” and locations can make things more organic, the sheer size of the location makes everything pretty tricky. It’s a lot closer than IMVU, but it’s far easier to meet people spontaneously, not intentionally.

- DeviantArt: A good starting-place and definitely the most iconic when it comes to artistic reviews, Deviant Art formed the basis of my review system. It’s wide range of user-provided media and general lack of pretence made it an ideal model for Project Niche’s demeanor.

* See the visuals in the attached presentation for more details, found here.

Friday, December 9, 2011

Art Gallery Event Review


I was primarily involved in the event conception, insofar as planning the event and its core components. The concept of the art gallery was already on the table, but the group agreed that this was not, by itself, much of an event. I tried, therefore, to come up with a way that encouraged - or even compelled - the event participants to explore the area thoroughly and actually examine the art in question. A treasure hunt, of sorts, therefore seemed the best way.

The rest came from my love of the clever Whodunit. Something had been done or stolen; in this case, given that the location was an art gallery, there'd only be one thing that could be stolen (the art itself). The idea of adding the element of the murder game also occurred to me, since the fun of these was that the identity of the perp could be as much of a surprise to him or her as it was to the rest.

The challenge was, therefore, to find both a way to identify the villain and to plant successful clues in this regard. However, because of Second Life's high level of customization and the class's sporadic attendance, we needed something more concrete than simply describing the perp. Therefore, we eventually decided to require the players to use provided costumes with three distinctive points: color, number and hat-shape. This lent itself to the surprise and randomization while making the "perp" easily identifiable once the conditions were discovered.



In addition to helping form the basis of the project, I also helped write some of the painting descriptions, along with the event material and instructions. Given the amount of confusion in the latter part, however, it seems I'm a bit less gifted.


Next up is Matt

Thursday, November 3, 2011

Art Gallery Event Instructions

An evening of light entertainment and art appreciation has turned into a disaster when, mere hours after the grand opening of Gallery 627, its most precious work, Not Alone, was stolen by a sneaky criminal. You have been called to return to the scene of the crime to deduce the identity of the criminal who lurks among you. No one is above suspicion, but the one to bring him or her in will reap a great reward from the proprietor.

1. At the start of the event, players will proceed to [Insert SLURL].

2. Clothing will be provided. Wear these visibly.

3. Proceed through the gallery and observe its works. The criminal has left clues on several paintings, which you will use to deduce his identity. Click on or “touch” a painting to read its description, but be warned that not all information is relevant. Rely on your own deductions, not just the provided information, to create your theory.

4. Zoey, AKA zcdai, will provide clues to any who ask it of her. However, as she operates only on known information, her speculations are not always accurate.

5. Chris, AKA Sariel, will run around providing confusing clues and jumbled nonsense. It will be difficult to tell when his information is genuine and when it’s meaningless ramblings.

6. Above all, remember that no one is above suspicion, not even yourself. If you discover that your character is the criminal, you may “steal” the reward by evading capture and successfully naming yourself after the event’s conclusion.

7. You have one hour. Go forth and reclaim that painting!

Art Gallery Event Background - News Headline

Disaster struck the world of Second Life as Gallery 627 an insidious robbery and vandalism in the early hours of the morning. In celebration of its grand gala opening mere hours before, the proprietors had unveiled an extremely rare painting: “Not Alone”. This morning, however, the work was stolen and many other valuable paintings and sculptures vandalized.

Identification systems within the gallery did not record any unidentified entrants, pointing to the unfortunate conclusion that the thief and vandal must therefore have been one of the visiting patrons from the event the previous night. Police have ordered all persons invited to the opening night be summoned to the scene of the crime in an effort to uncover the true culprit.

Among these more notable names are zcdai, an up-and-coming detective, the eccentric Sariel009 who for years has claimed to believe himself to be the avatar of a Talmudic angel, and the talented artist Ne11o whose art the gallery has also featured. The security guard of the evening, Hapamaki, will also be returning to ensure that order is maintained.

Jane Valentino, owner of the gallery, has promised a large reward for the thief’s apprehension and the hopeful return of the lost masterwork. As such, all suspects will be searching not only for a means to clear their names, but for a chance to win the enormous promised sum.

Stay posted for the conclusion of this terrible mystery.

Friday, October 21, 2011

Plan Draft

Experiment title: Digital Art Thief (Possibly subject to change)

Scenario: An artwork was stolen in a gallery. The people present have been delegated to search out the culprit

Experiment Mechanics: Clues might be found in the artwork or environment. This encourages participants to look around, get interacted with others, and pay attention to what's going on in the environment. Audience dynamics is the main focus in this experiment. Clues will point to a particular member, and a reward will be given to the person/people who succeed.

SL Location: To be announced.

Roles in the event: (Member names hidden to exclude bias)

Crazy person: A crazy person who thinks he’s an angel. He randomly disperses clues, red herrings and general nonsense. However, he does not answer questions

Detective: Doing documentation and aiding in the investigation, but her information is not complete. She will answer questions, but since she doesn’t know everything yet, her information is not guarnteed to be accurate.

Regular person: Everyone else. Visitors who have been drafted to find the thief before s/he escapes the gallery.


Gallery owner: The only person affirmatively above suspcion. She asks for people's speculations on the thief’s identity during the last 20 minutes.


Roles in the project:

Sam: Gallery director who is mainly in charged with other artists and makes final art decisions.

Chris: Creative writer who is mainly in charged with the storyline/crime scene settings.

Matt: 3D architect who is mainly in charged with 3D models and layout of the environment.

Zoe: Event organizer who is mainly in charged with planning/communication/documentation/survey.

Assets provided: Gallery building, arts, clothes for participants (integral to solving the crime).

Participant preparation: Nothing really, but they will need to read the instructions before they investigate, which will be a notice, placing on the wall where the piece of artwork is missing.

Feedback survey: To be announced.

Standard detail feedback forms: OK!

Production plan: Brainstorm story/plot lines for this mystery and design the game. Design and create survey. Decide on the style, theme, and branding of the gallery and all artwork. Decide on location of the event. Design structure, construction of the environment. Building, Implementing, and modeling. Test environment and potential problems that might encounter. Rehearsal. Finalize survey and deliverables.

Experiment review report/presentation: OK!

End it: The gallery owner will come in to the gallery for the last 20 minuets, and people can go tell the owner who they think is the thief. If someone gets it right, the show will end.

Revised Plotline

Premise:

A brand new art museum has opened in Second Life, generating much excitement. For promotional purposes, a famous art museum has loaned its finest work for temporary display during the grand gala event. However, disaster struck in the night. An Art Thief has broken into the museum, defaced many paintings and finally stolen the priceless loaned picture for his or her own.

Everyone who attended the event has become a suspect. Since following standard forensic proceedure would make FAR too much sense, it’s up to the visitors to clear their names by finding the true mastermind.

Characters:

· Matt the Guard: One of the few people genuinely above suspicion. He will answer questions and make announcements, but there are limits to his knowledge – after all, if he knew the answer, we wouldn’t have a mystery, would we?

· Christopher/Sariel: A crazy person who, apparently, thinks he’s the angel Sariel. Although he claims to speak for ‘heaven’s will’, it’s impossible to say whether the information he disperses is true or false.

· Zoe the Detective: Slow and steady, this cop is participating with the investigation. Zoe will make periodic observations to keep the plot moving.

· The Thief: A frustrated person who hates the art gallery for some reason. Whoever s/he is, s/he is one of you. Find the answer quickly – time is running out!

Plot Flow:

· The ‘suspects’ (the participants) are gathered into one central area. The plot is explained, the NPCs (us) dispersed, and everyone mills around.

· There will be multiple “wings” for the museum, each with its own clue or clues. Once obtained, these implicate the thief.

· The secutity guard will offer general info and advice. His role is to ground the participants in the setting.

· The ‘angel’ spouts random nonsense and jibbers incohenerently. However, some of the advice he offers is useful. He is there to give people a nudge.

· At the halfway point, the detective may ‘discover’ something that will drive the plot forward. Her role is to be a safety net – she will be there in the middle to remind everyone what they’re supposed to be doing and to issue a progress report. She will also provide any missing clues at the end, but she will not actually deduce the thief’s identity.

· The thief’s avatar will remain the same. His purpose is to be inconspicuous. He, like the others, will mill around, converse and join in the fun; however, he will not actually solve any of the puzzles or contribute meaningfully. Perhaps he should even try to obscure some of the clues, or present a false hypothesis. Obviously this last bit isn’t really necessary and should be done sparingly – methinks the ‘innocent bystander’ doth protest to much, mebbe?

· At the end, everyone will be brought into the central room again and the class will decide as a whole who the thief is.

o Perhaps a prize will be issued?

Clues:

· There will be a large number of objects that are ‘touchable’ and display some kind of message. However, only a few of these contain an actual clue. It will either be something that refers to the player’s avatar (e.g. a ‘scrap of black cloth’), or possibly some kind of ‘puzzle’ left by the thief himself. (Attention whore that he is.) These might be ciphers, word puzzles, etc. Possibly even something more interactive, which I will leave to our resident scripter to decide.

· Every clue should have some kind of reference to the thief, but should also keep implications vague. Perhaps a few false clues that subtly contradict themselves?

· This cannot be as convoluted as an Agatha Christie novel for obvious reasons – the ‘cast’ is too big, the timeframe too small, and the task too straightforward. As such, the flow should at its most fundamental, follow thus:

o Infodump > Disperse > Gather Clues > Gather > Identify Thief

Plotline Rough (From Last Week)

Plotline Breakdown:

Plot 1:

- A masterpiece is stolen from the art gallery

- 4 Suspects (Us)

- Our Classmates are the detectives

- Clues and red-herrings are placed throughout the gallery, especially in the pictures. These include fingerprints, dropped items and puzzles carefully hidden, and appear as collectable items.

- These eventually reveals one of us as the thief

§ In this, the challenge is the scavenger hunt. Finding the clues is the challenge

Plot 2:

- A major work is plagiarized

- There are 4 suspects (us)

- Our Classmates are the detectives

- Vandalized artwork around the gallery points the way. The clues are visual.

- At the end, the suspects are gathered and a perp is announced.

- The party found guilty will either be confirmed or denied by us.

§ In this, there is room for error. The challenge is in the deduction from the evidence.

Plot 3:

- A masterpiece is stolen from the art gallery

- 4 Suspects (Us)

- Our Classmates are the detectives

- The thief is an artiste him/herself, and as such places puzzles everywhere with clues being the reward.

- After the class solves the puzzles, the clues point to a classmate.

§ In this, the emphasis lies in the puzzles. Once we solve them, the answer is easy.

Ideas:

- Will the clues point directly to one of our names? Our avatars? Or our characters

o If the clues point to our avatars, will we modify our avatars for this assignment?

o Should we also role-play – that is, should we pretend to be what we are, or do we be The Butler, The Caretaker, The Heir, etc?

- Will the class work as a team, or as individuals?

o Will it be a race?

o Will there be a prize to the one who figures it out first?

- Should I bring in some logic puzzles to use as templates?

Concerns:

- It would be difficult to model the experience on a detective story, since we have so many detectives, and the lack of time combined with the lack of resources will undoubtedly put a strain on it all.

- Also, will this require some kind of rehearsal?

o How much of this should be a part of the environment of the area itself, and how much in the performance?