stREetMIX
Unfortunately,
the server for this game is not currently
active. Thus, the game can not be played at this
time.
I
wrote this game with Jesse Sanford and Kevin Andrew
Zeidler as a final
project for a graduate level game design class in
the Berkeley Center
for New Media. The goal was to create a video game
that studies the
ways that players interact in urban environments. We
approached the
project by making a game that tasks players with
solving mysteries
using elements of the environment as tools.
Teams begin the game by selecting a mystery scenario
from the list
provided by the server. These mysteries range from
"The water in
Strawberry Creek has become toxic. You must discover
the reason why."
to "Your Art Practice professor is going to be fired
for going over
budget on the commissioned art piece outside the art
department
building! You must think up an excuse for why the
horrendously ugly
piece cost so much to save his job!". Then, the
teams are given a set
amount of time in which to search the area for
"Clues" they can use to
develop a solution to the mystery. The scenarios are
entirely fictional
and the players are encouraged to dream up as
far-fetched responses as
they can imagine so long as they can support their
ridiculous claims
with photographic evidence. The proposed solutions
for the mysteries
have ranged from government conspiracies to alien
invasions, all
creatively supported with evidence found around the
city. (See the
stREetMIX slides for an example)
The clues can be anything from rocks to buildings to
park benches and
anything else that players can develop into a story
line. To claim a
piece of evidence, one member of the team snaps a
picture of the clue
through the stREetMIX Android app which then
automatically submits the
clue to the stREetMIX website. This also places a
territory marker for
that team at the GPS location where the picture was
taken. Spectators
can view evidence pictures and watch territory
updates occur in real
time for each team through the website.
When time expires, the teams meet back up and
present their solutions.
An unbiased "Judge" player then awards points for
categories like "Best
Overall Solution", "Most Creative/Funniest
Solution", and "Solution
Most Strongly Supported by Submitted Evidence",
among others. Points
are also awarded for most pieces of valid evidence
submitted. Opposing
teams can attempt to "veto" a piece of evidence
before the judge if
they deem it does not have anything to do with that
team's explanation.
Lastly, a point is awarded to the team that has
claimed the largest
amount of territory by acquiring clues. This latter
rule encourages
players to run further distances in order to acquire
larger amounts of
territory. In our tests, this game worked very well
with teams of 2-3
people travelling around as individual groups.
Original Design
Document: PDF
NOTE: The original game design is very different
from what the game actaully turned into.
Presentation
Materials: POSTER
POSTER-TEXT
SLIDES
Example Game
Scenario:
"Your Art Practice
professor is going to be fired for going over
budget on the commissioned art piece outside the
art department
building! You must think up an excuse for why the
horrendously ugly
piece cost so much to save his job!"
Winning team's
proposed solution:
"The sculpture in
front of Wurster is a monument to the Ohlone
people of Berkeley and their sacred burial ground
at the
newly-destroyed Oak Grove behind Wurster Hall,
site of the 2008-2009 tree-sitting protests. The
monument is built from the remains of a native
oak felled in the early 1900s to make way for the
burials. Ishi, among the last indigenous
inhabitants of the Bay Area, donated the sacred
timber to the institution."
"The tip of the
tetrahedron is part of a solar alignment that
connects the location of the burial height stone
head and the
position of the
sun at precisely 3:30, 30 days after the first day
of spring (April 22nd this year). An astute observer
will note that facets of the monument face the
three cardinal directions of Ohlone space. (The
Ohlone
employ a complex space-time conception that
involves three cardinal spatial directions that
together with the four seasons multiply to
give the 12 temporal divisions of half a day -
hence the twelve-hour clock.)"
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The ugly art piece mentioned in
the scenario description. What is its
actual purpose?
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One of the best pieces of
evidence submitted by the winning team. It
was a bit surreal, but very entertaining.
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