Emotion control gameplay0
Something new coming on the front of Interaction Design from the video game industry: The Act by Cecropia is a coin-op "filmgame" about emotion, controlled by a single knob.
I really like the idea of an input detaching from the usual "puppet" metaphore (go here, go there, do this and that); it's also quite a natural approach, in the sense we are used to the gauge metaphor in many daily situations (vary the light, regulate tap water flow, tighten or loose screws).
Players have to help Edgar to get Sylvia's attention and persuade her to dance with him. By turning the knob, you control how direct Edgar's approach is. Go too far, and Edgar will pounce on Sylvia, causing her to walk off in disgust. Be too timid, and Sylvia gets bored and leaves. Use a delicate touch, and she responds well. Since time keeps moving forward, it requires a good sense of control and timing.
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The guy behind the red nose and this blog is Riccardo "Bru" Cambiassi.