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Plant simulation; different models for plant growth (hormonal - elongation & contraction, division), circulatory systems (phloem & xylem) - plant metabolism; recordings of physical plant growth looks artificial (L-systems) - what do we do to make it more interesting; biomorphism & fantastic botanical morphologies; botanical.com - botanical drawings, medicinal plants, witchcraft & mythology; look at plant movement (on libarynth); different scales in simulated gardens; cliffsnotes.com - looking at different cycles of plants - cellular, hormonal, circulatory, diurnal, seasonal, generational; what do plants make choices about (see plant neurophysiology); how do we get people into the 'vegetal mind'?; growth simulation - you start underground, then viewpoint changes as you grow (camera zooms out); which plant activities can we abstract? | Plant simulation; different models for plant growth (hormonal - elongation & contraction, division), circulatory systems (phloem & xylem) - plant metabolism; recordings of physical plant growth looks artificial (L-systems) - what do we do to make it more interesting; biomorphism & fantastic botanical morphologies; botanical.com - botanical drawings, medicinal plants, witchcraft & mythology; look at plant movement (on libarynth); different scales in simulated gardens; cliffsnotes.com - looking at different cycles of plants - cellular, hormonal, circulatory, diurnal, seasonal, generational; what do plants make choices about (see plant neurophysiology); how do we get people into the 'vegetal mind'?; growth simulation - you start underground, then viewpoint changes as you grow (camera zooms out); which plant activities can we abstract? |
Plant game; how do we engage players? are they 'authors' of the garden?; a mixture of world-building and art-worlds - gardening a particular aesthetics; where is the cybernetic regulatory system of the garden?; how do you make things appear like stuff is moving all the time?; patabotanic garden "forcing" people to get into the vegetal mind (vegetable mind is racist); role playing a plant, not gardening; how do you perceive different types of time in the garden?; playing a species, rather then a single entity. Start as a creature + resource management; bees - fertilisation (autonomous characters?); non-players can look at a garden through a window, from a website (can only watch, not interact); time-lapse movie can appear at the end of each day; autonomous characters are actual gardens & plants; game-play is a continuous finding of balance; game should have elements of sacrifice; discouraging monoculture; encouraging more sustainable behaviour through game dynamics; synthetic nature - algorithmic (mahematical, generative) + ornamentation (growing gothic, or art nouveau ornaments) - new hybrids, stylisation; evolution of the garden - through hybridisation; curatorpillars - preserving style and consinstency; slow evolution through generations; cyclical nature of seasons - there is a particular time for particular things; time-based resource allocation; different geographic regions in the garden; what are different plant behaviours (tricksters, seducers); can several players play one character (plant grows lopsided if a player decides to disengage); very large trees - a group of players has to become a community) - trees provide shadow for new plants (mushrooms, epiphytes...); parasite disease for ugly plants; cycles of high & old growth; computational resources - asking players to share their servers/processor time - stronger plants can grow; the game is not about wanting, but about being - competition (through persistence and slowness) + collaboration; plants in the game have 'real' origins, becoming more fictional as the game progresses; make players be like plants - not scientific visualisation; we're all veg, just don't know it; making the interface irrelevant; using different interfaces to engage in the game - email, cell-phones, wikis...; a slow game - you have to be there & persist; (internet) radio could broadcast weather reports from the garden (transmitted from the eco-system sentience); phone the garden and hear the weather (nick herbert, quantum typewriter); aggressive plants - do you have to pay to be a bramble?; distributed client game; who will be responsible for the maintenance?; which aspects can be commercialised - "grow your own player" kits, merch, voluntary payments, subscriptions by sms; moo-cards of plants (if you subscribe) - flip-books & time-lapse movies; how can we make sure that the garden is sustainable (not dependent on us only)? - open src, community IRL & in-game; servers (back-end of eco-system has to be open for new clients), easily replicable; long term; inter-gardens communication protocol (things grow on different servers); each client is an incubator; how do you experience the world as a plant? - visual interface - stylised interpretation of plant perception; when playing a plant, you only experience one small part of the garden. when the wind blows, there are more pheromones in the air, some parts of the environment become clearer - 'first plant shooter'?; what is the viewpoint?: how do we encourage emphatic connection with multiple plants; a generative database that can be visualised through different games - a window into the garden through "guest visualisers" - you can be in the garden, but can't BE the garden; at night, in the game, consciousness descends underground - a different game is played; special moments at dawn and dusk; cycles of colours of flowers depending on the season; what kinds of games can you play online - passive multiplayer online games?; looking at the world from another species p.o.v. (cure for disease of human self-importance); do players need a potplant? - you either have to be a very good in lying, or (easier) get a potplant (see myfolia) - but we should make it not too easy to cheat; only humans start as seeds?; non committed players turn into compost; time and space in the game: fast processes - microscopic, the pata-aspects - only temporary effects - assimetric, shimmering, fantastic / slow processes - macroscopic, resource management, slow game based on plant decisions & neurophysiology --> does this mean designing two games?; people should be forced to collaborate; stationary adventure - travel by moving earth; having a feeling that the system itself is alive; how do you choose to be a plant? perhaps all plants start the same, new player comes in, attraction to regions where they're needed; playing a species - 5 types of seeds (based on guild functions), that grow into a variety of plants - depending on place, decisions, interactions; environment of the garden - complex - different types of soil & microclimates; no centre, two centres, infinite centres; plants create soil by activity (that's how the garden grows); magic the gardening - change the rules & make simple interactions quickly - prototying without a computer; what actually happens? - inputs & outputs - how do you keep 1 plant alive; history of neglect affect the shape of a plant; there should be no end; plants that are not managed die off - first sustained, but different weather conditions kill it over time; inhabited / non inhabited plants; what happens when you go on holiday? - autopilot that is slowly heading for the ground, the plant doesn't grow, but sustain itself - gaia processes take over; how does a plant die? what happens to non-player plants?; logic and rules based on guild functions & layers; | Plant game; how do we engage players? are they 'authors' of the garden?; a mixture of world-building and art-worlds - gardening a particular aesthetics; where is the cybernetic regulatory system of the garden?; how do you make things appear like stuff is moving all the time?; patabotanic garden "forcing" people to get into the vegetal mind (vegetable mind is specieist); role playing a plant, not gardening; how do you perceive different types of time in the garden?; playing a species, rather then a single entity. Start as a creature -> resource management; bees - fertilisation (autonomous characters?); non-players can look at a garden through a window, e.g. from a website (can only watch, not interact); time-lapse movie could appear at the end of each day; autonomous characters are actual gardens & plants; game-play is a continuous finding of balance; game should have elements of sacrifice; discouraging monoculture; encouraging more sustainable behaviour through game dynamics; synthetic nature - algorithmic (mathematical, generative) + ornamentation (growing gothic, or art nouveau ornaments) - new hybrids, stylisation; evolution of the garden - through hybridisation; curatorpillars - preserving style and consistency; slow evolution through generations; cyclical nature of seasons - there is a particular time for particular things; time-based resource allocation; different geographic regions in the garden; what are different plant behaviours? (tricksters, seducers,...); can several players play one character (plant grows lopsided if a player decides to disengage); very large trees - a group of players has to become a community) - trees provide shadow for new plants (mushrooms, epiphytes...); parasites or disease for 'ugly' plants; cycles of high & old growth; computational resources - asking players to share their servers/processor time - stronger plants can grow; the game is not about wanting, but about being - competition (through persistence and slowness) & collaboration; plants in the game have 'real' origins, becoming more fictional as the game progresses; make players be like plants - not scientific visualisation; we're all vegetal, just don't know it; making the interface irrelevant; using different interfaces to engage in the game - email, cell-phones, wikis...; a slow game - you have to be there & persist; (internet) radio could broadcast weather reports from the garden (transmitted from a sentient eco-system); phone the garden and hear the weather (nick herbert, quantum typewriter); aggressive plants - do you have to pay to be a bramble?; distributed client game; who will be responsible for the maintenance?; which aspects can be commercialised - "grow your own player" kits, merch., voluntary payments, subscriptions by sms; moo-cards of plants (if you subscribe) - flip-books & time-lapse movies; how can we make sure that the garden is sustainable (not dependent on us only)? - opensource, community IRL & in-game; servers (back-end of eco-system has to be open for new clients), easily replicable; long term; inter-gardens communication protocol (things growing on different servers); each client as an incubator; how do you experience the world as a plant? - visual interface - stylised interpretation of plant perception; when playing a plant, you only experience one small part of the garden. when the wind blows, there are more pheromones in the air, some parts of the environment become clearer - 'first plant shooter'?; what is the viewpoint?: how do we encourage emphatic connection with multiple plants; a generative database that can be visualised through different games - a window into the garden through "guest visualisers" - you can be in the garden, but can't BE the garden; at night, in the game, consciousness descends underground - a different game is played; special moments at dawn and dusk; cycles of colours of flowers depending on the season; what kinds of games can you play online - passive multiplayer online games?; looking at the world from another species p.o.v. (cure for disease of human self-importance); do players need a potplant? - you either have to be a very good in lying, or (easier) get a potplant (see myfolia) - but we should make it not too easy to cheat; only humans start as seeds?; non committed players turn into compost; time and space in the game: fast processes - microscopic, the pata-aspects - only temporary effects - asymetric, shimmering, fantastic / slow processes - macroscopic, resource management, slow game based on plant decisions & neurophysiology --> does this mean designing two (or more) sub-games?; people should be forced to collaborate; stationary adventure - travel by moving earth; having a feeling that the system itself is alive; how do you choose to be a plant? perhaps all plants start the same, new player comes in, attraction to regions where they're needed; playing a species - 5 types of seeds (based on guild functions), that grow into a variety of plants - depending on place, decisions, interactions; environment of the garden - complex - different types of soil & microclimates; no centre, two centres, infinite centres; plants create soil by activity (that's how the garden grows); magic the gardening - change the rules & make simple interactions quickly - prototyping without a computer; what actually happens? - inputs & outputs - how do you keep 1 plant alive; history of neglect affect the shape of a plant; there should be no end; plants that are not managed die off - first sustained, but different weather conditions kill it over time; inhabited / non inhabited plants; what happens when you go on holiday? - autopilot that is slowly heading for the ground, the plant doesn't grow, but sustain itself - gaia processes take over; how does a plant die? what happens to non-player plants?; logic and rules based on guild functions & layers; |