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research_report_groworld_dave [2010-02-03 15:23] 82.181.215.205research_report_groworld_dave [2010-02-03 15:45] 82.181.215.205
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 Given these decisions, we also needed to decide what technology would be the most appropriate to use. From there we could go on to develop some game mechanics and work on an overall design.  Given these decisions, we also needed to decide what technology would be the most appropriate to use. From there we could go on to develop some game mechanics and work on an overall design. 
  
-The expected outcome was a downloadable multiplayer game which would be associated with an installation involving living plants. Plants in the game world would mingle with the real plants by means of projectionand sensors which would read signals from the plants and their environment.+The expected outcome was a downloadable multiplayer game which would be associated with an installation involving living plants. Plants in the game world would mingle with the real plants by (for example) projection and sensors which would read signals from the plants and their environment.
  
 ==== Methods ==== ==== Methods ====
  
-We met for many design gatherings, mostly in the foam studio. Between the meetings we communicated via the groworld mailing list, skype, and during active development we made use of a dropbox folder to share images, movies and executable game prototypes. Foam also made use of a git repository for sharing code and associated data. Images of drawings and screenshots were posted and categorised on flickr and movies, prototypes and images we also posted on personal blogs by those involved.+We met for many design gatherings, mostly in the foam studio. Between the meetings we communicated via the groworld mailing list, skype, and during active development we made use of a dropbox folder to share images, movies and executable game prototypes. Foam also made use of a git repository for sharing code and associated data. Images of drawings and screenshots were posted and categorised on flickr and movies, prototypes and images we also posted on personal blogs.
  
 The work seemed to go through various changes of pace and focus. The start was about discovering the roles and expertise within the group, while at the same time trying to pin down a design, or at the very least a broad common theme that we could all work within. During this first phase we were also trying to answer the question of what technology we could work on together.   The work seemed to go through various changes of pace and focus. The start was about discovering the roles and expertise within the group, while at the same time trying to pin down a design, or at the very least a broad common theme that we could all work within. During this first phase we were also trying to answer the question of what technology we could work on together.  
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-I also wanted to try and take a well known game, and put it into a vegetal world. I also wanted to try playing a game from a plant’s POV, so I chose Tetris, and warped it around the roots of a tree. The blocks represented nutrients coming in from the soil, which you fit together to grow your plant which is in the middle of the screen. Each row (or circle in this case) completed made your tree grow a little more.+I also wanted to try and take a well known game, and put it into a vegetal world. I also wanted to try playing a game from a plant’s POV, so I chose Tetris, and warped it around the trunk of a tree. The blocks represented nutrients coming in from the soil, which you fit together to grow your plant which is in the middle of the screen. Each row (or circle in this case) completed made your tree grow a little more.
  
 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2008/12/treetrisf-300x246.png}} {{http://www.pawfal.org/dave/blog/wp-content/uploads/2008/12/treetrisf-300x246.png}}
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 I spent some time working on combining images of parts of plants combined with lsystems to see how detailed we could get. The results were much better looking than the 3D lsystems, and easier to control artistically. I spent some time working on combining images of parts of plants combined with lsystems to see how detailed we could get. The results were much better looking than the 3D lsystems, and easier to control artistically.
  
-Meanwhile as a group we were also trying to describe in general what the eventual game could look like and how it could work. We discussed for long periods of time, and it seemed that people had quite clear ideas but we seemed to have difficulty somehow merging them together into a clear shared design. However, after one of these long sessions Auriea and Michaël posted their [[tale of the plant dungeon]]. A lot of the ideas here ended up influencing the rest of the project.+Meanwhile as a group we were also trying to describe in general what the eventual game could look like and how it could work. We discussed for long periods of time, and it seemed that people had quite clear ideas but we seemed to have difficulty merging them together into a clear shared design. However, after one of these long sessions Auriea and Michaël posted their [[tale of the plant dungeon]]. A lot of the ideas here ended up influencing the rest of the project.
  
 Taking the ideas of a split between below and above ground from the plant dungeon, and a more cellular approach to being a plant, I had a go at making another quick game prototype. Taking the ideas of a split between below and above ground from the plant dungeon, and a more cellular approach to being a plant, I had a go at making another quick game prototype.
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 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/03/dscf95521-300x225.jpg}} {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/03/dscf95521-300x225.jpg}}
  
-It was at this point that I had to pack up all these prototypes and take them to foam’s contribution to Ghent’s [[http://vooruit.be/en/event/1795|“The game is up” festival]] (how to save the world in 10 days). We talked about, eat, drew, grew and philosophised over plants. I took the opportunity of getting the public to test all the game prototypes so far, and make some new ones by process of ad hoc livecoding, sometimes as they were being played. This was a great experience for me, but quite exhausting! Importantly as a group we tried playing some relevant games (including the excellent Nobi Nobi Boy) at Tale of Tales headquarters nearby. +It was at this point that I had to pack up all these prototypes and take them to foam’s contribution to Ghent’s [[http://vooruit.be/en/event/1795|“The game is up” festival]]. We talked about, eat, drew, grew and philosophised over plants. I took the opportunity of getting the public to test all the game prototypes so far, and make some new ones by process of ad hoc livecoding, sometimes as they were being played. This was a great experience for me, but quite exhausting! Importantly as a group we tried playing some relevant games (including the excellent Nobi Nobi Boy) at Tale of Tales headquarters nearby. 
  
 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/03/3338944460_f23f321a92_o-200x300.jpg}} <html><embed src="http://blip.tv/play/AfKYd4_+Sw" type="application/x-shockwave-flash" width="360" height="303" allowscriptaccess="always" allowfullscreen="true"></embed></html> {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/03/3338944460_f23f321a92_o-200x300.jpg}} <html><embed src="http://blip.tv/play/AfKYd4_+Sw" type="application/x-shockwave-flash" width="360" height="303" allowscriptaccess="always" allowfullscreen="true"></embed></html>
  
-The most popular game to come from the Ghent experience was a dancemat powered pollination experience which seemed particularly to catch the imagination of the younger game testers.+The most popular game to come from the Ghent lab was a dancemat powered pollination experience which seemed particularly to catch the imagination of the younger game testers.
  
-On a more technical note it also became apparent that despite having a sketch system working, lsystems were not going to provide us with the artistic control we needed to get the variety of plants that were being discussed. I did some research into putting drawings of small components of plants together in a way that was determined by the drawing, rather than an algorithm. This system was called [[pluggable plants]] which I continued to use in game prototypes for a while as a nice way of getting interesting plants without tons of complex detail.+On a more technical note it also became apparent that despite having a sketch system working, lsystems were not going to provide us with the artistic control we needed to get the variety of plants that were being discussed. I did some research into putting drawings of small components of plants together in a way that was determined by the drawing, rather than an algorithm. This system was called [[pluggable plants]] which I continued to use in game prototypes for a while as a nice way of getting interesting plants without lots of algorithmic complexity.
  
 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/03/knobbly-300x225.png}} {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/03/knobbly-300x225.png}}
  
-As a group we were now getting more in depth on the design process. We had the [[groworld story]] which gave us a good description of a world in which to base the game. However, we were still hitting problems with a shared idea of what the end product would be. It was getting urgent we brought these strands together, so we tried various techniques to help:+As a group we were now getting more in depth on the design process. We had the [[groworld story]] which gave us a good description of a world in which to base the game. However, we were still having problems forming a shared idea of what the end product would be. It was important we brought these strands together, so we tried various techniques to help:
  
   * Making 'user stories' of what playing the game would feel like   * Making 'user stories' of what playing the game would feel like
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 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/04/gfx4-300x246.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/04/gfx3-300x246.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/04/gfx5-300x246.png}} {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/04/gfx4-300x246.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/04/gfx3-300x246.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/04/gfx5-300x246.png}}
  
-The project seemed to get a new surge of activity as Tale of Tales had time to spend on active development. A 2D hexagonal growth board game seemed like a suitable mechanic for us to concentrate on as a group. After initially agreeing to use the Blender game engine which seemed good common ground between us, the pressure of time meant that results were going to be quicker coming if we worked in environments we were most comfortable with. The idea was that at the end of their time ToT had available for development, we would be able to take the core ideas of the game, plus any assets such as textures and models and continue in a free software environment such as fluxus. +The project seemed to get a new surge of activity as Tale of Tales had time to spend on active development. A 2D hexagonal growth board game seemed like a suitable mechanic for us to concentrate on as a group. After initially agreeing to use the Blender game enginewhich seemed good common ground between us, the pressure of time meant that results were going to be quicker coming if we worked in environments we were most comfortable with. The idea was that at the end of their time ToT had available for development, we would be able to take the core ideas of the game, plus any assets such as textures and models and continue in a free software environment such as fluxus. 
  
 Despite this divide of environments, this phase was probably the most effective in terms of shared development on the project. I started playing with ideas with a hexagonal lattice and we were able to share techniques, such as a method for disguising hexagons with curves and tentrils of a root system I found from looking at islamic patterned tiles and a figuring out a bit of binary maths.   Despite this divide of environments, this phase was probably the most effective in terms of shared development on the project. I started playing with ideas with a hexagonal lattice and we were able to share techniques, such as a method for disguising hexagons with curves and tentrils of a root system I found from looking at islamic patterned tiles and a figuring out a bit of binary maths.  
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 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/06/roots-ornate-300x300.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/06/5-0-300x246.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/06/5-1-300x246.png}} {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/06/roots-ornate-300x300.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/06/5-0-300x246.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/06/5-1-300x246.png}}
  
-However, as we approached the end of the time which ToT were able to actively develop, there was a sense of disillusionment at the game we had created. The was mainly due to a feeling of gardening, rather than growing - managing a plant, rather than being one. I started to look again at creating a 3D world which concentrated on making the player see the world as a plant does, therefore called 'plant eyes'. While this meant that a lot of the things we had made were not transferable to the 3D world (the pluggable plants for instance) after making a quick prototype it was so nice to be back inside a space rather than looking down at one, it seemed the right decision.+However, as we approached the end of the time which ToT were able to actively develop, there was a sense of disillusionment at the game we had created. I think this was mainly due to a feeling of gardening, rather than growing - managing a plant, rather than being one. I started to look again at creating a 3D world which concentrated on making the player see the world as a plant does, therefore called 'plant eyes'. While this meant that a lot of the things we had made were not transferable to the 3D world (the pluggable plants for instance) after making a quick prototype it was so nice to be back inside a world rather than looking at one from outside, it seemed the right decision.
  
 The first plant eyes prototype: The first plant eyes prototype:
 <html><embed src="http://blip.tv/play/AYGLrQOP_ks" type="application/x-shockwave-flash" width="360" height="303" allowscriptaccess="always" allowfullscreen="true"></embed></html> <html><embed src="http://blip.tv/play/AYGLrQOP_ks" type="application/x-shockwave-flash" width="360" height="303" allowscriptaccess="always" allowfullscreen="true"></embed></html>
  
-The general idea is that you start of inside the seed of your plant. You can then grow outwards and down into the earth, in order to locate and absorb nutrients with your roots, or upward and out into the air and attract insects with flowers that grow on your branches.+The general idea is that you start of inside the seed of your seed. You can then grow outwards and down into the earth, in order to locate and absorb nutrients with your roots, or upward and out into the air and attract insects with flowers that grow on your branches.
  
-I now had a period of intense work on this last game prototype. There were also now more and more inspirational drawings being worked on for the groworld almanac. Nik and I were also given the opportunity to look at an area which had been put to one side so far - the human-plant interfaces. We led a workshop on plant sensing in Berlin, in which we developed hardware to sense light, moisture and temperature from a plant's environment, and software for communicating it with the game world. We also investigated sensing of plant phenomena of a more mysterious and spiritual nature, involving onions - but our results were inconclusive. +I now had a period of intense work on this game prototype. There were also now more and more inspirational drawings being worked on for the groworld almanac. Nik and I were also given the opportunity to look at an area which had been mostly put to one side so far - human-plant interfaces. We led a workshop on plant sensing in Berlin, in which we developed hardware to sense light, moisture and temperature from a plant's environment, and software for communicating it with the game world. We also investigated sensing of plant phenomena of a more mysterious and spiritual nature, involving onions - but our results were inconclusive. 
  
 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/08/dsc00004-300x225.jpg}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/08/dsc00010-300x225.jpg}}  {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/08/dsc00004-300x225.jpg}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/08/dsc00010-300x225.jpg}} 
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 <html><embed src="http://blip.tv/play/AYGjmB0C" type="application/x-shockwave-flash" width="480" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></html> <html><embed src="http://blip.tv/play/AYGjmB0C" type="application/x-shockwave-flash" width="480" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></html>
  
-I tried as much as possible to take things from the earlier design decisions, such as Auriea's idea of the path of growth being created by the player with a dotted line, these turned into trails of 'breadcrumbs' which the roots grew along as the player's camera returned to the seed. In an attempt to incorporate the plant guilds, I added different types of plants, and corresponding nutrients which would give the player different abilities. Once these nutrients were absorbed, you would grow different leaves, flowers, potatoes, forks and trumpets. Taking much appreciated advice from a game tester in her 80's I added plenty of supporting life for the plants, worms in the soil, spiders on the ground and butterflies in the air.+I tried as much as possible to take things from the earlier design decisions, such as Auriea's idea of the path of growth being created by the player with a dotted line, these turned into trails of 'breadcrumbs' which the roots grew along as the player's camera returned to the seed. In an attempt to incorporate the plant guilds, I added different types of plants, and corresponding nutrients which would give the player different abilities. Once these nutrients were absorbed, you would grow different leaves, flowers, potatoes, forks and trumpets. Taking much appreciated advice from a game tester in her 80'sI added plenty of supporting life for the plants, worms in the soil, spiders on the ground and butterflies in the air.
  
 {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/pe-20091022-2-300x225.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/pe-20091022-0-300x225.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/pe-20091022-1-300x225.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/wellfed-300x240.png}} {{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/pe-20091022-2-300x225.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/pe-20091022-0-300x225.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/pe-20091022-1-300x225.png}}{{http://www.pawfal.org/dave/blog/wp-content/uploads/2009/10/wellfed-300x240.png}}
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 ==== Solution/Results ==== ==== Solution/Results ====
  
-We were able to display an impressive amount of work at the grig event, 5 game prototypes in all. I explained the progression and decisions at each point by discussing each prototype in turn with the participants. We lacked a single product with which to release to the public and despite having succesfully proven the technology behind the plant sensing, we didn't have anything to demo at the final event.+We were able to display an impressive amount of work at the grig event, 5 game prototypes in all. I explained the progression and decisions at each point by discussing each prototype in turn with the participants. We lacked a single product with which to release to the public and despite having successfully proven the technology behind the plant sensing, we didn't have anything to demo at the final event.
  
 These are the aims that I feel we addressed in some form: These are the aims that I feel we addressed in some form:
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 == Using plants as inspiration as an organisation model == == Using plants as inspiration as an organisation model ==
  
-We now have software released for integrating PLT Scheme (and by extension, fluxus) with the jabber messaging system as a result of this project. This allows the game clients to run as a peer to peer network without a central server. The plant eyes game also has code in it to integrate with this, and it has influenced the design of the game. I would have liked to explore this idea more with some deeper entanglement in a game engine architecture.+We now have software released for integrating PLT Scheme (and by extension, fluxus) with the jabber messaging system as a result of this project. This allows the game clients to run as a peer to peer network without a central server. The plant eyes game also has code in it to integrate with this, and it has influenced the design of the game. I would have liked to explore these ideas more with some deeper entanglement in a game engine architecture.
  
 == Descibing the complexities of permaculture through a game == == Descibing the complexities of permaculture through a game ==
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 == Using multiplayer cooperation == == Using multiplayer cooperation ==
  
-We can't show much of this, despite having got a long way in solving the technical issues.+We can't show much of this in any game prototypesbut we got a long way in solving the technical issues.
  
 == Using plant guilds as a framework for a game worlds structure == == Using plant guilds as a framework for a game worlds structure ==
  
-The final Tale of Tales garden prototypes took the guild member plants and put them game world you could navigate. They were modelled in 3D and included growth anination. The plant eyes prototype was just starting to differentiate between different plants.+The final Tale of Tales garden prototypes took the guild member plants and put them game world you could navigate. They were modelled in 3D and included growth anination. The plant eyes prototype was just starting to differentiate between different plants and their roles.
  
 == Developing and using human-plant interfaces == == Developing and using human-plant interfaces ==
  
-We build them, and got them working with the game, but never had the chance to design a way in which this information could be used effectively+We built them, and got them working with the game, but never had the chance to design a way in which this information could be used in an suitably interesting manner. A lot of the problem here was due to the frequency of changes being so slow in the data. We worked on some ideas on how to slow the game down to match which were interesting, but we didn't get these in a playable form.
  
 == Use the groworld drawings as inspiration and incoporate them into the game == == Use the groworld drawings as inspiration and incoporate them into the game ==
  
-All the later prototypes incorporated the designs from the groworld almanac drawings. This gave them all a thread of consistency which themed the games in a pleasing way. Earlier attempts at making drawings directly into plant structures by treating them as components had to be abandoned as we moved into 3D.+All the later prototypes incorporated designs from the groworld almanac drawings. This gave them all a thread of consistency which themed the games in a pleasing way. Earlier attempts at making drawings directly into plant structures by treating them as components had to be unfortunately abandoned as we moved into 3D.
  
 ==== Discussion ==== ==== Discussion ====
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   * More use of computer-less prototyping, board games, lego, drawings   * More use of computer-less prototyping, board games, lego, drawings
   * Less 'open debate' and more focused with post-its, drawings, etc - even taking notes, it was difficult to record all the decisions and remember them between meetings, leading to a certain amount of retreading old ground    * Less 'open debate' and more focused with post-its, drawings, etc - even taking notes, it was difficult to record all the decisions and remember them between meetings, leading to a certain amount of retreading old ground 
-  * More restrictions, earlier on - I felt there was a constant re-widening of the possibilities, when we needed to be making decisions +  * More restrictions, earlier on - I felt there was an amount of re-widening of the possibilities, when we needed to be making decisions 
   * Doing the user stories at the start of the project - we didn't talk about our audience much at all until this point   * Doing the user stories at the start of the project - we didn't talk about our audience much at all until this point
  
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 Most game projects only attempt one or two new things on top of existing well used and understood game mechanics. We could not get away with such a strategy here, as it became clear that we needed to invent a whole new set of mechanics and problems relating to plants in order to achieve the feeling of being the plant, not just managing one. This seemed central to the idea of the groworld project. Most game projects only attempt one or two new things on top of existing well used and understood game mechanics. We could not get away with such a strategy here, as it became clear that we needed to invent a whole new set of mechanics and problems relating to plants in order to achieve the feeling of being the plant, not just managing one. This seemed central to the idea of the groworld project.
  
-I certainly feel like we approached the project in the right way. I fell into a process of prototyping each next biggest problem that I faced. Sometimes these were technical, e.g. networking, at other times gameplay problems e.g. trying to grow a plant a cell at a time. The alternative is to have a rigid grand plan at the start and only find out what the problems when it's too late to fix them in the best way. This also means when discussing the project with others often the answer to their questions is: "we tried that, and found this..." rather than, "we didn't have time to try that..."+I certainly feel like we approached the project in broadly the right way. I fell into a process of prototyping each next biggest problem that I faced. Sometimes these were technical, e.g. networking, at other times gameplay problems e.g. trying to grow a plant a cell at a time. The alternative is to have a rigid grand plan at the start and only find out what the problems when it's too late to fix them in the best way. This also means when discussing the project with others often the answer to their questions is: "we tried that, and found this..." rather than, "we didn't have time to try that..."
  
 On balance I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, Kitchen Budapest, Dorkbot London and OpenLab London there is a huge amount of interest in this area and a lot of excitement over what we have made. In conjunction with the wider groworld project the game prototypes represent very original ideas. On balance I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, Kitchen Budapest, Dorkbot London and OpenLab London there is a huge amount of interest in this area and a lot of excitement over what we have made. In conjunction with the wider groworld project the game prototypes represent very original ideas.
  • research_report_groworld_dave.txt
  • Last modified: 2010-02-22 14:41
  • by davegriffiths