Friday, August 20, 2010

Week 1 - Analysis of Indoor Paintball

Tangible interaction - Analysis of installation

Indoor paintball



1. Description
Game played indoor in a dark labyrinth. The game consists of dividing a group of people into two teams, who will shoot at each other with air-guns to gain points. Megazone has designed the game, and has been in business since 1993 (at least providing laser-games).
The environment is an indoor, dark labyrinth lit with black-lights and the aesthetics are techno, sci-fi and war-like, and also references computer games, both visually and in content. While the game is on, there is also a sound scape with techno-based music and some overlying voice. The game is targeted at thrill-seeking audiences, and is mainly used for special occasions like bachelor-parties, company retreats, birthdays etc.

2. Roles of users
The users are commercial customers, paying for fun and thrills. It’s a drop-in service, with a counter in the lobby, making it look like a formal place of business.
Before the game starts, the customer/user has to sign a disclaimer, before being guided into a room for further instructions about rules and equipment. The fact that the game can be dangerous, and WILL be painful is emphasised. This process helps build excitement, and a sense of suspense.
All members of the team is equipped with a vest, with sensors and a transmitter which makes it possible to keep score in the game. A protective face-mask must be worn at all times. The main tool in the game is the gun. This fires silicone bullets, and is powered by air-pressure. An electronic system keeps track of the number of hits to each teams vests, making it a competitive game. The labyrinth provides one base for each team as a starting point, and several walls and places to hide and get cover during the game. (A detail is that some of the wooden walls seem very worn and chipped from the bullets hitting, as a “warning” about the force they carry.) When the game starts (by a voice stating “the game starts!”), black-lights make the vests of the two teams light up in red or green, making it possible to tell if someone is a friend or foe.

3. Interaction
The objective is simple: shoot the other team as much as possible, and get shot as little as possible yourself. In our case it was the first time for most the players, and there was limited interaction between the team-members. The instructions given are mostly about safety, and not about how to play the game strategically. This makes the players learn-by-doing as the game progresses. Communication is mostly visual, as there is music and sound playing, and the masks make it difficult to communicate within the team. Although the most direct interaction is when you get shot, as this can be quite painful, and shocking for many. You can also see the bullets fly through the air, as they light up in the black-light.

Motivation
Mainly by being exciting, and adrenaline-producing, the game can make the player want to come back and try more. It is also competitive, and you can increase your skill in the game, which is a motivation for playing.

Development
The game lasts for 15 minutes, and the dramaturgy curve is quite flat, going at high suspense the whole time. Except in the beginning, where the players are led into the arena to wait in suspense for the game to start. There is no overall development in the narrative, before it is over, and the teams can see the score to determine who has won. The teams get points as a whole, and there is no individual statistics.

Even if the game is not very physically demanding as need for strength or speed, as there was a lot of hiding, and trying to avoid getting shot, the heat inside, the tension, adrenaline and excitement, made it quite a workout.

Influence on percepition: see in the dark, aware of movement. Adrenaline override pain.

Improvements:
Better lighting, better statistics - individual and MORE (visualized for taking home)


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