SCOPE; briefly...
Our bee crisis project has been “theoretically cancelled”, and we have now started conceptualizing a new project for the ‘Scope’ brief. Our group decided to remain together and work collaboratively for this new project - a multiplayer 3D (tactile) multi-layered plat-former board game with continuous, simultaneous time-based play (?). This addressed the WHY? criteria of the brief: What is the phenomena you are responding to or what is your line of enquiry, questioning? In this case, we’d be looking into particular techniques - such as 3D multi-layering in a tabletop game and/or simultaneous/continuous play.
WHAT? What is your developed concept that you propose addressed this phenomena or question? We are currently looking at a board game which is built like a semi-destroyed office building - players must race each other to a parachute located in-game and launch themselves off the top level (roof) of the building before it collapses completely. Players will play simultaneously - it will not be turn-based! Instead, they will only have seconds to make their move and attempt to sabotage and out-wit each other. We are also looking into strategic items, such as cards and tokens which give the player certain advantages - for example, collecting items to ‘craft’ a makeshift parachute or setting a bear trap to disadvantage the opposing players.
HOW? What is your methodology? How will you know you are making the right design decisions? Our group are about to begin looking quite extensively into precedents to judge whether or not ideas we have theorized would be successful. We would like to lock down the aforementioned strategic items and their uses before creating a paper-prototype to test play, finding the appropriate limit of time to play (before the building collapses), and sorting out what needs to be taken out of or put in the game.
Because there are three of us, we have decided to each focus on on one of the above questions each.












