Designing and prototyping of Social Worlds. Carl Heath. måndag 24 september 12

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1 Designing and prototyping of Social Worlds Carl Heath

2 A designed Social World - Live Action Role Play (LARP) A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character. The outcome of player actions may be mediated by game rules, or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.

3 LARP in context Entertainment Art Social & Political change Education Marketing & Business

4 Examples of rule driven social interaction Ice breakers Role play Games

5 First games in Sweden in the mid 1980s Rule driven Generic environments Few genres Controlled narrative

6 Classic LARP narrative ( train style ) Start P1 P2 P3 P4 End Environment Planned event 1 Planned event 2 Planned event 3 Planned event 4 Planned Ending Characters (rules) Usually 1-3 possible outcomes Main plot Sub plots

7 Early and mid 1990s - Broader and deeper Several genres Semi-controlled narrative Game Master driven Complex environments

8 Evolved design structure Start End Planned event 2 Planned event 3 Complex environment Planned event 1 Planned event 4 Several possible ends and outcomes Characters (narrative) Relationships Social context GM tool 1 GM tool 4 Main plot Sub plots GM tool 2 GM tool 3

9 Late 1990s to present - exploration Story driven Complex environments Complex narratives Several genres In game tools Meta game tools

10 Evolved design structure Start Planned event 2 Planned event 3 End Complex environment Planned event 1 Planned event 4 Several possible ends and outcomes Characters (narrative) Relationships GM tool 1 GM tool 4 Social context GM tool 2 GM tool 3 (Main plot) (Sub plots) Meta game tool 1 Meta game tool 2 Meta game tool 3 Meta game tool 4

11 Basic GM pre game tool box Environment design Basic narrative design Main plot design Sub plot design Character design Typecasting Event design Prop design text

12 Basic GM in-game tool box Controlled props Controlled environment Event orchestration Time management Controlled characters Controlled out of game world Controlled or monitored communications systems

13 Meta game tool box Shift of time and space Controlled cut-scenes Parallell narratives Real world intervention Special function roles Skjebner Character controlled narrative

14 Contrasting patterns - game control Game Master Players Character creation Environment Control Plot design Typecasting In Game Control Meta-game Control

15 Contrasting design patterns - character engagement Game Master Players Plot Group External Relational Individual Internal

16 Social Dynamics and basic plot patterns A player can only handle a given number of intrigues or plot lines A player can only handle a given number of active relations

17 Social dynamics and plot patterns Text text text

18 Social dynamics and plot patterns

19 Social dynamics and plot patterns

20 Using LARP beyond entertainment Game System Game Theme

21 Using LARP beyond entertainment Game System Game Theme Technology

22 Using LARP beyond entertainment - Education - Marketing - Social Change Game System Game Theme Technology

23 Thank you. Carl

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