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Desert Base - Captured Colossus - Captured Prowler - Gathering - Gameplay Video


Playground

Doing-

I was trying to figure out what a modern day "Adult Playground" would consist of. In a search for this answer, I went where lots of adults and teens gathered. The Mall. I noticed many of the cornerstones of playgrounds carried over to the Mall: Dazzling textures, differing elevations, things to interact with such as video games and small-scale rides like a bungie chair. I therefore concluded that the Mall could be considered an adult playground.

Writing-

Playgrounds are generally thought to be only for children and as adults have evolved beyond the need for such a thing. Playgrounds, however, take many different forms and have integrated themselves stealthily into our society with little actual recognition that they are indeed playgrounds. The aspects that make up an interactive and entertaining experience for a childs playground are found throughout the inner workings of the playgrounds that we adults use. The aspects that I refer to come mostly from the article What Makes a Great Playground? The elements of a successful playground are broken up into three categories: Physical, Social, and Cognitive.

The physical content of a playground is important because, obviously, you need something tangible to interact with. There needs to be a flexibility that allows the playground user, who I will hereafter call the user, to follow different paths through the same area. This is also a similar practice in video game level design, which allows a player to choose how they approach a situation. For example, in the first level of the video game Deus Ex, you are given the task of capturing a terrorist leader who is hiding in the top level of the statue of liberty. You are given free reign as to how you can approach the situation. You can go in guns blazing, you can go talk to an informant and get the key to the less protected back door, you can choose to sneak up a series of crates piled at the side of the building, and more. You get to choose how you handle the enemies in the level as well. There is absolutely no need to kill anything in the level, but there is nothing stopping you from doing so if you so desire. In a sense, this is a playground.

Variety is also an important factor to consider in the creation of a successful playground. Differing textures on objects draw the mind away from any uniformity that the playground may have. Additionally, different levels of elevation help take away uniformity and give a sense of adventure to the user. Elements of nature add to the entertaining qualities of a playground as well. Water, dirt, trees, and so forth provide users elements of play that change over time. A tree might get larger, change the color of its leaves, lose its leaves, etc. A pond or pool may be higher or lower depending on the weather and will cause a myriad of images because of all the different reflections it can catch.

More than any other factor that makes a playground interactive and entertaining is that of social interaction. While the equipment on a playground will stay the same for years, the experiences that you have when you interact with other users will change every single time. Making an environment where children can interact with each other is key to obtaining this goal. For a child�s playground, examples may include giant tic-tac-toe board, giant chess or checkers pieces, see-saws, even swings. For an adult, this can include arcades, any store, any shopping area, and basically any place where two people are drawn to the same interest; be it a book, grocery, music, video game, and so on.

In the Cognitive aspect of play, users must be able to express their creativity through their play. This can show itself in various ways, from creating castles in a sand box to actual modification of the play environment, be it moving parts on play equipment or simply natural pieces of the environment such as tree branches or puddles that can be made into something else or used for a purpose. Another important factor is giving a sense of accomplishment to the user for a task completed, whether it is for solving a puzzle or going through an obstacle course. Last but not least is going to the users for assistance on the creation of the playground. Kids know what they want to do. Ask them and they�ll tell you specifically what they think is fun and what is boring. You�ll probably be surprised by the insight of some of their answers.

Planetside Playgrounds

- It's easy to imagine the applications of the "playground" idea to the PlanetSide Franchise. Due to the vastness and variety of the worlds the PlanetSide Universe exists on, a playground could be made to match almost any climate or area.

There are swamps, deserts, snow covered mountains, plains, grassy hills, and so on and so forth.






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Toys

Writing-

The things that make a toy interactive and entertaining are simple and few. First of all, it must be connected to some established universe. Second, it must be able to act or be acted upon by the user. Third, it must cause the person using the toy to think up other uses and scenarios that the toy can be used in.

An object is not a toy unless it is connected to an established universe. A cardboard box, for example, is not a toy until it is turned into a castle or a spaceship from some child’s imagination. Until then, it’s just a box. It was made to hold things and hold things it does until someone turns it over, draws some insignias, and turns it into an airplane.

Something can’t be interactive or entertaining if it doesn’t act or can’t be acted upon. An action figure frozen in 300cu feet of ice is not a toy. It WAS a toy and is now a display. You have to be able to move its legs or have it move its own legs and walk around for it to be a toy. You have to be able to have it interact with other action figures and be acted upon in turn.

A toy must also be versatile enough to be used in creative ways by the person who is playing with it. If not, it is simply a display, or even a movie. Sure, a cardboard box can be an airplane, but what is that airplane going to do? It could be stranded somewhere in the middle of the Atlantic or it could be soaring overhead. It’s up to the person doing the playing.

PlanetSide Toys

- Making toys for Planetside would be a fairly easy feat to accomplish. There are already many marketable vehicles and character models to work with.



The tanks shown above are faction specific vehicles that could be reproduced small scale as a kid's toy that children could ride around with or put on a track or miniature course and play with Hot Wheels style.

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Adventure Attraction

Doing-

I didn't have the opportunity to visit anything like this. I have gone to a theme park before, though I find it strange that I can't remember anything in particular about it.

Writing-

What makes an Adventure Attraction interactive and entertaining? The rules for a theme park being interactive and entertaining are quite similar to the factors that make a playground interactive and entertaining, albeit more expensive and complex. There are the Physical, Social, and Cognitive aspects to the experience.

The physical domains of the attraction include interesting building and ride design, varying textures and structures that identify it as unique. You have to guide your patrons through the park, but also allow for free choice in where to go. Epcot has a circular design that allows easy access to any section of the park, but guides you past each one, increasing the chance that you may visit a place that you had not intended, making for a pleasant surprise. This gives a sense of control, but also a sense of adventure.

The social aspect of the attraction is also very important. The buildings and persons must conform to a central theme. To submerge the patron in a world which they�re not used to is the epitome of adventure. Persons dressed up in costumes and greeting patrons as they go by help make the whole experience seem less mechanical and more in line with the environment presented to you.

Last is the cognitive component to an interactive and entertaining Adventure Attraction. There isn�t much adventure in just staring at things, so you absolutely have to give the patron something to think about when they�re going through the attraction. It is necessary for the patron to BELIEVE. Believe that whatever they�re doing is worthwhile and important, otherwise why waste their time and money?

PlanetSide Adventure Attraction

- The vastness and diversity of the PlanetSide World could make for parks in many different areas of the world. The excitement of the battles and various weaponry could provide for a breathtaking roller coasters and indoor rides. Shoot 'em up bases and laser tag fields would be easily made to fit the park. The park would be made up of a large expanse of area and would be provided with transportation(modeled after the planetside vehicles) that carry it between a system of hubs.

Above is one of the planetary bases from PlanetSide. It could be adapted to be one of several hubs that cover the park and provide concessions/restroom/transportation.


This vehicle, called a "Deliverer," would be part of a convoy that would carry park-goers from hub to hub.


This is a map of Amerish, one of the planets (Formerly a continent of Auraxis, which was blown to pieces). This map could provide the layout of a park with a climate similar to that of Amerish. Lots of reforming of the surrounding area would be needed, but it would undoubtedly be an enjoyable experience to go through such an area.

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Memorial
Doing-

I once went to Scotland on a vacation and observed several memorials to those who died in battle there.

Writing-

I believe a memorial can be considered good when it accomplishes three things. These three things are as follows. First, it must conform to the environment and community it is placed in. Second, it must be placed in an area where it will make the most impact. Last but not least, it must cause you to remember it.

When you're making a memorial, you have to consider the area it is being placed in when deciding the materials and layout of the monument. A memorial is, essentially, a physical memory. One thing that people cherish is memories, so when creating a memorial it cannot be made in such a way that it is easily damaged by the environment. Also, it must be able to give off a personal connection to the families of those being remembered. I once had the opportunity to visit Edinburough and the surrounding areas that were the location of many battles between Scottish and English soldiers. Outside of one of these areas, there was a monument to one of the battles that depicted a fierce scottish warrior holding up his sword in defiance. While this may sound like it would be fairly impressive, the fact that it was taken directly from a scene from Braveheart and the scottish warrior looked exactly like Mel Gibson angered the locals. In this case, it didn't pay to make a memorial of the people that had fallen there when it really just reminded people of the movie. No one will really ever remember it in a way that honors those who died.

Next, you have to place the monument in the place where it will have the most impact. There is absolutely no reason to put the Vietnam Memorial in France or the the Verdun Memorial in Vietnam. Memorials are best placed in the area of the battle, or on the homeland of those who died if the memorial would not be safe if placed at the site of the battle.

Lastly, the Memorial must...well...be memorable. It doesn't do any good if someone visits and wonders whether they are actually at the memorial or not. There needs to be some kind of identification of what transpired. Images and notes that tell of those who died and why they died. The memorial needs to be able to assure those it represents that they will not be forgotten.

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What Characteristics make an ideal Game interactive and entertaining?

As with anything else, there is no single factor that can take all the credit for making a game interactive and entertaining. There are several attributes that work together to bring about such an experience. Adaptability, creativity, usability, and story are key elements of a game that is interactive and entertaining.

What I mean by "adaptability" in a video game is the ability for a game to adjust to styles of play. Games that have adaptability have difficulty settings, various ways to achieve objectives, can be easily modified by a community of players (such as with the game Morrowind: The Elder Scrolls which has a massive amount of mods), or even character creation/customization menus. Adaptability allows for the player to change the game into something of their own and gives them a greater sense of control.

Creativity is another important aspect of interactivity and entertainment. Allowing characters the ability to express themselves and who they are adds a considerable amount to the gaming experience. This also gives a sense of control. As mentioned before in the adaptability section, it is important to give the player a sense of control in respect to the completion of their objective. Goals, whether they are implied by the game or created by the player, are important to the gaming experience because they allow the gamer to set up and satisfy expectations.

Useability is probably the most important aspect to interactivity because, well...you can't interact with a game without a peripheral or knowing how to use it. There are many different types of peripherals ranging from lightguns to dance-pads. Considerate planning on the part of programmers in order for a peripheral to adequately support a game. For instance, a game that has controls that only fire will do no good for making the player feel a connection to that character.

From the beginning of game-dom there has always been a story, otherwise there would be no conflict. Even during the simplest of games such as pac-man and space invaders, there has been a story to accompany it. In order to feel driven to complete a task, it must feel important to the player. It must provoke an emotion. The emotion itself is not important, in fact it could even be a dangerous one such as greed. An example would be, "You are a mercenary, you need to upgrade your weapons in order to keep up with the competition. To upgrade your weapons, you need money. To get money you need to do _________."

These four aspects make a game interactive and entertaining.

PlanetSide the Game.

- It's already a game. >.>

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Family Entertainment Center

Writing-

A family entertainment center has several fundamental basics to its design that make it an interactive and enjoyable experience. First, there is the check-in/orientation to the experience. Second, there is the food court/regular concession area. Third, there is the arcade. Fourth and last, there is the birthday room.

A family entertainment center obviously needs a check-in area where the staff can keep track of the number of people and children as they come and go. It is a good chance to let kids know what they can, and can’t, do while they’re at the center so it’s a good idea to have pictures and information on the walls. This is not to say they won’t be everywhere, but it’s like a first impression. It’s very important. This is also probably the best place to put merchandise that you want to sell to the kids because they’ll see it as they come in, think about it while they’re playing, and want it when they come out.

Every family entertainment center needs to allow the people that visit some type of refreshment or nourishment access to ensure that they can stay for the maximum amount of time. The longer the kids play and the parent spend at the center, the hungrier they’re going to get. If they don’t have to leave for food they can stay longer.

The arcade is a staple of any family entertainment center because it encourages social interaction between the kids that visit. Normally kids wouldn’t go out to play arcade games all on their own, but when you can visit it at a family entertainment center, the experience is magnified. Oversized and unique peripherals on the arcade games is a must for any center, as children love such things.

Last but not least is the birthday room. What family entertainment center would be complete without a birthday room? The business of birthdays and things associated with them has become a very lucrative business. When a kid has a birthday party at a family entertainment center, it’s not just them. They drag along 20-30 of their friends… friends who buy food, drink, tickets, and use the arcade machines. Birthdays also happen everyday. If you make the birthday experience memorable and get the word out, people will reserve their kid’s birthday months in advance.

PlanetSide the Family Entertainment Center

- My idea for a PS FEC is a large cube-like building, the inside of which has all of the activity areas (ie: Food Court[Called the Mess Hall], Party Area[Called the War Room], Arcade[Called the VR Training Area], and the Entrance and front desk) surrounding a central ball-pit split into quadrants. Each quadrant has balls and surroundings that imitate a different climate zone, such as Desert, Tundra, Swamp, etc.

The Mess Hall would be set up with long tables to mimic that of a military style mess hall, but the chairs would be padded and backed. There would be televisions and music playing to lighten the atmosphere.

Basically all of the rooms would follow such a motif.

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Museum

Writing-

A museum is a fantastic place for Interactive Entertainment and Media to strut their stuff. Digital Imagery paired with auditory lessons is a fantastic way to learn about a subject. If you were to go up to a display of a fully reconstructed Tyrannosaurus Rex skeleton, you might say, "Wow, that's pretty cool...but not cool enough to make me want to read this huge plaque with 8pt font."

Now, if there was a set of interactive displays surrounding the skeleton, you could navigate various menus and find out interesting things about the T-Rex, like its diet, or where it lived, or how big it actually was, how much it weighed, and so forth. A plus to this is the fact that it can be translated on the fly into any language, which is impossible for a plaque to do. It might even benefit the museum to sell or rent handheld information navigational devices, so people don't have to pack around the digital information kiosks.

The flexibility of digital media and mediums is amazing, so its application within a large structure like a museum is fairly open. You could have a room which had a digital interactive floor that simulated excavation or archaeological dig sites that could be reset when it was all dug up. There could rooms set up that had round-room projectors to make the room resemble whatever planet you choose. Limitless.

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Retailtainment

Writing-

I'm really not quite sure what retailtainment is. The definition that I'm given is "Interactive Entertainment the Sells." But really, any interactive intertainment is capable or is part of some kind of sale.

A good example of interactive entertainment that sells is the game World of Warcraft. Millions of people pay monthly fees to experience content and interaction with other people through the glory of interactive entertainment.

Another form of Digital media that sells is marketing that relies heavily on it. Many commercials now a days use computer graphics to enhance ads. In fact, there are very few that don't. From car insurance (E-Surance) to alcohol (Bombay Sapphire), it has permeated the television culture of today.

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Saving Lives

Writing-

Applying Interactive Media to the task of saving or rehabilitating lives is a simple task. Interactive Media has, aside from actual experience, been the best method of instruction and training for someone to have.

For instance, if you are a practicing physician or surgeon and you want to practice methods of therapy, testing, or operation, you could simply visit a clinic or lab that has a program that provides a 3D simulation of the procedure. In such a case, a patient is not inconvenienced by a total lack of experience by the trainee, nor are they subject to embarrassment by exposure to unprofessional eyes.

Interactive Media, on the other hand, can also directly benefit patients that are recieving phobia therapy or situational therapy. They can be induced into a situation via virtual reality visor or screen, and then slowly work with a physician or doctor to slowly progress to a point where they can try the real thing without fear.

An example is a person with arachnaphobia. Such a phobia is a REAL problem because a person with such a condition would never, ever, want to go into a room with a spider because of the fear it evokes. If they are put into a virtual world where the spider is broken down into basic geometric shapes and turned into something not as scary, it is easier for the patient to cope and, over time, the graphics can be gradually adjusted to look lifelike. Virtual reality can also be paired with simulated tactile-perception where a virtual world is combined with objects and textures that actually push back and feel substantial when interacted with. This heightens the immersion of the person undertaking therapy.

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Future

Writing-

The future brings so many possibilities to Interactive Entertainment. There will, most likely, be an evolution of medium for Digital Media. There will be a greater use of Digital Media. There will be an infiltration into the common home by Digital Media.

When you think of Digital Media, you mostly think of just computer graphics and digital shenanigans on a television or computer. In the future, it is more than likely that Digital Media will take on a new medium. There could be portable devices, similar to cell phones, but with processing power to match a computer, for use in everyday life. The demand for such a device , and the software and modifications that go along with it, would be great. There is also the posibility of a holographic medium sometime in the future. Such a radical change in the way we interact with the media would cause a revolution in peripherals and film techniques, as well as programming languages invovling the software of such devices.

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