June 6

5.2 Studio Reflections

Real World Media

 

The Rise and Fall of Codae

This group’s project was about creating an immersive story experience using transmedia techniques to transport the audience into a museum-like environment. Danielle wrote “I want the sandbox to spark joy, the colours to dazzle the eye, and the discussion around our exhibition to bring people together and interact in a way that cannot be replicated through screens.” This perfectly encapsulates the experience I had as I was digging around in the sandbox finding bits and pieces of what was remains of a utopian-like world. I found it very clever how they used a made up world to reflect patterns that happen in our society. It was a less depressing way to make people face the damage we do as a society and get those conversations flowing and thoughts bubbling. 

 

Ready Camera One  

 

Music Madness

Music madness was a traditional game show style that encompassed similar editing and filming styles to shows such as Family Feud and Jeopardy. The fun and colourful intro sets the viewer up to assume the show will be light hearted and an easy watch. The intro had a nostalgic feel to it which was making me think of all the times I sat on my grandparents couch as a kid about to watch Deal or No Deal. I think this is a very clever way for them to hook the viewer in and make them want to continue watching to see what it may be about. However when I kept watching I saw it was slightly more modern than the gameshows of my childhood. Having people guess what song based on a short snippet of a music video with no sound was a really fun and authentic idea and something I found myself joining in on. Overall the project was lighthearted and fun but showed those conventions of a tradition live edited and filmed gameshow. 

 

The Privilege Quiz

When first looking at this project I was intrigued because it was definitely targeted more towards people who keep up with current trends or viral content. For example one of the questions being whats 9+10 and the answer being 21 is based on a very well known viral meme. This was definitely funny to see as it technically isn’t correct but in reference to the style and rules of the game it was the answer they were looking for. This was contrasting to some of the other projects in this studio as it was a more comical and not so traditional style for a game show. However I will say that the filming and set design represented a more traditional approach but it somehow all tied together nicely for a fun and very ‘relevant’ watch. 

June 4

5.1- Lauren, Grace and Jemile

Title: Murder Mystery

Summary: Our final project displayed a murder mystery interactive game, inspired by escape rooms. Players had to follow clues to piece the puzzle together of who killed Mrs Clement. This involved solving riddles, finding hidden keys and using their knowledge of the story to work out who was the murderer and why.

Lauren Smith  link to week 13 blog post:

Week 13 Reflection

Grace Rosebirch link to week 13 blog post:

Week 13 Reflection

Jemile Kendjer link to week 13 blog post:

Real World Media- Assignment 4 (Week 13 Reflection: Final Reflection)

 

June 1

Week 13 Reflection

  1. In what ways do you hope your creative exploration is received by its audience?

The Chesterville murder mystery interactive game aspired for the audience to appreciate the game’s capacity to engross them in a captivating and suspenseful murder mystery. We aimed to provide an opportunity for active participation, allowing players to assume the role of detectives and engage in solving the case. The exploration was driven by the research question: “How do the conventions of a traditional murder mystery translate into a transmedia form of storytelling through the use of an interactive game, while maintaining a coherent narrative without compromising participant engagement and immersion?”

One significant advantage of the interactive game was the direct involvement of players in the investigation process. Through gameplay mechanics such as puzzle-solving, hidden object discovery, and narrative-altering choices, participants were able to actively contribute to the development of the story. This active engagement aimed to enhance the overall level of participant investment and interest. 

Ultimately, our aspirations revolved around the hope that the Chesterville murder mystery interactive game would be met with enthusiastic appreciation from its audience. Through our meticulous efforts to seamlessly incorporate the conventions of traditional murder mysteries into the transmedia storytelling format, while maintaining a coherent narrative and prioritising participant engagement and immersion, we sought to create an unparalleled gaming experience that would captivate players and leave a lasting impression on their minds.

 

  1. What was it like preparing for the exhibition, and then seeing your work presented and viewed? 

Preparing for the exhibition of the Chesterville murder mystery interactive game was an exciting but intense process. We dedicated a lot of time to refining the gameplay mechanics, designing immersive visuals, and crafting an intriguing narrative. So the idea that it might not be viewed well was scary. 

We meticulously tested and fine-tuned every aspect of the game to ensure a seamless and engaging experience for the audience. And the idea that this game might actually not work was something on my mind. As we knew how it worked because we made it ourselves, what if the general public couldn’t figure it out. 

We eagerly awaited feedback from the audience, hoping that they would appreciate and enjoy the game as much as we had envisioned. But as the first person went through it was clear that all the testing had paid off. Observing players engrossed in solving the mystery, witnessing their reactions to plot twists, and hearing their discussions about the game was incredibly rewarding. As everything fell into place, and the game flowed perfectly. Three out of the four figured out with the correct amount of trial and error and one was convinced it was our ‘red herring’ that did the murder this to me was success as it wasn’t too easy or too hard. It was that perfect middle ground for people to really be involved and use their detective minds. 

 

  1. Reflect on your collaboration for Assessment 4. How did it go? What would you do differently next time, and why?

The collaboration within our group was effective, with tasks being completed and all the elements coming together successfully. During weeks 9-11, our primary focus was on planning the story. In week 9, Lauren and I dedicated our efforts to developing the initial plot, selecting characters, and crafting the plotline. Following our presentation in week 10, we shifted our attention to working on the game mechanics. Throughout that week, we carefully planned each checkpoint, determining the events and clues that would be provided. Initially, we used bullet points in the document for convenience, intending to expand upon them later during our individual work sessions. I took responsibility for checkpoint 1 and 4, while Lauren handled checkpoint 2 and 5, with Jemile in charge of checkpoint 3.

In week 11, we used the shared Google document to ensure alignment among our respective checkpoints, ensuring a smooth flow of elements. Once this alignment was achieved, our focus shifted to preparing everything for the setup. We created a shopping list, with Lauren taking the lead in printing our papers, posters, and clues, while I collected and assembled small lockboxes with the appropriate locks for each stage. Additionally, Lauren and I visited the prop shop, considering potential props for the exhibition day.

With all the elements aligned and prepared, our attention turned to testing the game, a process that went smoothly. We collectively set up the game, meticulously going through each checkpoint, making necessary adjustments, and communicating these changes in our messenger group chat to ensure nothing was overlooked for the final day.

On the exhibition day, Lauren and I visited the prop shop once again, gathering everything we needed and transforming the room to fit our chosen theme. Seeing our collaborative vision come to life was a gratifying experience.

Looking back, I would consider dividing the workload within the first week in future projects. This would allow for a more even distribution of tasks and potentially contribute to a smoother workflow. Nevertheless, we felt well-prepared on the exhibition day, with no elements forgotten, which was highly satisfying.