Game Concept: Old Streets Adventure

Game Idea Drive Folder

Game Concepts

Framework

UX

  • The museum aims to create stories that connect with the students, and evoke emotion. The overall goal is to create empathy. Chief curator Alex Forist says "we tell stories that revolve around objects". That is literally a perfect application for AR!
  • Target age is 8 yrs to 12 yrs
  • Groups at each station should be limited to 3 students. With interesting tasks for the 2 without tablets
  • Each station (target area) will be engaged for about 1 minute (about 30 minutes total).

People

  • Yankees: Came with money to buy land for lumbering operations that provide wood for the furniture industry
  • Recent European immigrants: English is their second language (Dutch, German, Latvian, Lithuanian, Irish, Italian, Lebanese, Polish): Most came for jobs, the ability to eventually own property and improve their station in life, which was hard to do in Europe. The Dutch came in search of religious freedom. The Italians were known for their carving skills and were valued by the furniture industry.
  • Native Americans: Ottawa and Ojibwa: Largely driven out of the city by now, but some remain.
  • African Americans: Migrated from the South after the civil war: Mostly engaged in farming
  • Anna Bissell and other prominent persons

Function (pragmatic for execution)

  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration

Themes

  • Price of goods or services
  • Important people.
  • Immigration (see character definition)
  • Migration (see character definition)
  • Lumbering
  • Farming
  • Factories that use the river water for steam power
  • Finely crafted furniture created by highly skilled designers and artisans

Narrative Ideas

  • Thematic opportunities, such as... Crime, Treasure Seeking, commerce/trading, Entrepreneurialism, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.

Game Play

  • Based on familiar gameplay
  • Easy to understand/simple rules
  • Easy to explain
  • Achievement over competition
  • Synthesis of history: problem
  • Fun!
  • Replay-ability

Interactions

  • Figuring out clues from AR people (paper or AR)
  • Finding locations & their targets (observation or AR)
  • Navigating traffic jams with other teams
  • Writing down the found objects
  • Tallying

A role play + scavenger hunt adventure

Lesson Learned

  • Immigration, migration, travel, communication,
  • Budgeting, finance and Inflation
  • Prominent businesses of old Grand Rapids
  • Important Persons of old Grand Rapids

Up to 30 students play in 10 teams of 3.

Each team includes:

  1. Tablet wrangler: aims the tablet and interacts with the AR.
  2. Money Handler: manages payments and does the calculations
  3. Navigator: directs the student groups to their assigned destinations and keeps track of time.

Gameplay Details

  • 45 minute total play time.
  • 1-10 teams can play
  • All players assemble in the Barrel Factory. They then count off to form teams (10 minutes)
    • Each team is given:
      • A map of Old Streets
      • A tablet with a custom case (in period style).
      • A game book that includes
        • The backstory of the team's character that they play as
        • The game scenario/goal for the figure
        • A list of historical figures they need to visit to get clues (in the order they need to visit them)
        • A list of every Old Streets location and a list of items that players can choose from them
  • The teams, then launch their apps and travel to their start locations (5 minutes)
  • Teams rotate through the space every 2 minutes and visit a total of 3 historical figures and 4 Old Streets locations.
    • Getting a clue from a figure
    • Purchasing an object from one of the locations. If the team runs out of money they will not be able to purchase. Each purchased object is worth a set number of points.
  • After 3 rotations, teams will return to the barrel factory
  • The team with the highest score wins the game
  • Teams are given a maximum score reference sheets that they can use to compare to their score. This is used only as reference and does not effect the outcome of the game

Post Lesson

  • At school, the next day, a writing/research project and/or discussion set can be assigned based on the five habits of mind. This would connect what they learned to themselves and current society.

Extra

(Each tablet has a theme that represents or reflects the character)

Indiana Jones Type Character (Alex Forist) - time travels back to 1890 to find the missing Information that will help us solve a mystery about an artifact in the present day collection. (Gameplay is like Clue)

Overview

Players play as Alex's assistants from the current era that travel back in time to collect clues that will be used at the end of the game to solve the mystery of the artifact. The Clues can include things like:

  • Objects that need to be purchased and have micro-stories that reference the major themes (immigration, migration, furniture factories, lumbering),
      • Example: gun powder from the gun shop was used to blow up tree trunks by migrating African Americans on their newly cleared farms. The trees went to the mills and eventually became furniture. This powder is a relevant clue because it was also the substance that was stored in our mystery artifact. (I just made this up)
      • Example: there could be 3 locations where players have a choice between 3 items (9 items total). But, they only have enough money to buy 3 item total. So they must choose wisely.
  • Information given to us by important people
      • Example: Bissel made a variety of products besides floor sweepers... including clothing irons . One recent European immigrant bought several of them to start a uniform laundry service for one of the furniture factories. This is a clue that has no relationship to the artifact. It is a mis-direct. (I just made this up)

Lesson Learned

  • Objects that are tied into major themes of the era
  • Cost of goods.
  • Important individual characters
  • Important types of people
  • Detective work/ synthesis of the information to solve a problem

Up to 30 students play in 10 teams of 3.

Each team includes:

  1. Tablet wrangler: aims the tablet and interacts with the AR.
  2. Clue Master: writes down the historical facts (clues) on a note sheet.
  3. Navigator (Leader): directs the student groups to their assigned destinations and keeps track of time.

There are 10 Stations. Each station has 1 object or person that provides 3 clues.

  • Each location in Old Grand Rapids contains an AR target. Each target holds a clue that will help the teams solve the mystery.
  • The tablet wrangler plays the AR and makes sure the other team members can see it.
  • The navigator/leader orchestrates a collaborative effort: the team must pick only one of three clues that the station holds. This is done with a multiple choice check-sheet.
  • The Clue master writes down the clue information,.

Gameplay

  • 50 minute total play time.
  • 1-10 teams can play
  • All players assemble in the Barrel Factory. They then count off to form teams (10 minutes)
  • Each team is given a map with their start location identified as well as a tablet with a custom case (in period style).
  • Each team watches a 2-3 minute video on the tablet ... setting up the mystery.
  • The teams, then all travel to their start locations and launch the app. (5 minutes)
  • Teams rotate through the space every 2 minutes. During this time they will need to find their next location, find the AR target, consume the AR content (clue), record the clue information on the paper note sheet. (20 minutes)
  • After all 10 locations have been visited, teams will go to a separate, customized, space where they will reference their notes and work collaboratively to solve the mystery. Worksheets will be provided to aid in the process. (15 Minutes).

Post Lesson

  • At school, the next day, a writing/research project and/or discussion set can be assigned based on the five habits of mind. This would connect what they learned to themselves and current society.

Create an example of an object station and include:

  • AR Target
  • AR Object
  • Integration of themes and types of people
  • Recording of the clue information
  • Recording of the expense

Create an example of an important person station and include:

  • AR Target
  • AR Object
  • Integration of themes and types of people
  • Recording of the clue information

Mystery Solving Game (Clue)(character based) - IXD Outline

Overview

Players play as detectives from the era that are collecting clues that are tied into major themes of the era from important characters that will be used later to solve the mystery.

Lesson Learned

  • Objects that are tied into major themes of the era ( Gun-murder weapon is very expensive owned by rich people like the furniture factory owners, Bissell, etc.)
  • Important characters.
  • Detective work

Up to 30 students play in 10 teams of 3.

Each team includes:

  1. Tablet wrangler: aims the tablet and interacts with the AR.
  2. Clue Master (Detective): writes down the historical facts (clues) on a note sheet.
  3. Navigator (Leader): directs the student groups to their assigned destinations and keeps track of time.

There are 10 Locations. Each location has 3 objects.

  • Target will be clear and out in the open
  • Each location in Old Grand Rapids contains an AR target. Each target holds a clue that will help the teams solve the mystery.
  • Built in narrative with codes and puzzles
    • Invisible ink book
    • Magnifying glass that reveals secret
  • Complete a story with the AR and choose only one of three clues
  • Each clue will have history content built into it. Students will need to synthesize the history information in order to solve the mystery.

Gameplay

  • 50 minute total play time.
  • 1-10 teams can play
  • All players assemble in the Barrel Factory. They then count off to form teams (10 minutes)
  • Each team is given a map with their start location identified as well as a tablet with a custom case (in period style).
  • Each team watches a 2-3 minute video on the tablet ... setting up the mystery.
  • The teams, then all travel to their start locations and launch the app. (5 minutes)
  • Teams rotate through the space every 2 minutes. During this time they will need to find their next location, find the AR target, consume the AR content (clue) and record it on the paper note sheet. (20 minutes)
  • After all 10 locations have been visited, teams will go to a separate, customized, space where they will reference their notes and work collaboratively to solve the mystery. Worksheets will be provided to aid in the process. (15 Minutes).

Post Lesson

  • At school, the next day, a writing/research project and/or discussion set can be assigned based on the five habits of mind. This would connect what they learned to themselves and current society.


Goal of the game

  • Detectives travel back in time to solve a cold case... murder? other crime?
  • Alex the curator travel back in time to find out something about an artifact in the museum collection? What is it?
  • Other?

How exactly would a station work? (figure out 2)

  • AR Objects and targets...
  • Navigating and timing...
  • Record keeping...

How is the information gathered with the AR synthesized?

What do the players do with clues

How exactly would a station work? (figure out 2)

  • AR Objects and targets...
  • Navigating and timing...
  • Record keeping...
  • Integrate important people
  • Integrate cost of goods
  • Integrate other themes
      • Immigration (see character definition)
      • Migration (see character definition)
      • Riverbanks full of steam driven factories that use the river water
      • Finely crafted furniture created by highly skilled designers and artisans
  • Integrate types of people
      • Yankees: Came with money to buy land for lumbering operations that provide wood for the furniture industry
      • Recent European immigrants: English is their second language (Dutch, German, Latvian, Lithuanian, Irish, Italian, Lebanese, Polish): Most came for jobs, the ability to eventually own property and improve their station in life, which was hard to do in Europe. The Dutch came in search of religious freedom. The Italians were known for their carving skills and were valued by the furniture industry.
      • Native Americans: Ottawa and Ojibwa: Largely driven out of the city by now, but some remain.

Trade Up - IXD Outline

Overview

Players play as recent European immigrants with one object From their home, then trade up to acquire the ultimate object that will help them start a business like one of the business in old GR.

Goal: To settle into the U.S. with a stable career.

  • Farmer (Irish immigrant with potatoes)
  • Furniture Maker (Italian)
  • Doctor (German immigrant)
  • Barber Shop (African American)
  • Seamstress (Yankee)

Up to 30 students play in 10 teams of 3.

Each team includes:

  1. Tablet wrangler: aims the tablet and interacts with the AR.
  2. Inventory manager: holds the trade up objects
  3. Tallier: Tallying to see how much money you saved (based on the objects you traded)

There are 10 Locations. Each location has 3 objects.

  • Each location has options to trade with a matching card symbol (raised printing for visually impaired)
  • Teams are given an amount of time at each station to "trade-up" their objects
    • AR recognition will provide more information on each item
  • This will continue in rotating stations? Until the time is up for the whole activity.
  • The goal is to "strike a deal" and trade for the most valuable items
    • Could be duplicates of an item but the history reveals whats more valuable

Gameplay

  • 50 minute total play time.
  • 1-10 teams can play
  • All players assemble in the Barrel Factory. They then count off to form teams of 3 (10 minutes)
  • Each team is given a map with their start location identified as well as a tablet with a custom case (in period style).
  • Each team watches a 1-2 minute video on the tablet, that provides the goal of their ultimate object (Its to get the most valuable object to start their business (most valuable object in their category), there will be competition as another group will also be looking for the same valuable object) and giving directions on how the game is played.
  • The teams, then all travel to their start locations and launch the app. (5 minutes). Each team has a different location to start on to avoid crowding (navigator looks on map according to object card, in case it is too hard to find objects in your field, they will be color coded)
  • Teams rotate through the space every 2 minutes. During this time they will need to find their next location, find the AR target, then they do a bunch of trading things — They trade their first object in the first station out of a group of two, choosing which one is the most valuable to them. As they progress through the stations, they also have a choice of keeping an item they feel is too valuable to trade. Each station will have this method of research and investigation to find the most valuable item according to their goal (this can be color coded or hinted at with categories if it's too hard to identify an object). Objects will interact with the augmented reality, and reveal more information. Augmented characters standing in front of each station (E.G Anna Bissell) can indicate the value of the products and provide further hints.
  • After all 10 locations have been visited, teams will compare there ultimate object its valuation increase . (15 Minutes).
  • Finally - the players trade with each other... in order to get an ultimate object that helps them achieve a pre-assigned goal.

Post Lesson

  • At school, the next day, a writing/research project and/or discussion set can be assigned based on the five habits of mind. This would connect what they learned to themselves and current society.



Goal of the game

  • Players time travel to 1890 with 1 dollar for what reason
  • Alex the curator travel back in time to find out something about an artifact in the museum collection. What is it?
  • How does a team win
  • Other?

How is the information gathered with the AR synthesized?

What do the players do with clues

How exactly would a station work? (figure out 2)

  • AR Objects are 3D printed mini objects recognized by the camera...
  • Stations can be free flowing, but are divided by sections (Level one takes place outside train station)...
  • Record keeping...The objects will need to be on paper
  • Integrate important people at each station - they introduce themselves and provide hints at the value of items (advertising their store)
  • Integrate cost of goods - Holpershimer's vs the other store, same products but with different value
  • Integrate other themes
      • Immigration (see character definition)
      • Migration (see character definition)
      • Riverbanks full of steam driven factories that use the river water
      • Finely crafted furniture created by highly skilled designers and artisans
  • Integrate types of people
      • Yankees: Came with money to buy land for lumbering operations that provide wood for the furniture industry
      • Recent European immigrants: English is their second language (Dutch, German, Latvian, Lithuanian, Irish, Italian, Lebanese, Polish): Most came for jobs, the ability to eventually own property and improve their station in life, which was hard to do in Europe. The Dutch came in search of religious freedom. The Italians were known for their carving skills and were valued by the furniture industry.
      • Native Americans: Ottawa and Ojibwa: Largely driven out of the city by now, but some remain.

First Round Concepts

A Place Based Mystery Solving Game (Clue)

Metrics:

  • Story telling
  • Age (8-12)
  • Teams of 3 (1 tablet)
  • 1 minute
  • Historical People Integration (Yankees, Immigrants, Migrants, Native Americans
  • Price of goods or services
  • Immigration (see character definition)
  • Migration (see character definition)
  • Riverbanks full of steam driven factories that use the river water
  • Finely crafted furniture created by highly skilled designers and artisans
  • Thematic opportunities, such as... Crime, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.
  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration

Trade -Up - collect items and trade them ... team with highest value collection wins

pros:

  • Lends itself to collecting objects for trading using AR
  • Meeting the person (virtually) ... learning about the person or place that you acquire the object from. That additional info could be important to the value of the object.
  • Indiana jones pillaging the museum and trying to find the most valuable items based on the backstory the item
  • Values of objects designed into game

cons:

  • Having to finish in a secondary area
  • There are losers ... to avoid this - design in different types of collectors (weapons, food, caskets)

Metrics:

  • Story telling
  • Age (8-12)
  • Teams of 3 (1 tablet)
  • 1 minute
  • Historical People Integration (Yankees, Immigrants, Migrants, Native Americans
  • Price of goods or services
  • Immigration (see character definition)
  • Migration (see character definition)
  • Riverbanks full of steam driven factories that use the river water
  • Finely crafted furniture created by highly skilled designers and artisans
  • Thematic opportunities, such as... Crime, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.
  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration

Forensic Crime Lab - Investigate a crime scene of a real crime that occurred in old Grand Rapids (artifact based)

pros:

  • Have to find leads and decide which ones to collect and which to leave behind
  • Make connections between the history and the crime
  • Artifact based

cons:

  • Difficult to make connections to the present
  • No monetary values integrated

Metrics:

  • Story telling
  • Age (8-12)
  • Teams of 3 (1 tablet)
  • 1 minute
  • Historical People Integration (Yankees, Immigrants, Migrants, Native Americans
  • Price of goods or services
  • Immigration (see character definition)
  • Migration (see character definition)
  • Riverbanks full of steam driven factories that use the river water
  • Finely crafted furniture created by highly skilled designers and artisans
  • Thematic opportunities, such as... Crime, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.
  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration

Escape Room

Pros

Cons

Metrics:

  • Story telling
  • Age (8-12)
  • Teams of 3 (1 tablet)
  • 1 minute
  • Historical People Integration (Yankees, Immigrants, Migrants, Native Americans
  • Price of goods or services
  • Immigration (see character definition)
  • Migration (see character definition)
  • Riverbanks full of steam driven factories that use the river water
  • Finely crafted furniture created by highly skilled designers and artisans
  • Thematic opportunities, such as... Crime, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.
  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration

Minecraft-ish - build something with the items collected

Pros:

  • 3d printed objects (that are exchanged for virtual items) could be used in the post activity to build thing creatively
  • What to build that uses objects from all over? ... build business modeled after Meijer.

Cons:

  • longer develop time
  • managing the objects (attrition)

Metrics:

  • Story telling
  • Age (8-12)
  • Teams of 3 (1 tablet)
  • 1 minute
  • Historical People Integration (Yankees, Immigrants, Migrants, Native Americans
  • Price of goods or services
  • Immigration (see character definition)
  • Migration (see character definition)
  • Riverbanks full of steam driven factories that use the river water
  • Finely crafted furniture created by highly skilled designers and artisans
  • Thematic opportunities, such as... Crime, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.
  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration

Choose your own path

Quest-escape back to current times

pros:

  • Choose your own character (a little like D&D)(character sheets)
  • Tablet is sci-fi thing
  • Opportunity to identify still relevant brands
  • Inflation lesson - start with $5 which does not seem like enough (bait and switch -- $5 goes a surprisingly long way in 1890)

Cons:

  • Can't make your own... unless there a pre-activity.
  • How to get back in time - requires pre activity.... which could be a video to set the stage

Metrics:

  • Story telling
  • Age (8-12)
  • Teams of 3 (1 tablet)
  • 1 minute
  • Historical People Integration (Yankees, Immigrants, Migrants, Native Americans
  • Price of goods or services
  • Immigration (see character definition)
  • Migration (see character definition)
  • Riverbanks full of steam driven factories that use the river water
  • Finely crafted furniture created by highly skilled designers and artisans
  • Thematic opportunities, such as... Crime, Escape, Journey, Romance, Heroism, Entrepreneurialism, Ethnic Tensions, etc.
  • Can it played all in the streets? (or does it need another location)
  • Tablet safety and handling and battery life
  • Traffic Flow
  • Audio integration