Game Log 3 - Imagine
Process and refinements - From Play to Prototype
After the PLAY phase, we moved from concept discussions to concrete mockups and interactions. The game, Censored Truths, was selected as the main concept because of its strong connection to the EPIC-WE theme of Heritage Remixed, and its meaningful focus on European values like freedom of speech, rule of law, and critical citizenship.
In the IMAGINE phase, our goal was to make an interactive mockup and a functional AR prototype that allows players to interact with censored or biased news articles and explore the consequences of spreading the truth or propaganda.
IMAGINE Methods Used
Interactive mockup
To evaluate our idea and imagine if our mechanics are feasable, we decided to build a functional AR mockup with Unity. This includes different mechanics and objects:
- A set of news that can be read by users, who will have to decide which of these send to print.
- Articles are grabbable and placeable into a “Print Area”, which triggers variable changes (e.g. Trust in Establishment, Revolutionary Sympathy). At the moment, articles are simulated by already dragged-out green squares.
- Each article has a title and summary text.
- A stamp grabbable by the user.
- An area to reproduce videos, giving feedbacks on the consequences of the player choices during the game.
Cultural Provotyping
We framed the game as a provocative simulation of resistance under a fictional authoritarian regime. Having created a fictional narration of the events in the news, highlighting in them revolutionary or dictatorial preferences, the game provokes discussion about press freedom and civic responsibility by forcing players to choose how to report sensitive events.
Prototype and Playtesting
Short demo of the prototype
The prototype uses the Snap Interactable interface so each article can be presented to the player and handled more easily. This keeps the desk area in the game neat and helps make everything feel more organized. It also makes scoring easier, since the player’s choices are tracked directly through the snapped elements in their respective lists.
To let players grab and move the articles without interfering with the scrollable UI (which shows the article text), a few solutions were tested. One that worked well was adding a small handle—like the green square shown in the video—under each article to make it easier to drag around
Playtesting
We conducted an internal team playtest with the interactive AR mockup. Players were introduced to a short scenario where they worked in a press office and the description of the game concept.
Multiple observation have been pointed out, on both the technical and emotional side:
Technical observations:
- The interaction with the papers feel incomplete, due to the missing feature of dragging out the news from its container, while there are some issues with scale/grab precision.
- Lack of cohesion with the idea, as the news are not graded yet for managing the revolutionary or dictatorial statistics.
- Having explained the mechanics beforehand was helpful, but having some narrative voice or written directions woud be appreciated.
Emotional observations:
- The feeling of oppression could be expressed more, using visual and audio effects. The propaganda videos set in loop would definetely make it more suggestive, which aligns with our idea
- The core idea reflects with the EU values we stated
- The feeling of doing the correct choice or not cannot be valued yet, as the core mechanic of evaluating the choice is still not implemented.
Before completing the playtesting, we already listed out what we were working on, and told them after the players expressed their ideas. The Improvements that we are already working on:
- A visual indicator (color-coded) on the news showing which side it supports (revolutionary or establishment), to make the first choices for the user easier. An easy algorith will manage the "scoring" system.
- An article container with two selectable news fragments. Articles will be dragged out the container of the news and moved by users into the Print Area.
- The stamping function.
The playtest confirmed our thought, which is that our mechanics and ideas are on point, engaging and intuitive, but they are not fully implemented yet. The mechanic of grabbing the news seemed reasonable and not annoying on the long run, as it resulted as not tiring movements.
Finally, we need to refine our prototype and implement core mechanics which will change the feelings of the game, making it emotionally and technically more complete. We plan to make the grabbing system smoother, to implement the statistics system and the dragging mechanic of the single news out of a double-news container.
We look forward to work on it and get it ready for the EXPO!
EPIC-WE AR Game - Group 08
Game for the class "Advanced Augmented Reality Project", participating in the "EPIC-WE" Game Jam
More posts
- Game Log 2 – Play26 days ago
- Game Log 1 – Experience32 days ago
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