Get in Line is a student pitched development project to create interactive
experiences that can entertain people while they wait in long lines. Waiting in
lines for events usually creates a disconnect from the 'total guest experience'
and is often the number one complaint people have regarding their experiences
with entertainment venues and activities. This project will develop a themed
interactivity with a gameplay mechanic that captive line audiences can
participate in.
More information can be found on the ETC project site .
Role: Game Designer
My responsibility on this project is to develop and interate on the gameplay
mechanic that we use in our line activity.
Our final iteration used two lines who competed with one another in a series
of mini games. The entire experience was paced with video interstitials, games,
activities, instructional video elements, and break times.
Here is an overview of how our big end-of-semester prototype experience
ran...
Our project partnered with Megaphone as the official platform for our
prototype. With Megaphone, guests can dial a local phone number and once
connected can interact with a large screen using their phone as a game
controller. We created several mini-games for our experience.
Voting Games
Several of our games used a very simple voting mechanic, where teams would
vote on the correct answer and gain points. In the Memory game, the team was
shown a large image at the beginning, then had to guess on smaller images and
remember if they were part of the original or not. In another game, guests were
shown a title, and had to guess whether it belonged to a past BVW World or a
children's book (since our prototype was for the line for the BVW show, we
themed our experience with that in mind).
I toyed with the idea of giving partial credit for wrong answers depending
on how many people did vote on the right one, but this was not intuitive and
difficult to convey. This was an attempt to address the potential problem where
a guest may consistently choose the right answer when his team votes on the
wrong one, and may get frustrated that his vote is not having an impact. In the
actual prototype test, this did not seem to arise as an issue.
Timed Button Pressing Games
In these games, the guests had to hit a certain number on their keypad at a
certain time. The more guests that hit the mark on one team, the faster that
team would progress. In the Brainstorming game, guests had to hit the number on
a thought cloud when it turned red, making it grow bigger and eventually
turning into an idea. The first team who turned all its thought clouds into
ideas won. In the Whack-a-Mole game, guests earned points for their team by
hitting the number of the hole that the enemy popped out of (but lost points if
they accidentally hit CMU's mascot, Scotty the dog).
Button Mashing Game
In this game, guests had to repeatedly hit the number displayed on a meter
to fill the meter up. The team who filled up all of its meters first won the
race. Originally, there was a big problem with the slight latency between a
button press and receiving the signal from Megaphone's server. After some
adjustments, though, we got rid of the lag and the guests did not perceive any
dropped signals in playtesting.
Activities
In the early part of our line experience, we had non-scored activities where
guests could practice and get used to the idea of calling in and using their
phones to affect something on screen. The rating activity let you call in and
rate an image from 1-9, and would show the average of how each team rated the
image (the last activity had the guests rate the people in the opposing line).
In the Avatar activity, guests would call in and see a dot with the last four
digits of their phone number on screen. They could move the dot around with the
border numbers on their keypad. We repeated this activity as a way for guests
to log in to each game, and they really enjoyed the feedback of seeing that
they were connected and that their avatar was responding to their phone.