Magicians: The GameCollaborative Unit
I have met up with Adam Curtis from MA Games Design to collaborate on creating a game around my *magical* tribe.
Get it? Magical?
I have very little in terms of justification when it comes to this collaboration. It is likely going to eat into my research time and it goes outside the brief a fair bit. That said, I have hoped to work with the games design MA for quite a while now and the collaborative unit seems like as good an opportunity as any.
Over the course of the next few weeks I will be attempting to help Adam out with his game in any way I can while using my research on neo-tribes to inform the game’s direction. If everything goes well, the end result should be a game and a secondary body of research based around application of and experimentation with ideas and knowledge gathered by researching the brief. This should complement my main body of research in interesting ways while also expanding my understanding of game development.
There are of course potential pitfalls and issues that the collaboration could suffer from. For one, both me and Adam are working towards different goals. While I need to turn in a body of research, he needs to create a product. This will mean we will both need to take vastly different approaches and since we will not have the time to base the game off of completed research, the two will need to be developed in parallel while also looking for ways they can inform and inspire one another.
At our first meeting with Adam, we have started to think about potential applications of the tribes brief and how this could translate into a game mechanic. I have introduced Adam to the tribe of magicians and we have discussed ideas related to the tribe that could be introduced into an interactive format. We have considered how performance magic could become a novel core mechanical conceit of the game, similarly to what Neversoft did with skateboarding in the 90’s.