- The document describes whaiwhai, an interactive game that blends location-based gameplay with fictional and real stories. Players search for clues using their mobile phones across various cities.
- The whaiwhai games include storybooks in Venice, Rome, Florence, and Verona that players can read to solve codes and find places. Players experience a narrative journey that includes anticipation, frustration, escape and return.
- The document discusses key variables to consider for the whaiwhai games including how they integrate with physical spaces, the type of gameplay, storytelling approach, and suitable technologies. It provides an overview of how the whaiwhai framework combines games, stories and locations.
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LOG607 develops game formats
with the aim of changing people’s
perspective, triggering their curiosity
and making them active players.
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We rethink the way people live their
experiences: traveling, exploring,
learning and having fun.
We create formats that are pervasive,
immersive, social
and cross-medial.
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Frammenti is a new format that
blends together the television series
model with the game structure of
Alternate Reality Games.
What is an Alternate Reality Game?
“An alternate reality game (ARG) is an interactive narrative that uses the real
world as a platform, often involving multiple media and game elements, to
tell a story that may be affected by participants' ideas or actions.”
wikipedia
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In a nutshell
Imagine you are watching an
episode of 24 when you realize Jack
Bauer needs your help and the end
is far from being set by the director.
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Viewers look for hidden clues inside
12 online episodes and work in
teams inside the extended narrative
world (websites, real phone
numbers, books, classified ads, etc.)
Players trigger new episodes by
solving the enigmas.
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whaiwhai is a maori word which
means ‘to search for’.
whaiwhai is a game book collection
available in Venice, Rome, Florence
and Verona. In Italian and English.
It works with simple sms interaction.
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get read the story and Solve
the code find the place the enigma
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VENICE - THE RUYI
At the end of the thirteenth century Marco Polo came back from China with the legendary
scepter of the Chinese emperor Qubilay Khan, the Ruyi. Both the traveller’s tomb and the
scepter have disappeared but Carlo Dolfin, a retired professor, finds an ancient coded
diary with the instructions to retrieve the scepter.
ROME - THE RUYI
An original letter of the sculptor and goldsmith Benvenuto Cellini reveals that the Ruyi was
moved to Rome and later fused by Cellini himself in order to preserve it from the sacking
of Rome by the Landsknechte.
VERONA - EROS
Eros gave the quiver as a gift to a woman and the bow to a man. He showed himself to them
as his real self, so that they wouldn't have any doubt on the nature of the objects they had
received from him but he didn't explain why he had given them those gifts. The man was
a Montecchi, the woman was a Capuleti.
FLORENCE - 2054
27th october 1954 20 flying objects ploughed through the sky of Florence and flew over
the city's most famous monuments for 15 minutes. While everyone was staring up at the sky,
nobody realized what was really happening. Extraterrestrials got in touch with a person,
Cosimo Rinaldi, born in Florence and great connoisseur of the city, and gave him a mission.
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Available 24h.
Players can set the difficulty level
and the game duration.
Single or challenge mode.
The whaiwhai system is a fully
working and expandable platform.
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3 months
Plot design
writing the stories
Contents
mapping the city
game dev.
Implementation whaiwhai software dev. game + stories
Product booklet layout / translation / printing
Testing test
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Key variables:
How does whaiwhai fit into
SPACES
the spaces and their dynamics?
How should the game affect
GAME
the tour?
Which form of storytelling
CONTENTS
to choose?
What is the best and most
TECHNOLOGY
feasible technology?
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Key variables:
Location mapping.
Points of interest + visitor flows.
SPACES
Consideration for non playing
visitors.
Limitation? Confined spaces?
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Key variables:
Goals of the game.
Level of engagement required.
Starting/ending points of the
GAME
game.
Pre / post tour experience.
Single, groups and challenge
mode.
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Key variables:
Stories authoring.
Balance between fiction
CONTENTS
and reality.
Physical representation
of the message.
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Key variables:
}
position
SMS tracking
proximity
WIFI
sensing
augmented
Bluetooth
TECHNOLOGY
reality
image pattern
Mobtags
recognition
Rfid steganography
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Experience timeline:
The Seven Basic Plots: Why We Tell
Stories, Christopher Booker
International Publishing Group, 2004
Overcoming the monster, rags to
riches, the quest, voyage and return,
comedy, tragedy, rebirth.
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Voyage and return:
FRUSTRATION
ANTICIPATION STAGE
NIGHTMARE
THE ‘FALL’ STAGE
ESCAPE AND
FASCINATION RETURN