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December 12, 2006

MobZombies

MOBZOM~1.png

Human-as-Joystick

MobZombies explores a new dimension of handheld gaming by adding motion awareness to classic arcade style gameplay. Using a handheld device, and a custom motion sensor, players enter a virtual world infested with pixel-art zombies (a homage to vintage 8-bit console games). The goal of the game is to stay alive, running away from or planting bombs to destroy the ever-encroaching zombies.

The twist is that a player's physical position controls the position of their zombie-world avatar, forcing the player to actually move around the real world to succeed in the game.

The virtual zombie-world is a simple environment -- the game's complexity comes from players having to negotiate real-world objects in order to avoid the zombies and stay alive. The scoring system is simple: the longer you can stay alive, the higher your score. Of course, the longer you stick around, the more zombies you'll encounter.

"Basically, the game uses a digital compass and an accelerometer fastened to your hip (transmitting data through bluetooth) to get a relative position. That position controls a little zombie character in a virtual game world, and your main objective is to basically run away from zombies - by really running (or walking...). You can also drop bombs, but the trick is that you have to get away from the drop zone quickly before the bomb explodes on you. Other than zombies, the virtual world is really lacking any other obstacles - again, the idea is that the barriers are all brought in from the physical world. For example, in the game world, you might see a clear path away from the zombies, but in the physical world, that path might contain a busy street, or a wall. So that's where a lot of the difficultly comes in - learning how to navigate both these worlds and be hyper aware of your position in each.

The game has some history - I started designing it as a research project at USC, and it was entirely GPS based. However, we really found that it was a totally different experience than what we wanted, because of GPS resolution issues, as well as the ~1 second refresh rate. So my friend aaron and I built out an entirely different version based on relative movement. Now that we've got this version up and running, we're thinking about ways to get GPS involved again, while still retaining the analog control feel. One of the ideas we've been toying with is having community-assisted item pickups. In the current game, we randomly spawn heath and bomb pickups nearby your character. We were thinking it would be cool if people on the web could drop item pickups for you by clicking on a map. We could place those items in the virtual world based on a gps position, but once it was in the world, the player could still use the same control mechanism to get to the item. So yeah, basically thinking of creative ways to use GPS and maintain the nice analog feel of the human-as-joystick thing." -- Will Carter [via]

Posted by jo at December 12, 2006 03:07 PM

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