electronic museum

Entries categorized as ‘games’

Launchball: we did it differently, and got it right..

March 11, 2008 · 13 Comments

Yesterday there was a flurry of excitement on Twitter (a “flutter of tweets”?) as the Science Museum’s Launchball was named SXSW “Best of Show“. This is an awesome achievement. SXSW is a hugely well regarded conference and for a museum to win not only the Games section but the coveted BOS as well is just enormous news.

I was still at the Science Museum as Head of Web for the first two thirds of the Launchball project, a fact of which I’m incredibly proud. As it happens, I got to do the fun bit without any of the hard work which always takes up the final push for the summit of any digital project…

Launchball is by pretty much any standards an enormous success. It has received over 1.5 million page views in the first six months of life. After I posted it to Digg it took on its own virality, taking the Science Museum web server down because of the immense levels of traffic. It has a following which you can see in the fact that users feel enthusiatic enough about it to create entire sites dedicated to possible solutions. You can see by the comments on this site, for example, how communities started to evolve around the game.

The success of Launchball is, in retrospect, fairly easy to ascribe. I thought it might be interesting to focus on the elements that I feel made up this success, given my (two-thirds) complete knowledge of the way that the project was driven. Fundamentally, these elements centred around freedom in the way the project was allowed to run, flexibility and adaptability of content and testing teams, creativity of the people involved and a certain element of luck that all the elements came together in the right order and at the right time.

We (the web team) pushed for – and were given – a huge amount of scope in helping to define the creative concept behind the game. This is relatively unusual in my experience – often the web team is seen as a service mechanism to deliver content by curators, education staff or other content teams. In this instance, I pushed very hard for recognition that – given the people involved – the web team creative input was absolutely key to delivering a successful experience for Launchpad Online.

Way back at the beginning of the project – looong before any creative agencies were involved – we sat down in a small group knowing only the budget and timescale, and braindumped what we thought we should aim to do. I’d had a tiny fledgling idea about a physics engine environment which encouraged users to play and “learn by stealth”. I’m a Heath Robinson fan (who isn’t?) and an inventor at heart, and the idea of having an environment in which you could play around with a bunch of gadgets, solve some fun problems and maybe learn something too was hugely compelling.

We started by running a brainstorm with the content team, and then honed this down with just the web team. We chose to have a defined output of 3 or 4 concepts. My brainstorms always begin with this: “We have infinite budget, infinite time. Now what do we want to do?”. I see little point in being constraining when what you’re trying to do is capture everything…

Out of this we came out with 4 key concepts – “Build it and share it”, “Ask an Explainer”, “Simulation”, “Real Experiments”. Each had social elements, interactivity, and were designed to be built around a central Flash-based interactive.

We then presented these concepts to the various stakeholders – the content teams, sponsors and education experts and used their feedback to focus and distill the final vision for the interactive and site. In the end we took the first concept but took popular elements from the others. The end result was the vision of a physics engine environment. We used mindmap software and Powerpoint to develop wireframes so we could convey our ideas to the stakeholders. Here’s a segment of one of the key documents:

You’ll notice that the whole concept of a “stage” upon which various gadgets are moved is already pretty well established – we still hadn’t taken on a creative or technical agency, wanting instead to be very sure we had a strong vision and brief to take to them at the right time.

One of the key things that we wanted to get right all the way through the process was to avoid a very obvious temptation: to try and re-create the Launchpad exhibits in a virtual medium. This would have been terribly easy, and completely wrong: Launchpad itself is a very physical experience, deliberately avoiding virtuality on-gallery. Instead, we wanted an environment which spoke to the essence of Launchpad: experimentation, fun, a strong element of self-guided learning, but without aping the physicality of the exhibits.

Once we had sign-off of the concept, we then went through the briefing and pitching process, choosing the wonderful Preloaded as the design agency. Behind the scenes, we used Eduserv (more specifically, Stephen Pope, one of the best web developers I’ve ever had the pleasure to work with…) to hook in the Sitecore CMS to store levels and user preferences. Outside, of course, was a framework of project management, run by “I’m just good at nagging” Jane Audas

Preloaded did an astonishing job with the concept, taking it from paper-based design and really running with it to make it something with enormous class and style. The addition of ambient washes of music came from nowhere, for example, and really add hugely to the experience.

Round about this time I left the museum, so missed out on – as I say – the inevitable last minute tweaks, irritations, budget issues and timescales that always lurk around any project. From a distance, it all looked smooth, and maybe that’s all that counts :-)

Either which way, I’d just like to say a massive well done to everyone involved. I think Launchball really sets the bar (really, really high…) for not just museum interactive exhibits but for online gameplay as a whole. It’s just absolutely great that the world seems to have recognised this as well.

Categories: community · content · games · innovation · marketing · museum · web2.0
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Just really, immensely cool…

November 16, 2007 · 2 Comments

A quickie for a Friday evening…

Check out megaphone for a very cool, completely addictive and (probably) easy to implement idea: using your phone as a controller for enormous video screens. It’s collaborative gameplay just like those Saturday morning TV shows we used to watch (”down a little bit…SHOOT!”) only a whole bundle better. As the makers point out, it’s unprecedented in scale and can be played across multiple locations.

I’m guessing it uses phone tones as the controlling method: advantage – no installs, no specialist phones, no limits on network.

First one to implement it in a museum context wins 50p…

Categories: games · mobile · museum

Launchball update: back up!

September 27, 2007 · 1 Comment

Launchball Dugg

UPDATE 08/10/07: Launchball went live again on Friday 5th Oct..  

Well, I had a suspicion that Launchball might turn out to be pretty successful…

Unfortunately the guys at the Science Museum tell me that having struggled all day trying to get it to stay live they’ve had to temporarily remove it following a huge response from users which took the main site down for most of the day.

Launchball will be back. Meanwhile, here are some facts (cue bad lift musak):

As at four days since live:

> The main Launchball page has had over 37,000 page views
> Average play time 5:07 (although this will have been skewed by the down-time..)
> The story has had 563 Diggs as of 9.20 am this morning (27th Sept) update: now 680 (9.25 pm GMT)
> This blog, (as one of not many sources for the word “launchball”) has seen a 600% increase in traffic over the last 2 days (all incoming from google keyword searches – probably folks looking for a mirror for the downed site…)
> The Launchball url has been saved 133 times on del.icio.us

Enough. Here’s hoping it’s back soon…

Categories: exhibition · gallery · games · museum

Launchball. Do interactives get any better?

September 24, 2007 · 17 Comments

I said in my last post that I’d be blogging about the new Launchpad interactive pretty soon. So here it is – the arrival of Launchball – the culmination of a huge amount of hard work by those fabulous fellows at the Science Museum, stunning Flash and visual stuff by digital marvels Preloaded and some stirling hardcore lifting back-end courtesy of Eduserv via the amazing CMS, Sitecore.

I worked on the fun (and easy) bit of this project – together with Daniel Evans, Frankie Roberto and Jane Audas we worked up the concepts, presented them to the wider Launchpad project board, user tested and honed them down into what you see today. Then because of my imminent departure, Mr Evans picked up the hard work of actually steering the project through to completion.

LaunchballThe challenge we faced in delivering this interactive was this: the Launchpad gallery is entirely a physical experience. It’s about bubbles, wheels, flashes of light, dynamos. The obvious (and also obviously wrong) approach would have been to do some kind of awful online version of that physical experience. A “pull this virtual lever to see the virtual bubble rise up through the virtual tube” kind of interactive. We knew, right from the off, that this was what we absolutely wanted to avoid.

The concept we came up with was to use a physics engine to demonstrate concepts which are abstract and yet physically real in some way. Conceptually this is incredibly strong, and we could see eyes lighting up across the content team from the first time we presented this approach.

Getting it from there to reality however could have gone badly wrong. Luckily, Preloaded pulled some extraordinary things out of the bag – the sounds, the UI, the sophistication of the graphics. And behind the scenes, the CMS holds all the content data as well as the layouts for each level which means editing stuff is very easy, as is (possibly in the future…?) letting others get at the XML layout data to build their own weird stuff as well. Chucking in the means for users to save and share their own levels was also an obvious but well-planned step which could well have fallen off the radar during “project panic” time. I’m terribly pleased that it didn’t.

So. That’s it. I’m willing to bet that this will go viral, big-time. Help by Digging it.

Categories: exhibition · games · museum · ugc · web2.0

human tetris

June 10, 2007 · Leave a Comment

Nothing whatsoever to do with museums, but this made me laugh. Genius, inspired idea:

http://www.break.com/index/japanese-tetris.html

Categories: games · irrelevant