Preemptive Research Material

Due to the London Transport Museum getting in contact with me, I decided to take it on myself to actually do in-person research on the establishment. Going further into this idea, I took the liberty to conduct research not only on artefacts that were present, but various methods in which the user journey is presented. So my main aims for this particular research visit was:

  • To gather information on Transport within London to influence Mini-Game design choices alongside maintaining historical accuracy to be placed within the Virtual Museum Experience and implement them with gamification principles in mind.

  • To stay informed of the User journey to reflect on the definitions and artefacts present each Rooms within the Virtual Museum and how to implement real-life applications present within the London Transport Museum to this virtual environment.

  • To observe gamification principles currently present in the London Transport Museum, understanding why and how they care effective including interactable objects that keep retention.

From there I took extensive pictures and stored them responsibly which invigorated my creative pool to understand how I would make these mini-games for players as ultimately, these games not only have to be simple to understand and play, they also have to carry some historical weight to them where some objectives of the games would be from the research material for how to achieve them. Obviously at this point, I don’t have to concrete ideas, but I did come up with a range of them which I plan to refine later on.

Game Ideas

  • Omnibuses and Trams, Water Transport and National Transport into London

    • Player collect passengers on the bus, social classes defines the score but it has to be 22 passengers and their should be rival companies trying to beat you (state reasons)

    • Player has to correctly identify the tickets coming on the bus, the player might accept people on the bus regardless and this will determine the final score of the level (state reasons)

    • Player has to make the boat avoid obstacles to reach the other side of the river (lack of bridges back then and dangerous to go from one side of the river to the other)

  • The inception of steam trains as the Tube Network

    • Steam trains game (either scaring people from the top, or maybe the train station filled with steam and you have to stop the steam somehow, or driving the steam train)

    • The game having to copy the conductor of the Tube Trains

  • Creation of the underground network, the engineering part of it

    • Being part of ticket office and the correctly calculating the amount

    • Creating a tunnel successfully to other end of the river

    • Changing the final destination on a 1960's London Bus, which had to be done manually

    • Piloting a Tube train and having to brake correctly ensuring the train is at the correct position for passengers to enter on the platform.

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Game Creation pt.1

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Getting Contact