Gamification - let's play it
Beneath the storyline I hid a game path. The entire installation was created as a 15 minutes analog Point-to-Click-Adventure (think of it as participatory art installation, or an interactive art installation). The visitors got inventory pads as well as a verb pad. By combining both he could make the Gamemaker do things. For example the first inventory pad was “lock”. By combining it with “open” he could enter the planet through the lock. On the planet new inventory cards were handed out. The idea is based loosely on Adventures like Zak McKraken or Monkey Island. The gameplay path starts with finding a small combination locked vessel. Inside the vessel is a colored stick. There are other free available sticks around at the Information System (
Fortress of Solidarity Selector), another item in the inventory.
The visitor will now try to use the available colored stick in the information system to play videos. While watching the videos the visitor gets to know the planets history.
Video 1 is the day of the starting of the AI. It shows an anchor woman reading the news.
Video 2 shows what the AI finds out about humanity. Video 3 shows a scientist telling us about the problem the AI causes.
Video 4 is the solution video – the one that can only be viewed if the combination lock is opened and the final stick inserted into the information system.
Once knowing the story the visitor can start
solving the puzzles. The order in which the puzzles are solved doesn’t matter because he now has all the inventory cards and the puzzles are not interconnected (although we thought about doing that).
Bianca created the artwork
“the eternal life”. It consists of dead insects arranged on a mirror showing a number. Insects were the last living inhabitants on the planet. They fought radiation much longer than any other living creature, but at the end they died giving us one solution to the puzzle.
At the tree we hanged mp3-players and earphones. Listening to the sounds on those mp3-players the visitor could discover another number.
The strange construct (another inventory pad) is an interactive analog sculpture. Visitors have to connect cubes onto each other in order to get a number from an LCD screen hidden inside one of the cubes.
Once the visitor has all 3 numbers he can open the locked vessel. He gets the stick and could play the last video at the M.A.C. 9000 information system.