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PlastiCity
- A
Multiplayer Urban Planning Game
The
project will create a gaming environment for single or multiple users
which will allow players to reshape Bradford city centre according to
their own, or a shared, vision.
The
game can be considered a serious game insofar as it is based
on careful research into the City Councils planning, the history
of cities of the future, The City Centre Masterplan, and the
wishes and demands of the local population. However, our intention
is that the game should firstly and foremostly be fun to play. To
this end, it is our intention that the game will contain additional playful
elements (subgames) which will add to the playability, longevity and relevance
to Bradfordians of the game experience.
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Mathias
Fuchs
LevelDesign,
Art, Concept
Steve Manthorp
Concept,
Gameplay
Vera Schlusmans
Unreal
Script Programming, Concept, Gameplay
Umran Ali
Terrain
Editing, Modelling
Kelvin Ward
Modelling,
Digital Photos
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Bradford City centre. The red zone is the core region containing the Townhall
and the Museum of Film, Photography and Television. The blue zone marks
the area for a possible lake.
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We intend to carry out the developement of the game based on a research
into history of urban planning and a history of dreams about cities and
urban life. The project will be carried out in 2 work phases.
The
project started in 2004 with an investigation into planning aspects, research
into current, past and possible future urban developement and into the
history of visions of “cities of the future“ (Charles Fourier, Le Corbusier,
Fritz Lang, Sci-Fi, Computer Games, Archigram).
Phase1:
Modeling and texturing of a core region of the Bradford city centre. (Red
Zone) including the Masterplans proposed Bradford Bowl
and city centre lake (Blue).
Project
phase 1 will result in a prototype of the final game, with realistic architectonic
models, basic gameplay and a set of tools (guns or wands)
which will enable players to manipulate the size and shape, retexture
and erase existing buildings and architectural features, and create new
ones from a limited catalogue.
Towards
the end of this phase we will be able to determine whether the final game
will be playable on any reasonably specified domestic pc, or whether it
will require highly specified, dedicated gaming machines. This determination
will play an important role in shaping how the final game will be presented
to the public; whether through online and CD distribution to end users,
a touring roadshow of hi-spec machines, dedicated exhibition or a city
centre installation. Our preferred option (and reasonable expectation)
is for the former; we would rather create a game module which can be plugged
into any of the 7,000,000 domestic pcs worldwide running ’Unreal Tournament’.
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Phase2:
In
close contact with Will Alsop we will design specific ’possible
buildings’ and urban planning strategies for the game. This might
include the ’Alsop Gun’. The Alsop Gun will only work on certain,
marked urban features and will trigger a spectacular pre-scripted
sequence of events, destroying old architecture in a ’controlled
explosion’ and growing new features based on the Masterplan. At
this stage we would consider the scale of the Phase 1 map in terms
of its viability on a typical domestic pc, gameplay and the imaginative
possibilities which might arise from extending the map.
Phase
2 will also implement culturally specific and age/ gender-specific
gameplay elements, will model different player pawns (avatars) and
create an interface for the game which is easy to use, fun and rich
in the possibilities for interaction and collaboration. Various
trigger points – shops, booths, significant real or imagined buildings
and institutions - will allow players to explore and experiment
with aspects of their own identities ’on the fly’.
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During
this phase we hope to introduce a driveable vehicle or vehicles and to
explore the possibility of pre-scripted traffic on roads.
One
example of the opportunities for collaborative gameplay we wish to include
is allowing for an increase and decrease of the level of water in the
Bradford Bowl. The implementation of this feature will allow players,
by agreement, to flood or drain the city centre. it will also imply changes
in the usability of the city – players will have to swim, rather than
walk, run or drive; some areas will become harder to reach, and new areas
such as rooftops will be accessible for the first time.
Another
example of a solo or collaborative sub-game might be the incorporation
of a simple stepping or dancing game into the paving of Centenary Square.
Players come across a single, lit paving slab in the Square. Curiosity
piqued, they stand on it. This triggers a sequence of two slabs lighting,
accompanied by musical notes. They run across the square to copy the
sequence, which in turn triggers a more complex sequence, and so on.
We
regard it as important to implement effective in-game communication between
remote multiplayers. This could be through typed messages, which would
be easy to implement and universally available, or through direct spoken
communication, which would demand that players were equipped with microphones
and speakers or headsets.
A
key element of the project will be establish a mechanism to harvest data
about the decisions people make in creating their own, personal Bradford. This
will be easily implementable if the second option of dedicated ’Personal
Bradford’ gaming computers is used, though we believe it may be possible
to implement an email-based data reaping system for the distributed model.
Data obtained would be used to create a persistent, evolving, ’Democratic
Bradford’ based upon the mean of the collected data. This would be publicly
available to explore, singly or in groups of up to 16. We hope that it
will serve to provoke debate about Bradford’s existing and future urban
planning.
Cities
of the Future
An
investigation into “cities of the future“ will provide us with problems
and decade specific desires of the inhabitants and the artists.
| Compare
the visions of Russian artist L. Rudnev dating from 1927 (left)
with American dreams of the 1950ies (right) |
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and 1960ies. |
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| Science-fiction
iconography, and
childrens’ drawings will be investigated to
collect an inventory of dreams, fearful or hopeful projections and
take particular care to keep the range of gender-, ethnic group-
and age-specific wishes and desires open. |
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