Elli Furedy Brings Cyberpunk Games To Life

When you’re designing a bounty hunter game for a five-day cyberpunk live-action-role-play out in the middle of the Mojave desert, you’ve got to bring something extra cool. But [Elli]’s Hackaday Supercon talk isn’t just about the hardware; it’s as much about the design philosophy behind the game – how you bring something immersive and exciting to hundreds of players.

Sandbox Systems

The game itself is fairly simple: bounty hunters try to find the bounty, and when they do, they have a quick-draw to see who wins. Everyone is issued a color-coded Portable Data Node device, and when a hunter jacks into a bounty’s Node, a countdown begins, and the first to press the button after the display say “Go” wins.

But the simplicity of the game is by design, and [Elli] talks about the philosophy that she and her team followed to make it a success. If you’re designing a conference badge or an immersive game for a large group of people, take note.

The first principle is to focus on the people first before the tech. Here, that essentially means making the experience as simple as possible in order to leave room for the players to put their own spin on it – it’s a role-play event after all.

Next is providing opportunities over demands. In this game, for instance, if you’re playing the bounty hunter role, you have to deliver a “Declaration of Intent to Seize” when you encounter a bounty player, but what deciding on your personal catchphrase for this is left up to you. Continue reading “Elli Furedy Brings Cyberpunk Games To Life”