The document proposes a mobile game called Chromaroma that turns public transportation journeys into a game. It would use real-time travel data to give players achievements for reaching targets like avoiding rush hour, completing collections of stations, and competing on leaderboards with friends or in teams. The game aims to encourage positive behavioral changes by making travel more fun and social while also providing utility through visualizing travel patterns and statistics.
9. Why people want to play chromaroma
Curious Cats
•People want to know more about their own travel details,
•People want to visualise their journeys,
•People want to find out WHAT they do,
•People want to see what their journey looks like,
•People want to see how do they fit in to the large picture of London,
•People want to know what their friends are doing
10. Why people want to play chromaroma
Roleplayers
•People WANT to add magic to their journeys,
•People want to feel like Jason Bourne
•People like role playing (in private, in their heads),
•People want to play a long board game.
•People want to discover new stories in London
•People want to discover new maps over the old
11. Why people want to play chromaroma
Competitors
•People want to be the “mayor” of London
•People want to be the “best” traveller,
•People want to feel like the know the secret bits of London
•People want to be the best player in London,
or sub sets of these - the missions, the collections, the points
21. ACHIEVEMENTS
Setting Targets for Better Travelling
Badges and extra points reward users for:
•Making numbers of journeys (e.g. 5, 10, 50, 100)
•Travelling at better times (avoiding rush hour)
•Being consistently good
•Improving their habits consistently
•Completing other parts of the game
24. MISSIONS
Game Engine as Storytelling Platform
Creating a better game by:
•Setting a challenge e.g. Get Off One Stop Early (G.O.O.S.E)
•Telling a story that spans more than one journey
•That is contextual to the location it is told
•Making continuation irresistible
•Surprising the player with what’s next
•Triggering chapters in the story when journeys begin or end, and contacting the user on
different services with the next part (e.g. E-mail, Facebook)
27. COLLECTIONS
Is It Possible To ‘Complete’ A City?
Appeal to the completists by:
•Grouping together stations & locations by common traits
•Making it feel easy to complete Collections
•Making Collections completable over time (extending the appeal of the game)
•Surprising the player (E.g. You’ve been to all the stations that begin with ‘V’!)
30. ITEMS
Revenue Generating Objects
Encourage in-game purchases:
•By adding jeopardy that threatens high scores
•By making it possible to affect the scores of others
•By introducing limited edition game items (exclusivity)
•Introduce ‘Subscriptions’ that provide paying players with more items and exclusive game
play.
34. TEAMS
The Commute As Competition
Create Communities of Commuters:
•Players have to join a team
•Teams can capture Stations
•Your swipe could be the one that captures a station (for bonus points and pride)
•Keen capturers target vulnerable stations
•The team with the most Stations owns the city.
37. SOCIAL
Sharing and Bragging
Increase Exposure:
•Players invite their friends to play with them
•Players share their achievements across their social networks at the touch of a button
•Players work together to achieve more
•Players encourage each other to travel better
45. One more trip to Canary Wharf and I’ve
completed the East London Mission
I think I’ll get home faster today. That
means I’ll have beaten Dave on the
Leaderboard. Got ya!
47. Matt Watkins
Creative Director
Developed with:
Ruby on Rails
AS3 / Flex
Modest Maps
Cloudmade
Resources:
wearemudlark.com
chromaroma.com
tfl.gov.uk
opendata.gov.uk
Notes de l'éditeur
I Chromaroma is a team game played on London Transport. Where you play as one of a coloured team- red yellow or red. But you also play as an individual and within groups you can define with your friends
Mapping large networks of information for the purposes of game play
Location gaming has come of age there are a lot of different applications out there.
Location gaming has come of age there are a lot of different applications out there.
Lo-tech. Only requiring an oyster card. Creating an imaginary layer on regular activity Passive in the background, happening despite yourself
Assigning relevance to pre-defined activity
Adding significance to physical infrastructure
A crawler scrapes the tfl site for journey history
A crawler scrapes the tfl site for journey history
Ruby used
Like slow food - slow gaming A user has to wait 48 hours to receive the results of their play. we like to think of it as a turn based game.
Location gaming has come of age there are a lot of different applications out there.
Events are processed as Acheivements, Missions and Collections. Relationships are built between you and others and the impact of patterns of activity.
Create an excting playback of the events you planned before. Getting rich feedback and creating visual replay of real event
Show bike journeys
Create an excting playback of the events you planned before. Getting rich feedback and creating visual replay of real event
Create an excting playback of the events you planned before. Getting rich feedback and creating visual replay of real event
Items creates interaction within the interface enabling people to place.
Show bike journeys
If you can follow someones path you can observe a number of interesting behavioural activities. You can choose who sees your journey history. You can find your friends via Twitter and, very soon, Facebook. But be aware, because your Journey History at TFL is 48 hours behind, so is your game data
The goose mission - people discovering that the difference between getting off one stop earlier. Can sometimes be as small as a five minute walk Mother and daughter team discovering London together and apart. Filling in the gaps Discoveing the benefits of auto top-up Swipe out and in within a certain time frame does not incur a cost. It adds a sense of agency to an everyday activity such as swiping an oyster reader Sebastien Detarding talk about gamifying life adding badges and easy rewards is not a game. But we are trying to create an additional act of determination sharing activities coming to gethe to take stations by hitting barriers all at once. Altering behaviour because the existing behaviour is tedious
The goose mission - people discovering that the difference between getting off one stop earlier. Can sometimes be as small as a five minute walk Mother and daughter team discovering London together and apart. Filling in the gaps Discoveing the benefits of auto top-up Swipe out and in within a certain time frame does not incur a cost. It adds a sense of agency to an everyday activity such as swiping an oyster reader Sebastien Detarding talk about gamifying life adding badges and easy rewards is not a game. But we are trying to create an additional act of determination sharing activities coming to gethe to take stations by hitting barriers all at once. Altering behaviour because the existing behaviour is tedious
affecting
Adding bus journeys is a big ask: 600 stations versus 1500 routes and 55,000 stops