Room Concept Refinement | Zeus Versus Poseidon

Storyboard and Room Design

Design by Cam Douglas | Team 6 Wits | 2.744 | MIT

The Concept

In a battle between the godly brothers Zeus and Poseidon, the players must work to gether to collect ammo and take down Posedion. His giant monster of lore, the Kraken must be destroyed in order to win! Make sure to allocate your allies' efforts wisely as you work through this game of athleticism and precision. The room combines engrossing elements of Greek mythology with modern technology to create a new experience for users of all age and skill levels. It welcomes groups from 2 to 5 players, and has a readily available score assesment system.

The purpose of this refinement was to re-examine the user experience and mock-up various set pieces in the battle between Zeus and Poseidon to generate some exciting challenges for the players...

The Implementation

The first "challenge" is to activate the room by pressing some of the buttons on the wall. The design of the buttons, explored in various ways by our team members will most likely utilize force sensitive resistors to track player interaction. They must be pronounced and stand out in the dark. Once the players have pressed enough buttons, the dimliy-lit room springs to life revealing a scoreboard, and a shooting range with a slingshot!

Once the room is activated, the real challenge begins. Players immediately notice the shooting range, but no ammo is avilable! Throughout the design process we have considered a passive, gravitational ball-dispensing mechanism to give the player ammo. However, here, I explore the idea that ammo shoots out of a pressurized tube into the room in order to increase player movement and chaos. The idea creates more fun but is hard to reset, so further tests and thoughts must probe this idea.

Once the players begin to fire ball down the shooting range at the targets (all explored by our team), they must continually work to kill the kraken. Hits on the targets are monitored by force sensors, but could also be implemented through IR sensors. Every hit changes the score that all players can readily see on the wall display. Many considerations surround the shooting range, and one is certainly player and equipment safety. The players should not be able to shoot each other dangerously, nor should they be able to reach in and break targets. The balance will certainly be hard to strike.

Finally, once the timer is up, the players can collect their rewards based upon how well they performed!