Chloe Chao
MAS964: Interaction Techniques for Interactive Virtual Environments
Fall 1997 - September 17, 1997
Observations on the game
What works:
- There is a large immersive world around the creature and you.
- You can raise more than one, and then watch the social
interactions between them all.
- You don't *control* them at all times.
What doesn't work:
- The software tended to be very buggy on both Mac and PC platforms.
- High investment of time to raise a hatchling (20 minutes).
- Teaching language involves plenty of RSI inducing rapid mouse and typing.
What would I do differently:
- Being able to walk away from the desktop, but keep the world
running and being alerted when something of interest happens via a
small, portable device, akin to Tamagotchi. This device could show if
a norn was sick, pregnant, or having difficulty.
- I think 20 minutes to raise a hatchling is too long (to be sitting
in front of a machine doing nothing else but teaching it language). I
would shorten it to 10 minutes and make language teaching a little
less tedious.
Why it sells:
- We like to play gods, so running our own little world, being able
to be omniscient (we can literally *see* what our norns are thinking),
and being able to be omnipresent, has its allure.
- Norns are able to reach a self-sufficient maturity where you don't
have to monitor them as frequently anymore, allowing you to raise more
hatchlings or simply play observer.
Is it better or worse than the Tamagotchi?
- Worse: not portable.
- Worse: high maintenance; user must sit with hatchling for first 20
minutes.
- Better: giving creatures a world to live in.
- Better: creatures talk!
- Better: all in all, a richer interaction by allowing multiple
creatures, inter-creature social behavior, enemies, and mating.
- Better: creatures mature!