andrian hon, six to start
DESCRIPTION
TRANSCRIPT
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Zombies, Run!Designing, funding, and creating a running game
and audio adventure
Six to Start
Adrian Hon
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THE IDEA
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Fixed Points
Runners want more than being told they’re good at running
Runners don’t want to look at their phones every 30 seconds
Runners already have a route (and they don’t want to run through Finsbury Park after dark thanks very much)
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The Press Release
A game with players collecting items as they run in the real world to help build up their base
An epic story with over 30 missions, supported by online and transmedia extensions
A fitness app that tracks speed, distance, time, and calories via GPS and accelerometer
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How it Works
Players download a free app for iPhone, iPod Touch, or Android
Single-click start to the story
Work-in-progress
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How it Works
As players run in the real world, they hear story and game updates through their headphones
Players also automatically collect items (e.g. batteries, medicine, gear) as they run
When they finish, they can assign their items to build their base Work-in-progress
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How it Works
Hospitals, barracks, training centers, comms - all can be leveled up
Players unlock more missions as they grow their base
Each item and mission has an entry in the ‘Codex’ with extra information and links to the web
Work-in-progress
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FUNDING IT
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Why was it so successful?
It’s a good idea
People understood the idea quickly and easily
People think “I need this”
Hyperactive community interaction
Rewards
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Why was it so successful?
It’s a good idea
People understood the idea quickly and easily
People think “I need this”
Fanatical community interaction
A cunning reward scheme
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THE STORY
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Basically, it’s a Novel
30 missions: 3+ hours of audio
15 radio episodes: 1.5 hours
Extra in-world content (book, blogs, Codex, story, viral stuff): 10-20k words
Two writers (one of whom is sound director)
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User-Generated Content
But in a good way!
Name in the game (as dead person)
Name a place
Create a character
Create a mission
Coming soon: get your voice in the game
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Experience
It helps that we know what we’re doing
Perplex City, We Tell Stories, Smokescreen
Constant communication and editing via Google Docs, Skype, and weekly in-person meetings
High degree of trust
Small team
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CHALLENGES
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ExpectationManagement
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Release Date
February 2012 for iPhone and iPod Touch
Q2 2012 for Android
Extra mission packs delivered throughout 2012
‘Season 2’ in development