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§ 01  / Context

The terror of being shot, without the pain.

The question started somewhere uncomfortable. Shooting people is fun, at least in games, but the real thing inflicts pain and terror on another person. We wanted to know if you could keep the thrill and leave the harm behind. How do you get the terror, without the pain?

"The thrill is not just in the shot. It is also in the reaction."

Designing around the reaction produced something more interesting and more fun. The question then became how to build the game to amplify that reaction to the max.

§ 05  / Response

Our idea came in 3 parts: A thoomp, a crack, and a flinch you can see.

// The Gun

A mortar launcher sits at the heart of the system, producing a satisfying thoomp as the dart leaves the tube. The pump mechanism builds in a layer of haptics, where more force means a more powerful shot. We fixed the launcher to the table on purpose. It limits how much the player can move, and it pulls their face toward the centre of the screen, right where the action is.

// The Screen

The target is a tightly stretched cellophane screen. It protects the player while delivering a sharp audible crack and a visible reaction the moment it is hit. The player who gets hit knows it. So does everyone standing nearby. What it needed next was a reason to aim.

// The Goal

There are two targets on the screen. A large one in the centre, and a small one near the top. The centre target rewards players who want to brute force their way to a win. The smaller one rewards the few with the touch to lob a dart cleanly into it. Two ways to play, on the same screen, with easy resetting.

§ 07  / Outcome

The smaller it got, the better it felt.

Removing features kept improving the game, which was not what we expected when we set out to add things to it.

The final version does one thing. The thoomp, the crack, the flinch. That turned out to be enough to deliver maximum fun at a relatively small scale.

§ 08  / Fun

We playtested non-stop

§ 09  / Video
§ 10  / Credits
Collaborators

Leon Pereira

Zoey Chan

Guidance

Donn Koh

Platform Leader

Platform

Everything is Playable

Institution

Division of Industrial Design

National University of Singapore

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