Enough time has passed that I feel like I can look at this project again haha. I finally made a video that describes how the game works and the technology behind it. Check it out!
To see photos from the exhibition and some screenshots from the game itself, you can head over to the KORE project page.
Learnings:
To answer the thesis question of can you build immersion in VR asymmetrical games, our answer is yes. As long as we got people talking to each other, they were engaged in the game (and things often got loud!). We noticed that kids who played the game (not young kids, but like 8-12 range) generally solved more challenges than adults or at least solved one challenge faster.
We can only hypothesize as to why. Do kids just feel less self-conscious about shouting out information? Adults tended to be quiet and tended to overthink things, however there was a notable exception. When we got people who knew each other to play together, they performed the best. I suppose the degree of comfort they share with one another allowed them to effectively communicate. They were able to understand what the others players were referring to faster than groups which consisted of strangers.
We noticed that our balance between the three players wasn't quite perfect. The Manual Master and Laboratory Leader were constantly talking and engaged with each other, exchanging information back and forth. The Sensor Strategist was kind of the oddball out; they had quick flurries of action (like when lights were needed or the oxygen was almost empty), but they talked a lot less and engaged with the other players a lot less. We think this is because they did not have to relay any information, only receive. While their role was constant button pushing, it didn't really achieve the sort of engagement we hoped for. However, the players who were kids usually enjoyed the role anyway because it was physical.
We would definitely simplify the game the next time around and we would redesign some elements to give the sensor strategist information to give back to the Laboratory Leader. However, we've realized that this game is more like a board game. It's not really something you just pick up and play, but something you learn and get better at over the course of an hour. Groups that played longer, and groups that switched roles, generally got faster at the game. If we had time to give it a good polish and redesign how we give out panel information, I think it would be a fun party game or icebreaker game.
(all that really matters is that Ken Perlin liked it okay.)