Urgent Evoke

A crash course in changing the world.


What should be done to get a better season 2?

How can we entice people to play urgent evoke, and make them love it?



... part two ...




Jesse Schell speaks about the need to research our motives for playing games.


Game designers need to use psychological tricks.

They need to understand our and their own psychological keys, locks and angles.



People love to be loved.

Receiving compliments stimulates people.

Views: 18


Comment by Gordon Freeman on May 20, 2010 at 2:31pm
Comment by nomadHAR on May 20, 2010 at 8:28pm
oh, we use all kinds of psychology and sociology in the design of games.


i would say that the designers of Urgent Evoke forgot how to make an Alternate Reality Game, which this is supposed to be. compare Urgent Evoke to ilovebees.com (Jane's breakthrough work in 42 Entertainment) and you will see the differences.

a) an ARG is an immersive alternate environment. where are the prop websites? the hidden messages?
b) an ARG is interactive. players should be communicating with characters in the story.
Comment by Edwige Lelievre on May 20, 2010 at 8:42pm
I think Evoke is not an ARG but rather what Jane McGonigal calls a "Future Game" :)
Comment by Nicholas Nagao on May 21, 2010 at 12:04am
Anyone interested in gaming and how it can be useful to our generation and beyond should read "Everything bad is good for you" by Steven Johnson. It gives some interesting ideas about how video games help cognitive abilities by allowing players to solve problems continually while playing games. So it's not just the reflexes and such that are the main benefits of games, but rather the cooperation, and problems solving that it invokes. Jane talks about it a bit, but the book goes into how there is cultural evidence of this already. He also talks about television programming....Great, easy read.


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