Tuesday, August 28, 2012

Email Hacking

With further discussion with tutors and students I can see a clearer outcome of the final manipulated effect on the player. Right now I will simulate a hack on the player's email address while they solve the puzzles throughout the game:

At the beginning the player will receive an email advertising to play this intellectually challenging game. In the email they will be given a password that is required to play the game (this is to allow me to know who is playing the game and what email address they were invited from). They enter the password (I am thinking the intro screen is to look like the end hacked email screen) and play the game and solve the puzzles to pull the character along to find out what the puzzle world image is. Once they solve the puzzle world or when they decide to stop playing, it will be revealed that the purpose for the character to have the player completing the puzzles was to hack the player's email and send the orignal invitation to all their contacts. How many emails are sent will depend on how many puzzles the player solved or just by how long they played the game. I would like to see the puzzles in the puzzle world as the hacking steps needed for the character to get access to the emails. This would mean the player was hacking their own email account without knowing they were.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhORnrtA7pf0KH52kIJtqX-qALdoXXGIXDP6ru2wI3rOYIusnY9i4QiaY_mnzJnvrrBpdiTrd6HOcS_nwkBUcEZW2QxbJOKBG3sMA4g-FH6ikvZIpVCzvkyNODha2WnstxQExXkfvjBQWx8/s1600/IPS+officer+Email+Account+Hacked.gif
So from this I have made the purpose of the character's manipulation is to draw more players into playing this game and keeping the character alive. This I feel relates to the Cordyceps Unilaterus fungus as well as the method similar to multi level marketing (Amway etc.). I see the game character will be as much alive digitally as the Cordyceps Unilaterus fungus is biologically because of how it works and what its purpose is.

http://belgranolapelicula.com/wp-content/uploads/2012/08/Network-Marketing.jpg
For my final presentation it will ask for them to come to my studio to play where it is set up. If this was to be real not only would the game be online but (for ethical reasons to why not) it would also use a real hack instead of a simulated one. Because this is directed at my tutors I will use the AUT email design to make it look like the emails are really being sent using the tutors email account.

References

Multilevel marketing is superb idea for Business | Premium Article Directory. (n.d.). Retrieved September 3, 2012, from http://belgranolapelicula.com/multilevel-marketing-is-superb-idea-for-business/

Parasite Attacks Ant - Video. (n.d.). Retrieved July 30, 2012, from http://www.ebaumsworld.com/video/watch/6977/

Understanding MLM Companies | How Multi Level Marketing Works | First Class MLM. (n.d.). Retrieved September 3, 2012, from http://www.firstclassmlm.com/2007/12/05/how-mlm-works/

Monday, August 27, 2012

An illogical world

To emphasize the meaning behind the control and what the character is to represent as a puppet master, I have thought of steering back to one of my original concepts of the impact technology is having on our lives.

If the game character is to represent technology or be the cause that results in technology than the puzzle world itself can represent a life that is living without it. As the puzzle is to be further solved the world will be affected by technology (or a representation of it), because the game character will need these technologies to keep moving. This is to show the juxtaposition between the character who cannot be situated in such an environment and a world that can live in laborious chaotic ways without technology. As we have designed our life around technology in current times it would be seen as absurd to be in a functionable world without it.  The impact the player has by changing this world by using technology will subsequently be the underline for what we as humans have allowed technology to be the dependance of our lives.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKVKQpjWaAwazmRHW7gIhfpnUIi7dnhigPwPtftECZ09KMuLPU9kaBOCZoAsuRfnayplrivncjuvmerwzwwWBzJg6y7-jCk0vVSMqIvLvOrfCzy-_shvz1zCyebqknKX2RoHul_z2mwwAU/s1600/computer+evolution.jpg
I thought this compared well to a Mickey Mouse cartoon in which Mickey and Minnie went to a town that is backwards in everything it does. From the clouds to the way they wear their socks, the town is abnormal to us but can function fine on its own. Mickey and Minnie however have difficulty to get by in such a place and cause havoc for the town until their fates are decided for them. This story ended in an opposite way to what they had expected by being punished with paradise. I am wanting to do something similar in structure but opposite in outcome. The player is to think they are fixing the world instead of causing havoc. The player is to find out they were manipulated into ruining the world instead of falling into a relaxing and joyous punishment.

Topsy Turvy Town
This can become very complex very quickly and could easily have problematic holes. I do not plan on this being a priority step in the project right now but a step to make the project itself better.

References

David Wygant: Can You Survive Without Technology. (n.d.). Retrieved September 2, 2012, from http://www.huffingtonpost.com/david-wygant/can-you-survive-without-t_b_1245526.html

Topsy Turvy Town (1999) [Better Quality]. (2010). Retrieved from http://www.youtube.com/watch?v=I-oOU0PhL2I&feature=youtube_gdata_player

What Would Happen If Technology Was Gone for a Day? (n.d.).eHow. Retrieved September 2, 2012, from http://www.ehow.com/info_8750907_would-happen-technology-gone-day.html

Friday, August 24, 2012

Player learning skills

For the player to realise once the game finishes that they are being manipulated, they need to be doing something throughout the game they are not aware of that is more than just finding out that the character wanted to be guided to the puzzles completion. The puzzles within the puzzle world could themselves have meaning to what it is the character is really doing.

An idea was to have the player taught useful skills from completing the puzzle that can later have use outside of the game. This is similar to America's Army, designed to give future soldiers training and motivated to join the real army. The problem with this for me is the character having no purpose to giving the player training or skills unless the player was forced to reuse these skills in some other way for the character. Looking at code cracking training could be beneficial anyway for me to create puzzle constructions and is something I am to research over the next few weeks.

http://upload.wikimedia.org/wikipedia/en/thumb/c/c3/America%27s_Army1.jpg/220px-America%27s_Army1.jpg
As I continue to read my book Controlling Uncertainty I start to think about the gameplay elements that can contribute to the puzzle work and part of the absurd nature of the character is from its function in movement. Most game characters stick to the basic style of movement and are not expected to change. This is to give the player an understanding of how to control the character so they can focus on what needs to be pressed at what time and for how long. But for the player to be or feel like the puppet master they need to understand the unpredictability the puppet can have and when the mechanisms of the puppet are to be of the player's nature or the puppet's.

References

America’s Army Official Website. (n.d.). Retrieved September 1, 2012, from http://www.americasarmy.com/

Controlling Uncertainty: Learning and Decision Making in complex worlds. (n.d.). Retrieved from http://qmul.academia.edu/MagdaOsman/Books/425419/Controlling_Uncertainty_Learning_and_Decision_Making_in_complex_worlds

Wednesday, August 22, 2012

XNA game design

http://upload.wikimedia.org/wikipedia/en/d/d3/Xnalogo.PNG
I have chosen to work with XNA because it has been created for video game development. This is to ensure that there will be a lot of knowledge of using XNA and Visual Basic to create games. My focus for the project is not on the programming (although I want to learn and become better at programming) but the framework and execution of the game aspects. This may be only possible through good programming but I only want the basic understanding to know what it is I need for performing the outcome I want. I have a basic XNA 4.0 game development learning book by Kurt Jaegers on how to make XNA games by making games (thanks to student TJ). I will work towards having gone through it by the mid holidays. By that time I should have enough knowledge with XNA to take what I need and get a draft version ready by the end of the first week.

References

Kurt Jaeger. XNA 4.0 Game Development by Example: Beginner’s Guide – Visual Basic Edition | Packt Publishing, 2011. http://www.packtpub.com/microsoft-xna-4-0-game-development-by-example-beginners-guide/book?tag=as/xna-abr1/1211.Wikipedia contributors. 

“Microsoft XNA.” Wikipedia, the Free Encyclopedia. Wikimedia Foundation, Inc., August 31, 2012. http://en.wikipedia.org/w/index.php?title=Microsoft_XNA&oldid=509593163.

Tuesday, August 21, 2012

Too game like

I am afraid that my work will be known as just another generic game instead of a project about the absurdity of control and manipulation in a game character. How the game looks, feels and controls will all impact the experience the player has and how they define the work at the time of playing it. This is why to branch out from this overused platform style of game I need to look at my core elements of my goal and to accentuate them instead of having a fox being prodded to jump on certain ledges at the right time.

This is where I think the absurdity surrounding the character can come in use. What the character does, or what the player has to do to keep their goal moving forward can be done without the conventional use of the standard platform/puzzle style of work. The game itself needs to be designed for the character's purpose.
http://hans.wyrdweb.eu/wp-content/uploads/2009/12/trickster-raven-239x300.jpg
A trickster that can take up many faces including the crow.


For it to be not about a game and really have that impacting manipulative result, the experience could become personal to the player and for it to effect them outside of the game. For the player to be drawn to the game there can be some real world interaction so they personally feel that the character is directing them.

So from this I am to delve further into the absurd elements of the manipulating character and how that will impact the gameplay style and the out of game experience. Still reading Controlling Uncertainty. Still getting articles on parasites. Who knows what is happening in our body and thoughts.

References

Controlling Uncertainty: Learning and Decision Making in Complex Worlds, n.d. http://qmul.academia.edu/MagdaOsman/Books/425419/Controlling_Uncertainty_Learning_and_Decision_Making_in_complex_worlds.

“Native Americans in Olden Times - How Raven Stole Crow’s Potlatch (story)”, n.d. http://nativeamericans.mrdonn.org/stories/raven.html.

“Recent Study Links T. Gondii Parasite to Suicidal Attempts”, n.d. http://www.doctortipster.com/10789-recent-study-links-t-gondii-parasite-to-suicidal-attempts.html.

Friday, August 17, 2012

Game Making

I have been researching on what would be a good program to create my game in as well as the platforming aspects to my game. The feedback I received was to start learning and making the programming because I need to understand what I can create and get an idea of how this will impact my idea and project. I don't want the programming to be the main focus of the project but rather my need for this absurd manipulation of the character to be understood.

There have been multiple programming languages that I can make a game out of and I want to make sure I get the one that is most effective for this platform/puzzle style. Suggestions online and from students and tutors have led me to look at ActionScript 3,  XNA and OpenFrameworks. I will look through a few tutorials in the weekend and see how easy the languages (C#, C++  etc.) are to pick up so I can move quickly to the desired one.

Also after explaining my idea to a few students I have been told that the player may not get the meanings of the visual impact of the mythological resemblances. If they do not understand the reason behind it then they may not experience this feeling of being manipulated and used. For now I want to get a simple version of the game so I can analyse the effectiveness of the player feeling manipulated and get more of that constructive feedback.

References

“How to Create a Platform Game in AS3 – Part 1 | Flash Game Tuts”, n.d. http://www.flashgametuts.com/tutorials/as3/how-to-create-a-platform-game-in-as3-part-1/.

“openFrameworks”, n.d. http://www.openframeworks.cc/.

“The Guide to Implementing 2D Platformers | Higher-Order Fun”, n.d. http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/.

“XNA Development: Game Development for the Masses”, n.d. http://www.xnadevelopment.com/tutorials.shtml.

Wednesday, August 15, 2012

Used and Manipulated

I am wanting to take my idea further than just the player being the one in control and manipulating the character. I don't think this relates well to my idea or gets that real feeling of control, especially with absurdity. This is why I have looked at it being absurd by the character revealed as the one who is in fact the real puppet master, pulling the player along for its own personal gain. I have constructed a basis of it so far:

I am to have the player see this puzzle world and have a need to fix it but only because this is what the character wants from the player. The character wants the player to guide it along the puzzle world for benefits unknown to the player at the current time. Only once the puzzle is completed will the real puppet master be revealed and the character's true form shown. Once the player realises this they will be shocked to know that they have been manipulated by a digital character in a game.

http://freestylebit.com/sites/christina/images/illustration_hi/Manipulated.jpg
I see the execution of the beginning and the end to be vital parts to the game. The puzzle itself will have to draw the player into aiding the character and once the puzzle is complete the player will need to feel as if they have been manipulated and used. At present I am not sure how I can execute this in such a crucial way but am hoping throughout the production of my game, thorough research and critical feedback from others there will be a better understanding to how I can pull that off.

Concept drawing of the dog-coyote like figure. By Sam Reddington.

To bring forth some metaphorical reference to what is visually displayed I have thought of including some mythological resemblance and meaning to the game, specifically Native American mythology. The character in my game has many traits of a trickster and could be put to good use as resembling this in the form of a known trickster such as a coyote or raven. If it was to resemble a coyote and have a dog like figure then it could be seen as both. First as the player sees it; a dog that obeys and listens to commands without question. Or as its true form; a coyote that is tricking the player to complete the puzzle. The game could include puzzle obstacles such as the Thunderbird which is known to be an enemy to the coyote.  

The coyote is to start out fragile and weak, barely being able to move. As the puzzle becomes closer to completion, the coyote will be getting stronger and stronger as it has more control over the player. This is impacting the world itself, which starts out vibrant and full of life but then is slowly becoming dead and colourless.


References

“The History of Dogs and Native Americans - Page 1”, n.d. http://www.petplace.com/dogs/the-history-of-dogs-and-native-americans/page1.aspx.Wikipedia contributors. 

“Thunderbird (mythology).” Wikipedia, the Free Encyclopedia. Wikimedia Foundation, Inc., August 10, 2012. http://en.wikipedia.org/w/index.php?title=Thunderbird_(mythology)&oldid=506784700.———. 

“Trickster.” Wikipedia, the Free Encyclopedia. Wikimedia Foundation, Inc., August 20, 2012. http://en.wikipedia.org/w/index.php?title=Trickster&oldid=504205987.

Monday, August 13, 2012

A game

I have been reconsidering what it is my goal is and what I want to gain out of this project. I originally wanted to make sure I had an on track and cohesive team but didn't expect to be in such a large group. Now that the team has split up I have changed my main focus to the idea and how it is portrayed to others. What interests me about this project is being able to explore the idea of control and seeing where it takes me. I want to show my interest in control and to leave the viewer feeling this connection to control. This was one of the things I focused on originally and still is my priority goal.



Taking this goal of mine within the puzzle work I have made so far I have used it to help with making a  conceptual game around control. By using the players interest into wanting to 'fix' this muddled image puzzle they will have to manipulate an AI character sitting at the very top of the puzzle to move the rings. The AI character cannot be controlled directly by the player but rather the player has to use ulterior means to get it moving. This could include intimidation, fear, desire, anger or curiosity. I am wanting this to allow the player to feel they are a puppet master, pulling the strings to get this AI character to move. There are to be puzzles within the large puzzle to be the challenge for the player to try overcome.

Some games that have helped develop this idea and provide me depth into what makes platform/puzzle games good are:

Braid
Limbo
Lemmings
Metal Gear Solid (Screaming Mantis)

I am thinking I will need some outside help as this project looks to be larger than one person can handle. I have some interest in animation and the drawing factor but it is not my strong point and with the amount of programming involved I will find it difficult to learn it well within the time span.

References

“Braid”, n.d. http://braid-game.com/.

“DHTML Lemmings™ by Crisp - Menu”, n.d. http://www.elizium.nu/scripts/lemmings/.

“Murdoch Denies Playing Puppet Master to British Elite | Reuters”, n.d. http://in.reuters.com/article/2012/04/25/hacking-murdoch-idINDEE83N0JA20120425.

“Screaming Mantis.” Metal Gear Wiki, n.d. http://metalgear.wikia.com/wiki/Screaming_Mantis.Wikipedia contributors. 

“Limbo.” (Video game). Wikipedia, the Free Encyclopedia. Wikimedia Foundation, Inc., August 18, 2012. http://en.wikipedia.org/w/index.php?title=Limbo_(video_game)&oldid=507584472.———. 

“Pierson’s Puppeteers.” Wikipedia, the Free Encyclopedia. Wikimedia Foundation, Inc., August 14, 2012. http://en.wikipedia.org/w/index.php?title=Pierson%27s_Puppeteers&oldid=507337602.



Friday, August 10, 2012

Round Puzzles

I may be too focused on this puppetry idea. I decided to start creating something to get others feedback and to branch out from my puppet idea. I have created some ring puzzles in processing that have some relation to the puppetry layering system Master > Puppet > Puppet's puppet. It is not a very strong link to go with but it is a step forward that will allow me to evaluate some more. If I don't look so much into the puppetry and maybe into the work and the surroundings of the work I should have more interest. At the moment it is too literal and will need some development.

My ring puzzle game of a gradient of colours
The game is be played by two players, each has to try and 'fix' the image by turning the rings until it goes back to its original image. There is a timer to get the players amount of time it took them to complete the puzzle. The rings are setup randomly so there can be a tilt in favor for one player.

The game can be found here.

I think by me making a brief earlier on in the week has really got me set on the puppet master concept too much, but now I am creating something without a concept. I don't know what is worse, creating something without a solid reason behind it or having a thought out concept with nothing to show for it. Probably the creation is better.

As a group I see it becoming individual projects unless we can create a link between everyones work. We wouldn't want it to be confusing and chaos with 7 pieces of work together. I see us discussing next week how we will approach the critique and see where we can go from there.

Wednesday, August 08, 2012

Puppet Master Brief

Here is a brief I made to keep me focused and on track with my concept. It has me focused on the idea of the puppets and the master.

Puppet Master

Create a game/performance/installation that intrigues and motivates the player/puppet into performing an action designed to benefit the designer/puppet master (you). Everything the player is to do will be of the intentions of the designer but to the player it will feel as if it is completely their own actions and decisions. The designer is to have a reason for doing incognito actions to the player, as a motive for an objective or goal. The player does not need an objective or goal.  

The player could have the opportunity to control their own puppet as the desire for them to follow the directions of the designer. The designer is not to use force of any physical means to use the player as this will break the puppet master effect and reveal them from behind the curtain. The designer is to be the invisible hand guiding the player along the way.

There may be a feeling of being watched over by the player and something not feeling right, but it will not though, to be known to the player what that is. The designer can change the work in real time to keep his objective to follow through and adjust the situation in favour of the player if it benefits the designer.


A illusion mirror that reveals a different reflection of the viewers own self

A puppet's interest

So far I have began to create concepts of the media I would like to be using, even going as far as writing a brief. I am having doubts about what it is I can really get people to do without it feeling like they are just doing it for me rather than them doing it from this puppet control. Like going to watch a film made by a friend but out of kindness instead of interest. Getting the puppet to be a puppet involves their interest or by force. Some ways I have been thinking of pulling the puppet from my own thoughts are:

Having them fix something

Humans don't like things being broken, distorted, out of place or just odd looking. We have an impulse to put things the 'right way'. I will be able to make someone interact with the work and do the actions I want just from their assumption of how things are meant to be.

The want to win/not be defeated

Everyone wants to win. Taking from one of my project members own concept; Jenna Gavin is looking into how there are conventional ways and assumptions of winning a game. From past games there is the thought of what is needed to win and to continue as well as the player avoiding certain components that they assume is harmful. This I can see in a games terms, ways to push the player in any direction I want by their need to not lose.

To see what happens next

The person always wants to know what happens next. They will push the button, follow the trail or do anything if they think there is purpose to it. If I tell them to do something then they will feel there is more need to do it.

http://www.designofsignage.com/application/symbol/hands/image/600x600/hand-press-button-4.jpg


A use of abnormal

From an example given by my tutor, a mirror is to mirror our reflection. If it does not show our reflection or our reflection is upside down etc. then we will interact and question with why it is like this. We want to understand why the rules we follow and believe in are not in place for this object. We want to see why something that is meant to be normal is abnormal.

If I can anticipate the persons response and interest I can lead them down the path that I see fit. Allowing them to fall into being my puppet. Now this is all of my own thoughts based on the past research I have looked at (referenced in my blog). I will need to get feedback from others on any work I have relating to these and research how I want to approach one of these and see if any of them can benefit my desire of a puppet like character.

Right now I am going to be reading a book called "Contolling Uncertainty: Learning and Decision Making in complex worlds". This is to give some better understanding of what it is to see control behavior  mostly from the physiological area.

References

Controlling Uncertainty: Learning and Decision Making in Complex Worlds, n.d. http://qmul.academia.edu/MagdaOsman/Books/425419/Controlling_Uncertainty_Learning_and_Decision_Making_in_complex_worlds.




Tuesday, August 07, 2012

Master Conspiracies

The more I look into examples of puppet masters and a manipulative control on beings, the more I find myself upon conspiracies. It opens the mind to a world of paranoia and really takes grasp on how we as a civilisation (could) have been played as a part of someone else's bigger picture.

There are speakings of man-made parasites having the ability to be dormant inside a host until it is time for them to strike. The parasites could take over the host at any time, pushing and pulling the host for its own bidding.

http://ijlobna.files.wordpress.com/2010/02/media-consumption.png
Even without a forced parasite, there are still manipulators who find a weakness in someone and use it to pull the strings when needed for their greater use. I have found the amount of media we use has been an exploit of a human attribute. The amount we consume has allowed a higher power to take it into their hands on our choices and thought processes. This is what I am exploring and will think media is important to be stated as a type of control.

I have been reflecting on myself and these conspiracies, and have began to look a little weary of how it may impact my working style. It can be a dangerous paranoia trip seeing various types of alleged puppeteering within the world. If I am to become too opinionated it will lead for a less thorough area of exploration. So every now and then I will reflect with others to make sure I am not too one sided on how the world is.

References

“Is Your Family Manipulated by Mass Media? - Good News Magazine | United Church of God”, n.d. http://www.ucg.org/christian-living/your-family-manipulated-mass-media/.

“Modern Mythology: The Pupper Masters: Agency and Paranoia”, n.d. http://www.modernmythology.net/2011/04/pupper-masters-agency-and-paranoia.html.

Sunday, August 05, 2012

Absurd films

Some films I have recently watched have had good relevance to my project on the absurd in metaphors and on puppets. It was good to get some narrative within the absurd and with metaphorical puppets.

http://www.screendaily.com/pictures/586xAny/7/9/4/1153794_Holy-Motors.jpg
Holy motors relates to my metaphorical control through the puppet Monsieur Oscar. He is given assignments to complete and roles to fill. He may be doing this as a job or for the entertainment, neither is clear, but he is still coming under as a puppet. We do not see him as a thinker with action or as a director, rather a machine with observations and vain opinions. As he goes to each assignment the film changes in style and genre. It didn't feel confusing but kept the absurd in the characters doing their absurd tasks. I see this as a good use of research not just for me but also for my team, if we ever think about joining our ideas I can see it as not becoming chaos, even if we have different mediums.

http://theawesomer.com/photos/2012/07/010712_i_pet_goat_ii_t.jpg
A short film that fits well with the overall project of the absurd in metaphors is an animation called "I, pet goat II". There is a relation to my metaphor during the beginning of the film as it delves into puppet masters that are believed to be in politics. Showing the president as just a puppet being pulled to dance and speak for the higher power. As it is set in a school room I take it as the puppet master wanting to obstruct the children's education with the presidents silly dance. This is more litteral than I am wanting to do but it is good to see the puppet master in an absurd metaphor context. This is an interesting animation as it tells different events over the last decade in absurd ways and as it has more than one theme included, it supports possibilities of joining the groups ideas together as well.

References


Carax, Leos. Holy Motors. Drama, 2012.

I, Pet Goat II, 2012. http://vimeo.com/44583147.

Friday, August 03, 2012

Character Dissection

Following my research for the past few days I have dissected works that have used a puppet master and a puppet system and looked at the characteristics needed for both. The works I looked at range from alternate reality games to internet powerhouses. For me to create some metaphor using a puppet and his master I will first define what I consider necessities needed for each.

http://www.seanstewart.org/assets/interactive/ilovebees_title.jpg
I love bees, an ARG causing players to follow instructions to locations and complete tasks without any real purpose

Puppet

The puppet is usually unaware of what is actually going on with its actions. They do things that they think they want to do, or know about being controlled but are forced to do these actions anyway. When they move to what they think is their own desire, it can be a lot easier for the master to push the puppet towards the master's goal by using that desire of the puppet. The puppet is to be ignorant or unaware of their total surroundings at some point to fall into this place of being the puppet.


Master

The master must have a purpose for controlling the puppet. It can be as simple as loving the power of control over the puppet and wanting to push the puppet as far as they can. A good(or real) puppet master is to be hidden behind the curtain, not revealing himself to the puppet. If the puppet is unaware to the master than he can do so much more to the puppet. The master is to always have the upper hand to stay in its role of being the master. The amount of power of control is never completely understood by the master as they will never perceive what is happening from the puppets perspective, this means that the control is actually determined by how the puppet sees things.


There can be a circulation effect between two or more characters involved. It is possible that the characters can change between who is the master and who is the puppet from an unexpected turn of events. There can also be a puppet who is also a master to another puppet, creating a further complex system of who has the most control.

I have to look at how many layers of puppetry there are in my project as I know myself, the designer, will be known as both. The project itself pulling my strings and me designing this project to pull the participant's strings. Hopefully this greater understanding of control, puppets and masters will allow an easier push for the media and creation of my project.

References

Gross, Kenneth. Puppet: An Essay on Uncanny Life. University Of Chicago Press, 2011.

“I Love Bees”, n.d. http://www.ilovebees.com/.

“Puppet Masters of the Internet.” PCWorld, April 30, 2012. http://www.pcworld.com/article/254737/puppet_masters_of_the_internet.html.

“The Puppet Master Problem: Design for Real-World, Mission-Based Gaming | Electronic Book Review”, n.d. http://www.electronicbookreview.com/thread/firstperson/curtained.