2014 was a good year for
Tap Happy Sabotage! The game went to Brighton and Birmingham, Bristol and Berlin. I demoed it at Gamescom, talked on-stage about it with one of my design heroes at the
JOIN Summit, and played it with massive crowds
at EGX. It spent a weekend at Bletchley Park, home to Colossus, the world’s first programmable computer, and got
played on an 88-inch display at Microsoft’s HQ in Reading.
Yep, it's certainly been an exciting!
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Playtesting Tap Happy Sabotage on a 27-inch screen |
In October I turned it into
Dash & Bash, a room-filling multiplayer installation. It was praised as one of the highlights of GameCity 9 and, from the end of March, will be a fixture at the
National Videogame Arcade. Off the back of that I’m now working on
Button Bash, a portable wireless button kit and a suite of buttons to take to exhibitions and events.
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Dash & Bash at GameCity 9 |
I wanted to write up some of the lessons I’ve learnt from my multiplayer installations. I'll be referring to
Tap Happy Sabotage as an installation because, despite being downloadable as a Windows Store app, its natural home really is in public spaces.
This first article will talk about creating social situations through play. The second will discuss the challenges of UI design in installation games, about player expectations and the way we process information.
So without further ado, the most important lesson from multiplayer installations:
My job as a designer is not to create elegant systems.
It is to engineer interesting social situations.