I’m currently thinking about alternate ways of controling a game. Recently many interfaces have been developed trying to expand usual input devices.
Nintendo’s “Wii Remote” is a good example of creating a game controler which offers the user a new way of experience. There are many third-party controller expansions like Tennis Rackets, golf clubs etc.
Most of the Wii-Remote expansions are designed by adapting “classic” toys or like steering wheels, rackets, guns etc.
What happens if everyday objects or situations are used as alternate game controllers.
How would you perceive an everyday object if you know that it is used to control a game? Is there a changing in interaction between the user and the object?
I like the idea of controlling a game in a more passive way just by living your erveryday life.

“PMOG” is one example. PMOG is a “[...] massively multiplayer online game merges your web life with an alternate, hidden reality.” You can play Pmog by browsing the web.
“G-Link” by Ross O’Shea is another goood example of using your environmental data to modify a game.”The G-Link is a wearable device that allows computer games to emerge into the real world through everyday humdrum activities such as walking around, talking and so on.”
Your everyday life is connected to a game.
Objects or situations in everyday life have to correlate with the paticular game scenario in some way. This is difficult because
as i mentionend in previous posts games are highly self contained. Furthermore it’s is necessary to signify the object as a game controller.
- coexistence between “Play” and “Function” in one object.
- What is a appropriate combination between game scenario and object?

On the picture above you can see the logo from the game “Spore” designed by Will Wright and under development by Maxis . It will be released in Europe on September 5, 2008.
As a player you can “[...]control the evolution of a species from its beginnings as a unicellular organism, through development as an intelligent and social land-walking creature, to levels of interstellar exploration as a spacefaring culture.” All creatures are desinged by players through an interface called the “Creature Editor”. “In concept, the editors start simply in the cellular phase and move to higher levels of complexity acting as tutorials for progressive levels of gameplay. For example; the cell editor as demonstrated so far has a small set of choices (three sensory, three movement, and three attack options)[...]”
(via Wikipedia)

For me the major idea behind spore is to determine its evolution. As a player you can adjust parameters which have heavily influence of the evolution of your creature. You have to design your creature well in order to survive and to build up a strong society. Within the game your creature has to compete against other creatures again designed by other players. So you can compare your skills with other players and learn very quickly.
- What if you translate the major idea behind Spore in everyday objects?

I think in this context plants are in accordance with the concept of Spore. Plants are living organisms. You can find about 350.000 species of plants with different characteristics and different needs. Like playing a game you have to follow a set of specific rules to make your plant survive or even grow.
As an owner of a plant you have to take care of specific circumstances and needs. You are supposed to create an environment which is specified to your plant…
- If your creature is not desingend well it will not be able to survive.




