In the Humaginarium Arcade, new users create their own mental model of wellness: a grail most worthy of questing. Each model releases a unique and reusable key to a magic portal. The portal itself is a translucent barrier, beyond which users see only darkly and with longing – like the shadow of death. They can use their key to open the portal, then plunge inward and downward into a labyrinth of exquisite beauty and danger.
The first instance of Humaginarium is a prototype with just one quest on the far side of the portal. Once we decide the best way to make and deliver interactive adventure, that is also edifying, then the far side of the portal will resemble catacombs, starting in a lobby with networked branches that dissolve into mystery. Users will choose branches according to their needs and interests; and for the prospect of challenge and fun.
For now though, the first and only branch is called Diabetes Agonistes. This is an adventure with metabolic syndrome and diabetes mellitus type 2. In the fantasy of Humaginarium, these are not diseases; they are adversaries.
When users arrive in the lobby of catacombs, they are given a job to do: prepare to enter the labyrinth in search of adversaries and their minions. Find and overcome them, and win back the grail that they imprisoned and maligned, maybe destroyed.
Be careful though! Adversaries do not forgive trespass; they come after users who invade their empire. As users put up defenses, they may be out-smarted, out-maneuvered, out-foxed by brainless pathogens, genomic saboteurs, biochemical cannibals and their ilk. Failure in this fantasy is not just an option; it may seem unavoidable.
How do users prepare for questing in Humaginarium? By sizing up their adversaries, probing them for weakness, arming themselves for conflict, ideating a plan that is not utterly hopeless. All of this is possible in Humaginarium because Diabetes Agonistes is more than adventure: it’s also an engaging system simulation of human physiology.
To prepare for engagement, users can hover over that system, like a balloonist over a battlefield, zooming points of interest, soaring higher to avoid detection and attack, dropping surveillance robots or provisions in places where they may be needed in the approaching journey. This hovering is limited in duration and resources. It can be steered and stretched within limits to increase its utility, but it doesn’t obviate the risks and dangers of questing. It informs users about their adversaries but doesn’t weaken or reveal their adversaries’ secrets.
Before this, users left the Humaginarium Arcade with an individualized mental model of wellness. Now they complete their prep for questing with an individualized mental model of illness. They have made ready to play in a fantasy where all hell will break loose.
In my next post, I’ll describe the mechanics of preparation. This is a delicate subject because it is an intensely cognitive activity. Can we keep users pumped for questing while they ponder the fearful unknown, before they meet their first disgusting orc?