The focus of Commodore was to explore new ways to interact with tangible designs.
The principle aim of the design was to create an interface that exposed all the functions required to complete a real-time strategy game. The objective was to facilitate the players' belief that they are in control of all aspects of the game, rather than a computer.
Fundamentally, Commodore encompasses tangible interaction and physical feedback. Unlike computer-based games, interacting with physical icons [phicons] means players are able to communicate through the battle scenario without learning the functions of a computer interface (including clicking, selecting, dragging and scrolling).
The game exposes the hidden realms of a military tactician by utilising a plotting table to visualise a naval battle. Tacticians can then command a battalion to advance or retreat in order to gain a competitive edge and defeat their opponent. Warfare and aesthetics typical of the British Regency period (1811-1820) informed the Commodore game.
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