Interaction - Bachelor
Impermanence is an online tabletop roleplay game that uses storytelling to foster connection. It's a game where the Past, Present and Future are alive and throw you from one time period to the next. In each era, the role of storyteller (aka Timekeeper) gets passed on to the next player. Can you survive the tales thrown your way, or will you find yourself lost in history?

This prototype of Impermenance is to be played by two people. Both users will take turns being the player and the Timekeeper (aka storyteller). You must choose who amongst you two will be the Timekeeper first. The Timekeeper is then able to narrate your adventure and spin a tale until Time runs out (…Quite literally. Keep your eye on the timer if you’d like).
The game takes place on a digital whiteboard where players are theoretically able to drag GIFs and reaction images onto the whiteboard while they play. This version of the prototype allows users to scroll through the available GIFS but does not support dragging and adding them onto the whiteboard itself. Instead, it simulates that experience by adding the reaction images automatically. Players are also able to open the soundboard and play out the sound effects at almost anypoint during their playthrough.
These memes and sound effects are apart of the game experience itself, showing how storytelling can be done in a matter of ways that are not just textual.
Impermenance encourages people to partake in storytelling more, not just by themselves but with their friends and in communal settings.
It’s interesting to see how people are shaped by stories, and how stories are shaped by the people who tell them. You could ask three different people to narrate the same story, but each person’s narration would differ. Because no one person is the same, and so the way we tell stories and what we find important in stories changes depending on the person. Truly, storytelling allows for people to take a sneak peak into the minds of others. It fosters connection and community, and betters our emotional wellbeing.
At times where things feel all too overwhelming, it is nice to take a break from it all, sit with some friends, recount stories and talk about nonsensical things.
And that is what Impermanence opens up the floor for.
Best played in fullscreen.
Robin is an interaction designer and at heart, a storyteller, a creative and someone who wants what they make to impact the world around them. He sees value in design because design calls for change.
"*" indicates required fields