Project

Case and Molly

Groups

Case and Molly is a prototype for a game inspired by (and in homage to) William Gibson's novel Neuromancer. It's about the coordination between virtual and physical, "cyberspace" and "meat." We navigate the tension between our physical surroundings and our digital networks in a state of continuous partial attention; Case and Molly uses the mechanics and aesthetics of Neuromancer to explore this quintessential contemporary dynamic. The game is played by two people mediated by smartphones and an Oculus Rift VR headset. Together, and under time pressure, they must navigate Molly through physical space using information that is only available to Case. In the game, Case sees Molly's point of view in immersive 3D, but he can only communicate a single bit of information to her. Meanwhile, Molly traverses physical obstacles hoping Case can solve abstract puzzles in order to gain access to the information she needs.

Case and Molly is a prototype for a game inspired by (and in homage to) William Gibson's novel Neuromancer. It's about the coordination between virtual and physical, "cyberspace" and "meat." We navigate the tension between our physical surroundings and our digital networks in a state of continuous partial attention; Case and Molly uses the mechanics and aesthetics of Neuromancer to explore this quintessential contemporary dynamic. The game is played by two people mediated by smartphones and an Oculus Rift VR headset. Together, and under time pressure, they must navigate Molly through physical space using information that is only available to Case. In the game, Case sees Molly's point of view in immersive 3D, but he can only communicate a single bit of information to her. Meanwhile, Molly traverses physical obstacles hoping Case can solve abstract puzzles in order to gain access to the information she needs.