1. Introduction
2. Vocabulary: Zone
3. Background
4. Structure
5. Target audience
6. Development strategy
7. Game components
8. Software architecture
9. Hardware architecture
10. Hacks and bugs
11. Design considerations
12. Flexibility
13. Future entertainment
Site: Utrecht
Metamorphosis of Zone
Links and media
Total deZign

Zone Exploration

Software achitecture and network.

Computer Center (server)
The computer center (server) runs a software mirror of the game. The software game contains both mirrors of the real elements from the maze and the virtual components.

Real components' mirrors:

1. Active elements of the maze.
2. Maze map.
3. Player(s).

Virtual components:

1. Game scenario (mission).
2. Timer.
3. Virtual elements of the mission - quests, legends etc.

Slave computers

There are several slave computers running the game. Slave computers are interfaces allowing watching the game and communication with the server. There are four main slave computers' types:

1. Player's portable interface.
2. Player's computers in the observation center.
3. Administration computers (not accessible to the public).
4. Additional computers used for certain technical functions at the maze (not accessible to the public). Each type of the slave computers shows it's own interpretation of the game. Player's interface should contain only the map, the mission brief and other technical information. Observation center computers may have a screen where the current player's location is shown etc. Each of the slave interfaces has it's limited possibilities of affecting game progress, while their main function is communication.

Utrecth, Cereol site, pump detail.

Nataly Gorodetsky-Engel, sketch for Zone game structure, 2006.

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