Easter Bunny Hunt

The Brief

Taken place during Apr 4 - Apr 7 2022, Easter Bunny Hunt is an interactive onsite ARG game involving audience to find the murder to the death of an Easter bunny right before Easter.  Teamed with Myles House and Simitha Rao Aluri in late March, I worked as a narrator and experience designer. 

The Challenge
In the Narrative As Dynamic Systems course. We were asked to hack an existed platform and then design an alternative narrative out of its original settings.

What We Made
We hacked Easter Egg Hunt a culture-heavy physical game. By telling a mysterious death of an Easter Bunny as a newly-enrolled DT student, we invited all DT community to figure out the murderer at D12 by collecting Easter eggs scattered around the whole floor and connecting the clues inside.  

The Narrative


Games In the Scene



The sustainability of materials

As for the physical experience, we need to consider more about the sustainability of materials. I noticed eggs were left to the original places or the shelf behind the board. We didn’t think through the trails users will leave while playing the games. This is also about UX experience. If users don’t know where to deal with empty eggs (obviously no one wants to take a plastic empty egg back home), they’ll put them wherever convenient. For our game, it actually doesn’t really matter if eggs were opened before or are empty. But it’s possible that this sustainability problem will affect another game seriously.

The scale in experience design

We made 6 days of dairy with 2 specific to-do lists, altogether 8 pieces of information but printed in 100 pieces to put into the eggs. Since we didn’t have a grasp of our audience, we didn’t know they’d dig out all the clues on the Monday morning, and only opened eggs for clues instead of candies. So it’s always better to do prototypes within the targeted audience.

What makes an interactive narrative

This is not really an interactive narrative. We did make it into an interactive experience but I’m thinking how could it be more interesting with the narrative itself. Would it be much fun if the narrative changes according to players’ discoveries, or could players contribute (unconsciously) to the narrative? For example, as the time goes on, we can tell students because you guessed for so many wrong times, we the police wasted too much energy catching Sven or Colleen resulting in the true murderer at large. Players will experience with a dynamic story throughout the process. I think this narrative works partly because of its limited duration.
When writing entries, I noticed that there always needs to be a thread of narratives telling the audience why this story makes sense, while the other thread strives to contribute to the goal of the story itself. Like I need to hide some clues in the bunny’s diary while making sense of why he is the right one to write down certain stuff.