About: Hilarity High   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Hilarity High (aka Holodeck High School) was a speculative proof-of-concept project undertaken for a publisher by Creature Labs. The game was a non-linear simulation of a US high school, the objective being to make yourself one of the "prominent people" by increasing your stature in one or more cliques - for example, becoming head cheerleader, or science wizz . . . or the school bully. Like a traditional RPG, characters had statistics which they leveraged in social encounters, and their decisions led to changes in the local environment and in the character they were playing. Lisa de Araujo has described it as "sort of a cross between The Sims, Buffy the Vampire Slayer, and Princess-maker."

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  • Hilarity High
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  • Hilarity High (aka Holodeck High School) was a speculative proof-of-concept project undertaken for a publisher by Creature Labs. The game was a non-linear simulation of a US high school, the objective being to make yourself one of the "prominent people" by increasing your stature in one or more cliques - for example, becoming head cheerleader, or science wizz . . . or the school bully. Like a traditional RPG, characters had statistics which they leveraged in social encounters, and their decisions led to changes in the local environment and in the character they were playing. Lisa de Araujo has described it as "sort of a cross between The Sims, Buffy the Vampire Slayer, and Princess-maker."
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abstract
  • Hilarity High (aka Holodeck High School) was a speculative proof-of-concept project undertaken for a publisher by Creature Labs. The game was a non-linear simulation of a US high school, the objective being to make yourself one of the "prominent people" by increasing your stature in one or more cliques - for example, becoming head cheerleader, or science wizz . . . or the school bully. Like a traditional RPG, characters had statistics which they leveraged in social encounters, and their decisions led to changes in the local environment and in the character they were playing. Lisa de Araujo has described it as "sort of a cross between The Sims, Buffy the Vampire Slayer, and Princess-maker." involved in development of this concept included: * Lisa de Araujo - Production and design * Guy Tristam - Lead programmer * Nathan Thomas - Concept art * Helen Burchmore - Additional design
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