Choice Chamber is a game that allows an audience of any size to play along with someone through an endless series of dangerous chambers. Players constantly give feedback that changes how the game evolves in real time, from power ups and enemies to obstacles and rule changes. Choice Chamber is designed to be played while being streamed live on Twitch. As you stream the game on your channel, anyone watching can participate in the game simply by typing in the chat box. A series of polls ask viewers to vote on certain aspects that alter the game's progression in real time, or viewers can trigger special events, friendly helpers, and even attack the boss themselves. Chatters can band together to help out the main player in getting far in the game, or they can work against the player and create a devilish challenge.
Choice Chamber was created as a solution to create a richer experience between livestreamer and audience. At the time, there wasn't really a way for everyone in a chat room to play something together. And some casters followed the house rules of "no backseat gaming", which meant you couldn't even discuss the game being played without getting in trouble. Choice Chamber is being designed from the ground up to allow a group of any size to play something together, making meaningful and significant interactions along the way. There are of course some technical limitations with using Twitch as a platform, which have been dictating the design along the way. The biggest hurdle is the delay until video is delivered to a viewer, which can range from 20s to a minute for some. This means no one is really seeing the same moment of gameplay, which makes it tough to allow any form of reaction-based interaction without the system breaking. The current prototype is mostly comprised of timed polls, with a popular vote deciding the winning candidate. These polls are delivered to the chat in a way that helps create both a unique challenge and an emergent narrative, as those in the chat room are playing a vital role in the outcome of a gameplay session. This will be expanded upon heavily in the finished game, creating new kinds of interaction that haven't quite been done before.
Studio Bean is comprised of Michael Molinari, who is responsible for art, design, programming, and audio. Chelsea Howe is the lead designer on the game, responsible for coming up with the many unique ways to connect players together. Kent Mudle is assisting with character and creature design, which involves both the look and mechanics of all the living things in the game. The soundtrack is being composed by the talented C418.