April 1, 2009

Experimental Game Mechanics, GDC

The GDC panel that engaged me most was the one on experimental game mechanics, moderated by Jonathan Blow (Braid). I appreciate both its exposing me to really innovative game mechanics and its providing a really helpful chance to see and hear about the process(es) developers follow to develop a germ of an idea into prototype(s) and game. (Several of the featured projects were unfinished and are, as yet, more mechanics than games).

Since I was already familiar with the mechanics in the work of the two featured USC affiliates (Ian Dallas and Jenova Chen), I learned the most from what they revealed re: their development processes. Ian explained that, to his mechanic that revealed – via spurts of what appeared to be thrown black paint -- the dimensions and depth of, and shapes in, a wholly white seemingly 2d space, he’d added a narrative: a boy’s search for a swan. Over time, he too had made peace with deploying his mechanic toward creating (at least some) puzzle games, even if he’d first vigorously avoided them.

Jenova explained that his process began with, and centers around, the experience he wants his game to deliver. That Flower – intended to create a free space “filled with love” – ultimately created a game that resembled Flow [plus 3d movement, minus AI] was a consequence of his process and its logic that drove it. Next he presented a series of prototypes – first built in Processing (!) and later in XNA – through which he and Nick Clark worked to design game play. He explained that they’d rejected a few– e. g one centering game play in the player’s/wind’s depositing seeds on a field, another requiring players’ deposit petals into orbs – because they worked against their basic goal of creating a peaceful experience.

Just as there were two games from USC, a second game joined Ian’s in revealing a 2d white space’s depth and dimensions via the splatter of paint. While the “paint” of Ian’s game, The Unfinished Swan, was black and appeared thrown, that of Steve Swink’s was magenta and blue looked as though produced by a spray can. After confessing to having shared many of Ian’s difficulties in developing story and design, Swink showed a second game – a compelling one called Shadow Physics that combines 2d and 3d to subvert the traditional relationship between shadow and light maintained in games. Typically shadows are subordinated to character, Swink explained; his goal was to subordinate character to shadow so that shadow functioned as the overwhelming dynamic. In Shadow Physics the player-character is a shadow-creature that pushes on the shadow of 3d objects to move the objects themselves. The player must move those objects or the lights in the environment to create shadows that the player character can jump across, enabling it to complete puzzles.

A second game, called Closure, also played with light. Frustrated with games’ “dark levels” – levels where one is obligated to navigate through levels where one can’t see – designer Tyler Glail created a game in which things in the darkness do not exist. While the player-character carries a light and can use still more lights to illuminate the world, there are distinct advantages to keeping the light low: in darkness, player-character walks unhindered by objects (walls, obstacles) that would halt its path in light.

There were two other games that, while intriguing for playing with space and time, were tough to get one’s head around. Miegakure is a puzzle/platformer that’s intended to be 4d but which designer Marc ten Bosh demonstrated by showing via a presentation showing a character living in a 2d plane within a 3d world. Rather than making time the fourth dimension, Bosh made the fourth dimension the mechanism that enabled a player to jump easily from any of the other three – a trick that enabled the player-character to move around object that would hinder its passage in 2d.

Chris Hazard and Mike Resnick’s Achron is an RTS that employs a timeline to permit extraordinarily dynamic play with time. His explanation of the game’s mechanics was obtuse enough to make stories of earlier game-play a better way of explaining a game, he believed. It still didn’t clarify much to me. The timeline, he explains, permits the player to send units of his army back in time to destroy units of his opponents’ forces before that opponent has even had a chance to build them. Similarly, he explained that – given the timeline and a series of projections backwards and forwards in time-- a battle over one property had enabled him to watch his opponent nuke his own troops. It’s my hope that later prototypes, and/or the chance to play the game oneself, will help me to make more sense of the game.

For more information about these games and for some whose demonstrations I missed, one can read the following:
http://www.gamasutra.com/php-bin/news_index.php?story=22946

November 3, 2008

More Jim Campbell: Delusions of Dialogue, Complete

Attached please find the complete version of Jim Campbell's Delusions of Dialogue -- much "food" for Wednesday's discussion...

Download file

October 29, 2008

Revisions to Schedule: Monday Skills Workshops

Some changes have been made to the Monday afternoon Skills Workshops being offered in November.

The revised schedule is as follows:
November 3 Design for Online Games, Part 1
November 10 NO skills workshop
November 17 Panda 3D
November 24 Design for Online Games Part II
December 1 PS3/Gambryo

Workshops take place from 1 to 5pm on Monday afternoons in ZML

Changes:
*3 November: Peter Preuss's Quartz Composer has been postponed until next semester.

*10 November: There will be NO skills workshop.

*24 November: Jeffrey Kaplan, the lead designer for World of Warcraft: Wrath of the Lich King (and a designer who's been on the project since the original WoW) will be attending and providing a post-mortem.

For the complete revised schedule, including descriptions of individual workshops, please look after the break.
:

Continue reading "Revisions to Schedule: Monday Skills Workshops" »

October 27, 2008

Skills Workshop Today: Fair Use; and Mix, Rip and Learn

October 27
Fair Use Instructors: Marsha Kinder (Labyrinth Project) and Eric Faden (Bucknell University)
Fair Use Workshop 1:30-3:00pm.
Rip, Mix + Learn 3:15 -4:45pm
Hands-on Strategies for ripping, downloading, and converting video for classroom use.

PLEASE NOTE: These workshops will be held at Kerckhoff Hall, at 734 West Adams. They are part of a day-long event hosting by the Institute of Multimedia Literacy and Critical Commons on Fair Use and the Future of the Commons, with support from the MacArthur Foundation’s Digital Media and Learning Initiative. IMD students are invited and encouraged to attend and participate.


October 23, 2008

Announcing Monday Skills Workshops Schedule

Announcing the Monday afternoon workshops for the rest of the semester.

October 27 Fair Use
November 3 Quartz Composer
November 10 Design for Online Games, Part I
November 17 Panda 3d
November 24 Design for Online Games, Part II
December 1 PS3/Gamebryo

Workshops take place from 1 to 5pm on Monday afternoons in ZML (except for the 10/27 Fair Use Workshop).

Details after the break.

Continue reading "Announcing Monday Skills Workshops Schedule" »

September 5, 2008

The Chatter behind Game Chatter

Two former editors at Electronic Gaming Monthly have begun writing a blog about what happens behind the scenes in the game journalism: the techniques publishers use to get good previews and reviews, the punishments they inflict on those who attempt to stay free of their influence etc. Encouraging, in my view, is their opening the blog to voices representing the other side: PR/marketing people from big game companies articulating companies' points of view (eg: "ought we not do SOMEthing to defend good work against trashing by journalists too lazy to play more than 2 levels of a 20 level game?)

It's early days -- too early to know how interesting this blog will ultimately be; but these first signs of an effort to bring transparency to game journalism and to look at the manipulations by both sides are encouraging.

http://sorethumbsblog.com/

September 4, 2008

Weight Watchers Webtool as RPG

The following seems an interesting response to two trends: 1) some people's predictions that "funware" -- applications that add a game component to a quotidian, (non-game) exchange -- will hold increasing importance in many markets in the near future; and 2) the fact that exergaming (ddr, etc) often seems the game world's dominant contribution to the fight against obesity.

A friend of mine recently slimmed down on Weight Watchers. She joined two months ago, and in just a couple of weeks, she'd shed 10 pounds. She'd been trying for a year to lose weight, but nothing worked -- until now.

Why did Weight Watchers work so well? For a really fascinating reason: because it isn't a normal diet. It's something more. Something fun.

It's an RPG.

The Weight Watchers program is designed precisely like a role-playing dungeon crawler. That's why people love it, stick to it and have success with it. And it points to the way that we could use game design to make life's drudgery more bearable.

http://www.wired.com/gaming/virtualworlds/commentary/games/2008/08/gamesfrontiers_0811

Interactive Sound Event: Friday, 5 September

An event that might be of interest to some:

A Speech Recognition Sing-along

Lecture by Joe Tepperman
Performance by Mooey Moobau

8pm Friday September 5th, 2008

Everyone seems to hate automatic speech recognition. Either it keeps us from telling an actual person that we need our water turned back on, or it dials Mom when we’re trying to call Molly. It is no wonder most musicians and spoken-word poets have no idea about the huge potential for speech technology to be used in their work. Joe Tepperman will talk about some of the ways we can apply speech recognition, speech synthesis, and linguistic theories to music, followed by a performance by his alter ego, Mooey Moobau.

Free!

Machine Project

1200 D North Alvarado Street
Los Angeles, CA 90026
213-483-8761

http://machineproject.com/2008/08/23/sing-along

September 3, 2008

Interchange: games and the world

For those who bewail the narrow frame in which games (and what benefits/insights they might offer) are traditionally viewed, the following article about Spore -- from the Science section of the NYT -- might be of interest. In my view, most interesting is the reference to the dynamic, complex interchange in which gaming, math, and evolutionary biology/paleontology have been engaged for some time.

The article explains that some of "mathematicians' most important insights" -- insights that have been fundamental to transforming the study of evolution into a rigorous science -- "have come from treating evolution like a giant game". It also includes paleontologists' remarks about what beliefs (good and bad) about evolution that Spore players might absorb as a result of playing the game.

It reminds readers that, on Tuesday, 9 September, a documentary on Spore in which Will Wright and evolutionary biologists discuss both the game and the evolution of complex life, will be broadcast on the National Geographic Channel.

http://www.nytimes.com/2008/09/02/science/02spor.html?pagewanted=1&em