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Mid-thesis milestone prompts a new thesis

Unlike last year's mid-year thesis show, which was a lowlit full-on party, with Noah's dance floor, and Dooyul's visual piano playing, and Aaron's bit torrents flying on the projector, this year was more like a science and technology fair, lit in harsh fluorescent, with early 20th century memorabilia and a... yes... a black Honda parked along the axis.

Of the theses that I had the opportunity to see last night, the ones that left the most positive impression correlated to how much of the salient feature of interactivity can be experienced by a user. We are in interactive media, and our primary requirement of our thesis should center on a novel or refined method, purpose, or style of user interaction. The first boundary to push is how the user interacts, either in refining the quality within prior art, or exploring an interactive feature that prior art has not fully mapped out.

I'm a game designer, and although I'm here to explore other methods, techniques, and purposes of interactivity, I draw that knowledge and experience back into the framework of, essentially, games or at least toys. Software and hardware that intrinsically motivates the user to play.

My ulterior motive at the mid-thesis show was to establish a healthy goal for my own presentation at the one next December, a year from now. So, among the games (no offense to the other projects, I make games), here are the exemplars that I saw in action. They set precedence for my own goal.

Zen (Ken Leung): There was a visual demonstration of a particular sequence of play. An art style and suitability of technology (Flash) was demonstrated. It would have been better if the interactivity beyond that trace could be experienced, and the experience required no guidance.

Original Fin (Jesse Vigil): There was a user interface for a dialogue tree tool. There was a previous game that was playable. It would have been better if the salient feature, the dialogue, could have been playtested.

Ragnarokk (Mike Brazil): There was a level without enemy interaction, using the guitar controller. The controls of movement and basic avatar abilities could be tested. The art style was obvious. It would have been better if there were a challenge, which would expose the core entertainment value of the thesis.

Misadventures of P.B. Winterbottom (Matt Korba): There was a playable demo. Some users could complete the demo without external help! The core of the thesis, cloning and replaying the avatar, was clearly demonstrated and testable. On top of this was the silent movie visual style and a consonant music track.

Therefore, P.B. Winterbottom not only presented a concept for review, but the time at the show also doubled as a playtest session, for which there were many eager testers. So Winterbottom optimized the use of the time to gather user feedback, enabling it to observe highlights and problems in every facet of the user experience.

Of these games, three were also Advanced Game Projects (CTIN 491), meaning there were at least five developers and the support of instructors and another class of artists behind that grad student's thesis. So their bar ought to be higher than Ken's currently solo project. I hope these notes help you set your thesis expectations and scope.

For my own thesis, currently titled Monkey Monastery, I believe that Winterbottom sets the goal: a playable version, lasting about five minutes, in which the core mechanism of interaction, the user interface, the story, and the art style are demonstrated to the user and from which the user can obtain a vertical slice of the intended experience at the thesis show in May.

It troubles me that CTIN 491 seems to be the correlation to achieving my goal, because last year my thesis was categorically rejected from the CTIN 491 candidate pool, for the reason that games with educational value are excluded from consideration as an advanced game project. It seems that CTIN 491 correlates to achieving my goal. When I first wrote this post, this troubled me, because a reviewer had mentioned to me that educational games were passed on. I never thought I'd hear that educational merit was a disqualifying feature in an academic environment. Yet after posting, Tracy corrected that misinformation; educational games are welcome candidates.

So it goes. I'll still forge this worthwhile path in experimental gameplay. Alone it would take me five times the work. Fortunately Taiyoung Ryu is excited to collaborate. And you might be interested in collaborating on a game to teach a foreign language through intrinsically motivated play. Proven by titles such as Brain Age, the intersection of education and games is a viable and exciting frontier. As my previous advanced game project (in CSC 529A the equivalent of CTIN 491A), Euphonics, I promise it will be professinally managed. Your time and ideas will be valued. And as per my experience, I promise that you'll master professional-grade design techniques. Not only exploring experimental gameplay, but also exploring cutting edge design practices. Finally, I promise we'll meet the mid-thesis goal. We start prototyping in January. (k e n n e r l y, at, u s c, dot, e d u)

Comments (7)

"games with educational value are excluded from consideration as an advanced game project"

Is that really a set policy? If so I agree, that's utterly ridiculous, and worse it seems like a very vague restriction. It makes sense that they wouldn't use educational value as a judging criteria, but the demand that the 491 games have noeducational value whatsoever just seems like a setup to a joke.

Max [TypeKey Profile Page]:

As someone who's currently, for lack of a polite phrase, ass-deep in Trochaic Tetrameter for his 491 game, I'm going to take just a little bit of offense at the idea that the games with educational merit are excluded from 491.

You had a far more fruitful experience with a 491 than I've had, Ethan. There are other considerations that go into the selection of a game beyond "categorical rejection."

It is worth noting that the standards for 491 support (developers, artists) do not apply in all three of your cases. There's been a lot more to it this time around.

That said, I'd like to know more about Monkey Monastery. It's very easy for us as game designers to fall back on the idea that games are teaching-machines of sorts, ones that can be easily repurposed to teach new things. But beyond facetious parallels between mechanic and information, I've found this difficult to do (I am still a poor designer). As someone with a standing interest in languages/language acquisition, I'd like to see more on how you intend to educate your players in MM. Your outline is promising, and I like the phonetic teaching systems, but I couldn't find anything on grammar or "language games" proper, and vocabulary building was mostly hinted at. The potential to play with a language's sounds and structures is fascinating to me, and I'd like to talk more about it at some later point.

Jamie,

It's not part of the written specs on submissions that I recalled. So I don't know what the policy is, except a reviewer told me after judging was over, that: the reviewers passed on the category of educational games.

Max,

Surely when there's more games than spots, there will be many reasons for passing on an idea. Your prolific participation in 491 is exemplary; I'd like to hear anything more.

In CSC 529A this spring, it was 5 developers (by that I counted myself), plus an artist or two from CSC 280. Compared to this, are the teams in CTIN 491A this fall smaller? I'd be interested to hear about such production resources.

And I appreciate the feedback! You're right, the linguistic pedagogy in the outline (which admittedly is an outline of a story bible) is sparse. The binding temple is the grammar game, although the outline omits how you play it. The scrolls are a little helpful in this regard, as they show the games in action. But none of these communicate the detail that I've presented in person, and would be happy to discuss further.

I don't have the hubris to believe that we'll construct more than a curriculum of the phonetic alphabet, basic vocabulary, and basic grammar.

I spent last summer building prototypes of the typing exercises, which proved my technology and mechanical construction process. But only one prototype feels fun, which is in the outline called "Your voice". When it comes to experimental gameplay, I only write a couple detailed design documents and they're only for my use in prototyping. If I were making My Spanish Coach, then sure I could just write the exercises, which have been established for decades or more. But I'm making Puzzle Pirates, for language. So really, where the language games will appear in proper detail (in public) is in the prototypes early next year.

Just as an fyi, there are no content restrictions on 491 at all, Ethan. While your pitch for an educational game may not have been selected, that doesn't mean that such games are excluded. It would be wise of you to check your facts in the future.

That's fantastic news! Therefore, I believe the explanation given to me by a reviewer was being too kind. You're right, I should check my facts before leaping from listening to a reviewer's off-hand comment to believing that the reviewer is intending to represent the review process. I apologize for unwittingly relaying misinformation.

I think that part of your disappointment with the progress shown at the exhibition is in part due to some unrealistic expectations of where people should be at this point in their projects. I remember a similar feeling when I was in your position last year.

For the most part, people have been working on their projects since August. While they may have given them thought over the course of the summer, actual pre-production didn't occur until after the semester started. In addition, people have had to work on those projects while also taking one or more unrelated classes.

Korba and I, however, have been working on ours since spring. We spent the summer in pre-production mode and started the semester ready to begin making our games happen. We are also taking 491 and thus have had full teams and we don't have to worry about other classes that aren't related to our projects. Add to that the fact that Korba is a freakin' workhorse (he worked on art, coding, and design over summer) and that he had a specific goal in mind (submission to the Game Developers Choice Awards) and you have a winning combination.

If you want to be at the same level for the winter exhibition, I would suggest that you find some way to put as much into it as Korba does. I have no problems admitting that his level of dedication and commitment to his project is inspiring and should be commended.

Wise words, Mike!

I remember playing Ragnarokk in Spring and seeing the interesting Winterbottom prototypes at 511 in August, so yeah, you're right, I have to start in January.

I've a similar trajectory in mind: work, work, work, and work some more. I've accepted one sacrifice already. I'll have to cut my most anticipated courses (which are also the most relevant to my thesis: CTWR 439 Writing a TV Drama Pilot, CTWR 435 Writing for Tween TV) so that I can devote next semester to prototyping exercises in my extracurricular time, ala Carnegie Mellon's Experimental Gameplay Workshop. Given a full course load, I'm committed to a new exercise every two-weeks, instead of a new exercise every week.

For what it's worth, I didn't realize my comments on a few projects sounded disappointed. :) I guess I crossed a fine line, 'cause I intended it to sound critique-ical: What was good and, in my humble opinion, what could be better.

On a tangent, while not at all disappointed, I do wonder what it will take for a USC project to make an IGF finalist game. I know it's not easy, and that professional teams are competing. When I directed games at Nexon, my coworkers on Shattered Galaxy sweeped 4 of the 6 IGF awards, and each one of the SG members is a brilliant professional. But I can dream, can't I? And clearly, some games must become finalists, so it's possible.

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This page contains a single entry from the blog posted on December 12, 2007 10:55 AM.

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