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April 30, 2006

Freak 1995-2006

Okay, I'm not usually one to post on personal matters, but I'll make an exception for this.

My cat, who I've had for 11 years, just died. I just found him this week, but he had been missing for a couple weeks beforehand and I think he's actually been dead all this time. There was no way to tell how or exactly when he died because of the state he was in. He was perfectly well the last time I saw him, so this came as a complete surprise.

Since I found him, I've been feeling really bad about it; there is no sense of closure, as there is when you have a funeral for someone you love. But this weekend I suddenly remembered that my friend Steve Hoffman has a "virtual pet cemetary" online where you can memorialize your pet when they've died. So I sent him a memorial for Freak, and he posted there with a picture of Freak and my dad.

And somehow, as strange as it seems, this little ritual made me feel better. Rest in peace, Freak, I'll miss you.

April 28, 2006

MTVu Gamers Ball Developer's Tournament

The Gamers' Ball - Developers Tournament is an "mtvU" initiative put together with the consultation of the "Entertainment Technology Center" at Carnegie Mellon University. The tournament will be a competition among the best games colleges put forward and individual plays will determine who is the best game development. Think the NCAA basketball tournament, but for games. Upload games here.

2007 Slamdance Guerilla Gamemaker Competition Call for Entries

From the folks at Slamdance: Aspiring video game developers across the globe are advised to submit their work to the 2007 Slamdance Guerillla Gamemaker Competition (GGC) ­ one of the premiere competitions focused on the independent game developer. Slamdance is calling for independently designed and programmed games from the American and International game design community.

Now entering its third year, the GGC exists to recognize and reward the innovative and exciting work being done by independent game designers, programmers, and artists. Benefits of participation include gaining recognition, making industry contacts, and finding potential distribution.

Finalists will be announced in December and will be shown at the Games Venue during the Slamdance Film Festival, which occurs in Park City, Utah, January
19 - 27, 2006. Developers of all varieties of interactive electronic storytelling and play are encouraged to submit. The GGC features several award categories, including a Grand Jury Prize, and Audience Award, and two awards recognizing student achievement in Art and Technology. All awards offer exceptional prize packages and participation in the award ceremony on the last day of the Games Festival.

Revolved , the Jury Grand Prize winner of the 2005 Slamdance Independent Game Competition (presented by BAWLS Guarana) was picked up after the festival by Game Trust and is now being distributed. ³This is the future of video games,² said the New York Times of Façade, the winner of the 2006 GGC.
Links to Façade and all of the 2006 Finalists and Winners are available on the Slamdance website.

"Slamdance is an indie game festival in the truest sense of the word -- a diverse gathering of passionate, scrappy gamemakers hell-bent on creating innovative interactive entertainment. We contestants connected with each other as much as competed, playing and discussing each other's works throughout our time at Park City," said Andrew Stern, one of Façade¹s two designers.

Game submissions have an early-postmarked deadline of September 1, 2006 and a final postmarked deadline of September 29, 2006. The entrance fee is $30 for games that meet the early deadline, and $40 for others. Students receive a discount. Entrants must submit 3 hard copies of their game and provide a URL for the game site. Entry forms and application information are available through the Slamdance website at www.slamdance.com.

April 16, 2006

Games for Health Day @ Annenberg, May 9 8AM-7PM

Obviously, this takes place at the same time as my prior post, but for those of you who are interested in serious games, the Games for Health Project, Robert Wood Johnson Foundation, TATRC, and USC’s Annenberg School for Communication & Institute for Creative Technologies is holding a full-day event devoted to
the use of games and game technologies in health and healthcare, including an evening reception.

This one-day event, just before the opening of the Electronic Entertainment Expo will bring together researchers, game developers, and health & healthcare professionals for a series of talks devoted to how games and game technologies are addressing critical health & healthcare issues

More info at: http://www.gamesforhealth.org/archives/000132.html#more

Girls and Games Conference @ UCLA, May 9 2:30-6PM

Something a little different for E3 week: In the wake of the world's largest trade show on electronic entertainment - where are the women and what do they want? Public conversations about girls and games, women's participation in game design and play with speakers from Europe, Asia and North America.

More info here: http://www.gseis.ucla.edu/~conferences/ggconference.htm

484 Intermediate Game Design Playtesting Pix

Jen and Jesse in the Control Room

Here are some pix from the second set of playtests, this time the projects were Alpha builds rather than prototypes. Now, the teams are prioritizing and making their final design changes and will be ready to deliver/present to the division April 26th at the final 511 session -- don't miss it!

April 15, 2006

Interesting "Game Innovation Database"

Saw this when Drew Davidson posted it to the IGDA newsgroup the other day: "The game innovation database is an open wiki at the ETC that is trying to classify and record every innovation in the entire history of computer and videogames." While this is an interesting idea from the guys at CMU, I did some surfing around the site, and though there claim to be "300" articles in the database, most are just placeholder title pages with no content. Looks like they need some volunteers, folks ...

Robert Tercek: "Emerging Media Strategies and Conflict," 4/18/06, 7-9PM Taper Hall 301

Robert Tercek will be speaking next Tuesday at Taper Hall, giving a "survey of the major trends affecting traditional and new media, and an analysis of the various strategies employed by film, TV, music, game companies to cope with these changes." For those of you who have seen Rob speak, he promises that this will be one of his "wilder rants," so it should be fun.

Here is his bio: Founding Chairman of GDC Mobile, & Co-Founder of MultiMedia Networks LLC
For 19 years, Robert has pioneered new forms of digital entertainment. Robert has the unique experience of launching multimedia programs and services on every digital platform, including satellite and cable television, PC CD-ROM, game consoles, narrowband and broadband Internet, interactive television, and wireless networks. He has introduced digital programming services in every part of the world.

In 2006 Robert co-founded MULTIMEDIA NETWORKS to provide branded entertainment programming via broadband to multiple devices, including PCs, TV set top boxes, networked game consoles and mobile devices.

His credits include several of the most successful interactive entertainment programs, such as online versions of Jeopardy!, Wheel of Fortune and the Monty Python game series. Robert has supervised the creation and marketing of digital entertainment in partnership with numerous major media companies, including Marvel Enterprises, Billboard/VNU Media, Warner Bros Studios, Paramount Pictures, Universal Studios, Activision, Atari, Hasbro, CBS SportsLine, The World Poker Tour.

Since 2000, Robert has participated in raising more than $250 million in strategic financing for new media startups. He played an instrumental role in the worldwide growth of two of the leading companies in the field of wireless multimedia: PacketVideo Corporation and MFORMA Group. Robert was chief marketing officer at MFORMA, where he established the firm as one of the top five publishers of mobile entertainment in Europe, the Americas and Asia. Earlier, as president of programming at PacketVideo Corporation, he launched the world’s first mobile video services in 40 carrier networks.

In 2001 Robert founded the mobile game summit at the Game Developer Conference: today he serves as Chairman of GDC Mobile. Robert is a member of the faculty of the University of Southern California School of Cinema-Television. He lives in Los Angeles and works internationally.

April 14, 2006

GDC 2006 Pictures, Better Late than Never

IMD Crew

Here we all are at the 2nd Annual IMD GDC Dinner -- check out the rest of the pix here.

Also, if you're interested, here is the text of my "rant" at the Academic Curriculum meeting:

"The topic of my rant is ‘failure.’ Obviously, none of us likes to fail. Especially students. Students are terrified of failing. They are so afraid of failing that they often forget that university is the one place where they should fail. Where they are -- or should be -- in an environment that rewards the type of intellectual and artistic risk-taking that leads to failure 99 percent of the time. Because failure is an integral part of exploring new idea spaces.

"But anyone of you who has sat and looked into the terrified eyes of a undergraduate student who is getting a B+ for the first time in their lives understands how much pressure today’s students are under – not to succeed, not to excel, but simply not to fail. This fear drives everything they do, every choice they make, every ambition that they have. And, it drives students of game design to desire to make games that are exactly like the ones they’ve seen – but just a little different.

"If there is any creature on this earth that fears failure even more than a college student, however, it is a game executive. Game executives fear failed releases the way that students fear failing grades. Of course, this drives them to make games that are exactly like the ones they’ve already made – but just a little different.

"With so much in common it seems like a non-issue: today’s game design students are right on track to becoming the successful game developers and executives of tomorrow – making the same games, but just a little different – forever and ever.

"Well I want to propose that as game educators we need to stage an intervention. We need to stop the cycle of fear. We need to encourage more failure in our students. We need to train a generation of students who look at failure, not as something to be feared, but as an important step in the cycle of exploration, disorientation and insight that leads to understanding.

"At the research lab I direct, a group of students recently completed a fairly ambitious project that we chose to fund specifically because of the high risk of failure that it presented. In fact, during the first few months of this project, they produced a great number of astoundingly bad prototypes that failed utterly to express the potential of the idea, but that succeeded in giving them new avenues of exploration.

"During this period of ‘failure’ – what I would actually call the ‘design phase’ -- an industry exec who came through and looked at the work bemoaned the state of the project, assuming, as do many of us, that failure always leads to failure and in order to succeed in the end, you must begin with the certainty of success.

"I won’t go into how that game finally came together in the end, except to say that you can go play in the IGF student showcase, or like half a million other people, download it online.

"It’s a strange little game; a lot of people love it passionately, and I’d consider it a success. Not just because of the number of people who’ve played it, but because it broke the cycle of fear in that group of students. Now, they can go into the industry prepared to take risks, confident in their ability to manage those risks, and ready to fight for the opportunity to fail so that eventually they can succeed.

"Now, not every failure has the potential for success within it. And the real trick here is not to promote the kind of mediocrity that masquerades as full-blown failure but to challenge your students to fail brilliantly, epically even, rather than demanding that they succeed averagely. Moments of splendid failure can be amongst the most instructive in the development of a creative mind. And so I’m asking you to make sure your students fail now, fail big time, fail again and again, until they learn not to fear these failures, but to look for inspiration within them.

"Only then will we be training people who can face the big boss of the game industry with confidence in their own creative process. Because only by taking the kind of risks that potential failure implies will they succeed in defining their own measures of success."

April 1, 2006

Experimental Gameplay Competition, April 1

Sorry for the late notice, I but thought some of you might be interested in this game competition at by CMU. It started today. You have 2 weeks to design and build a game based on this theme: CONSUME. The winner gets an internship at THQ's Heavy Iron Studios.