Experimental Game Design
DETAILS
Pre class prep:
* Bring in one sample of best work (this does not have to necessarily be “art”, but the
best work you have done to date.) Not for critique, but to know each others’
talents
Week 1: Sept 2
Discuss
* overview of course
* creative practice in cross disciplinary collaborations
* review of studio practice & endeavor:
working in class on class work only
* Technical info for studio lab
* drop box info
* What is a game?
Jesper Juul The Game, the Player, the
World: Looking for a Heart of Gameness
* why do people play games?
* questionnaire
* definitions.html
Look at best works (not a
critique)
&
Personal Game Archaeology Project presentations
* Rensselaer Folsom Library Game Research Resources
review
Readings:
due Sept 9
* Workspace Unlimited
http://www.workspace-unlimited.org/
http://empac.rpi.edu/events/2009/fall/workspace/
* Play as Design by Brenda Laurel Play as Design by Eric Zimmerman
* From Sun Tzu
to Xbox: War and Video Games by Ed Halter
* Baudrillard and
Hollywood: subverting the mechanism of control and The Matrix by Jim Rovira
* The Oxymoron of Virtual
Violence, J. Baudrillard
****create a short, one page, printed reaction paper to each of
the above
Optional
extra credit readings:
* Homo Ludens:
A study of the Play Element in Culture by Johan Huizinga
* Man,
Play, and Games by Roger Caillois
Assignments:
•
If you have not done so already, bring sample of best work to next class
• start thinking about creating a team for the EMPAC FPS/Virtual Violence
Paradigm Challenge Playable Prototype Design Blitz Due Sept 23
Week 2: Sept 9
MEET AT EMPAC
2 -3:30 EGD class meets and works with Workspace Unlimited.
3:30 to 5:50 we work on our own
projects EMPAC as Level Design Study:
We will embark upon a new experimental study using
the entire EMPAC building as a specific site for a new kind of interactive
experience. The EMPAC site will become various “levels” which will be
physically and/or virtually played. We will work with interdisciplinary teams
of students from Experimental Game Design class to design and then play-test
the concept of using a space as theme or location or inspiration for a short
study project. You game can be either physical or digital or combinations of
both, but it must create new types of experiences beyond existing paradigms or
use parody of fps.
This project is somewhat like a combination of the
artists/researchers:
Janet
Cardiff’s camera walk pieces
http://www.cardiffmiller.com/artworks/walks/ps1.html
http://www.cardiffmiller.com/artworks/walks/index.html
http://www.cardiffmiller.com/
Blast
Theory’s “Can You see me now” project (which is played on-line and in the
physical world) http://www.blasttheory.co.uk/bt/work_cysmn.html
modified
PK Parkour ("the physical aspect of getting over
obstacles in your path as you would in an emergency. You want to move in such a
way, with any movement, as to help you gain the most ground on someone or
something, whether escaping from it or chasing toward it."),
http://www.youtube.com/watch?v=WEeqHj3Nj2c
and other
pervasive convergence (or blended reality) genres
of games such as in the research of Annika Waern http://www.pervasive-gaming.org/index.php
, and Jane McGonigal http://avantgame.com/McGonigal_THIS_MIGHT_BE_A_GAME_sm.pdf
.
Collective
problem solving in Alternate Reality Games (ARGs) as part of distributed campaigns. Possible collective games based on puzzles no individual could solve
alone, often use mobile technologies and are solved by teams working together
online. Each ARG develops an online community dedicated to solving the puzzles
put forth by the game. Storytelling,
implementing an analytic system to analyze and simulate the process by which
distributed individuals contribute to and shape a collective story.
We will
experiment with the idea of restructuring the everyday in ways to creatively
see and perceive new perceptual opportunities and awareness in everyday
surroundings, not so much created by the game experience, but rather revealed
by it.
FASHION & STYLE | May 17, 2009
Whiffle
Hurling? Bag Tag? Hey, It's Art
By ALEX WILLIAMS
Actors and artists in New York City are inventing high-concept sports that are
meant to be both games and art.
Eva and
Franco Mattes: http://www.0100101110101101.org/
Micha Cardenas is a 31-year-old man taking hormones to become a
woman. So, it's not surprising perhaps that Cardenas views the boundaries of
gender as being somewhat fluid and has questions about what it means to be male
and/or female.
http://ucsdopenstudios.com/2009/artists.php?a=Micha_Cardenas
http://www.youtube.com/watch?v=pHEDym1aOZs
Wardrip-Fruin, Noah and Pat Harrigan,
Editors. First Person: New Media as Story, Performance and Game http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=9908
http://www.electronicbookreview.com/thread/firstperson
Pedestrian
Art in Odd Places is taking over 14th Street: That
means gold trash, mutilated stuffed animals and weirdo performance artists everywhere.
We asked nine of them to explain their WTF creations.
By Jennifer L. Nelson
Road Kill Stuffed Animals
What it is: Fake roadkill on 14th Street between Broadway and University
Place, between Third and Sixth Avenues, and between Ninth and Tenth Avenues (Oct
11, 18, 25 noon–4pm)
What it means: “Stuffed animals are nostalgic childhood objects,” says
artist L Mylott Manning. “Destroying them is an expression of the frustration,
anxiety and pain of life.”
Ultra-Violet Beauties
What it is: A photo shoot—starring you!—with a special UV filter that
reveals what’s going on underneath your skin (Sat 4, Sun 5 10am–1pm, 3–5pm,
Union Square; Oct 16, Oct 17 10am–1pm, 3–5pm, 14th St at Ninth Ave)
What it means: “It’s about people directly confronting their flaws,”
says former makeup artist and photog Cara Phillips. “I spent years helping
women buy products to hide themselves, and I wanted to expose the flaws that
can’t be seen with the human eye.”
Midas
What it is: Busted, abandoned and otherwise ignored objects painted gold
What it means: “We miss so much of what’s around us,” says co-artist
Boris Rasin. “The simple act of putting on a fresh coat of paint in a color you
wouldn’t expect lets people see objects as if for the first time. We’re
assigning value to things that otherwise have no value.”
The Pedestrian Project
What it is: Artists donning custom-made costumes that look like the
faceless figures you see on road signs (Sat 4 2–5pm; Oct 11 3–6pm; Oct 25
2–6pm)
What it means: “The characters get us to humorously see ourselves
through these generics,” says artist and costume designer Yvette Helin. “We all
want to be someone and yet we’re more like those icon people than we care to
admit.”
No Deliveries Today
What it is: Brightly colored boxes continually moved from one location
to another; they never make it to their destination, wherever that is (Fri 3
2–6pm; Oct 26 10am–2pm)
What it means: “The boxes are become a metaphor of displacement and
forced social nomadism,” says artist Miryana Todorova, who collaborated on the
project with Hatuey Ramos-Fermín. “It points out the changes that render
neighborhoods unrecognizable.”
Alegrias-Performances 01, 02, & 03
What it is: The artist pulls ski masks over her head (17 masks is her
current record), then slowly peels them off. (Oct 11, 18 and 25 noon–2pm)
What it means: “New Yorkers will be forced to consider the many masks
and layers of identity we wear and their suffocating quality, as well as the
simultaneous desire to be seen and not seen,” says video and performance artist
Arielle Falk. “I just hope nobody thinks I’m robbing a bank!”
Landscrapers
What it is: Tape frames shapes in the landscape, including bricks,
sidewalks, crosswalks and windows (Sat 4, Oct 11, 18, 25 noon–2pm)
What it means: “How it is isn’t how it has to be,” says artist and
designer Aakash Nihalani. “We need to see the city more playfully.”
Elements of Creating the User Experience by Adams & Rollings
1. Concept
2. Elaboration: primary Game Play
Interaction model
Camera perspective
Gameplay challenges
3. Tuning
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
The
Oxymoron of Virtual Violence
The Oxymoron of Virtual Violence:
Dead Rising
Violent Videogames as Pedagogical Devices
http://www.theonion.com/content/video/are_violent_video_games
* show artists work:
- Kathleen Ruiz Bang,
Bang (you’re not dead?) multiview
website
- Gonzalo
Frasca
Sept 12
- Waffa
Bilil Domestic Tension
Description from an
on-line exhibition publication:
Iraqi born Wafaa Bilal has become known for
provocative interactive video installations. Many of Bilal's projects over the
past few years have addressed the dichotomy of the virtual vs. the real. He
attempts to keep in mind the relationship of the viewer to the artwork, with
one of his main objectives transforming the normally passive experience of
viewing art into an active participation. In Domestic Tension, viewers can log
onto the internet to contact, or shoot, Bilal with paintball guns. Bilal's
objective is to raise awareness of virtual war and privacy, or lack thereof, in
the digital age. During the course of the exhibition, Bilal will confine
himself to the gallery space. During the installation, people will have 24-hour
virtual access to the space via the Internet. They will have the ability to
watch Bilal and interact with him through a live web-cam and chat room. Should
they choose to do so, viewers will also have the option to shoot Bilal with a
paintball gun, transforming the virtual experience into a very physical one.
Bilal's self imposed confinement is designed to raise awareness about the life
of the Iraqi people and the home confinement they face due to the both the
violent and the virtual war they face on a daily basis. This sensational approach
to the war is meant to engage people who may not be willing to engage in
political dialogue through conventional means. Domestic Tension will depict the
suffering of war not through human displays of dramatic emotion, but through
engaging people in the sort of playful interactive-video game with which they
are familiar.
Iraqi-born artist Wafaa Bilal presented a
lecture/performance at
West Hall Auditorium, RPI Campus
Mar 5 2008 Second in the series, “Art and Islam: Electronic
Representations and Local Communities”. This is what happened:
http://www.wafaabilal.com/html/virtualJ.html
*
Screening of film: Gamer
Revolution
* Discussion of
- Behavior:
- Social Issues:
Are we constructing our game characters or
are they constructing us?
- Two contrasting ideas about Play:
* Play creating culture
Homo Ludens written in 1938 by Dutch historian,
Johan Huizinga
Huizinga_ Nature Significance of Play.pdf
"play-instinct" as an instinct that
emerged very early in human prehistory - in fact, he sees it as one of
humanity's primary instincts, one which provides the fundament for other
elements of society, such as religious ritual, war, and poetry. He has an
esthetic approach to history, where art and spectacle play an important role.
He was held in detention by the Nazis where he died in 1945.
* Play as a “safe” place to learn unsafe things:
The Ambiguity of Play
Brian Sutton Smith_ Play and Ambiguity.pdf
by Brian Sutton Smith, a
Play shows us the dark underbelly of the world
Catharsis and inoculation against the dangers of
reality
Symbolic side of human culture
A child gets the chance to make mistakes
Adaptation, teaching skills
Introducing us into certain communities
Fate, power, communal identity, frivolity, the
imaginary, the self
Jenny Terry: Killer
Entertainments: Conditions and Consequences of Remote Intimacy. The project
theorizes remote intimacy by tracing the relationship between entertainment
technologies and militarism in the
The technology brings its military weight to
creators.
- Are virtual “violent” games cathartic or
desensitizing?
- Screening & Discussion: An interview with Lt Col.
Grossman, author of Stop Teaching our Children to Kill
Col. Dave
Grossman believes that returning veterans are less likely to engage in violent
acts than civilians, despite the psychological effects of war, because of the
discipline learned while in service. However, he also cautions that "with
the advent of interactive 'point-and-shoot' arcade and video games there is
significant concern that society is aping military conditioning, but without
the vital safeguard of discipline. There is strong evidence to indicate that
the indiscriminate civilian application of combat conditioning techniques as
entertainment may be a key factor in worldwide, skyrocketing violent crime
rates, including a sevenfold increase in per capita aggravated assaults in
America since 1956."
LoPiccolo,
Phil. Editor-in-Chief, Computer
Graphics World, Vol 23, Issue7, July 2000
From the
FTC youth violence report http://www.ftc.gov/os/2000/09/pitoftestst.htm
Trigger Happy : Videogames and the
Entertainment Revolution by Steven Poole
Videogames first came on the market thirty years ago as a marginal
technological curiosity. Now they are virtually everywhere. Videogame sales
have equaled movie sales. They are played by more adults than children, and
game design can even be studied in college. Yet videogames are still often
viewed as a minor form of entertainment, at best shallow, or at worst harmful.
Now, Steven Poole argues that videogames are a nascent art on track to
supersede movies as the most popular and innovative form of entertainment in the new century.
Media Violence:
THE
SOCIAL LEARNING THEORY
Theorist -Albert
Bandura
& overview
and The Bobo Doll Experiment
WAR
GAMES:
War Games the movie
Issues & ethics:
osma
games nytJanuary 10.htm
- www.americasarmy.com (note absence
of extreme blood and gore)
- tried and true: www.counter-strike.net
(lots of blood)
- Tom Clancy based games: http://www.redstorm.com/
(minimal blood)
-Beyond Shoot your Friends http://www.cpandfriends.com/writing/digital-illusion.html
New Ways of seeing the “other”
Saving
the World, One Video Game at a Time .doc
Violent video games lead to brain activity
characteristic of aggression, MSU researcher shows http://news.msu.edu/story/337/
Philosophical ideas in cultural products and the
ideological and political factors at play in the formation of new conventions
in intellectual enterprise.
Rendition: Guantanamo
http://en.wikipedia.org/wiki/Rendition:_Guantanamo
http://www.cbsnews.com/stories/2009/06/01/tech/main5054176.shtml
http://www.youtube.com/watch?v=lLf0saVg4fs
http://www.youtube.com/watch?v=mR_8fkAmuEc&feature=fvw
* EMPAC FPS/Virtual Violence Paradigm Challenge Design Blitz Playable Prototype
Due Sept 23
* Teams formulate and work in studio designing a short workable game prototype which goes beyond the fps/virtual violence paradigm in creative and/or meaningful ways. What could be as compelling as killing or being killed?” Teams create new types of experiences or use parody.
* Collaboration:
Issues in interdisciplinary endeavor
Beyond
Productivity: Information Technology, Innovation and Creativity
http://books.nap.edu/html/beyond_productivity/ch2.html
(near footnote 43)
Tips for successful collaboration:
some from my research
http://www.nwrel.org/cfc/frc/collabtips1.html
Scenario Planning
Scenario planning is a method for learning about the future by understanding
the nature and impact of the most uncertain and important driving forces
affecting our future. It is a group process which encourages knowledge
exchange and development of mutual deeper understanding of central issues
important to the future. The goal is to craft a number of diverging stories by
extrapolating uncertain and heavily influencing driving forces. The stories
together with the work getting there has the dual purpose of increasing the
knowledge of the business environment and widen both the receiver's and
participant's perception of possible future events.
The method is most widely used as a strategic management tool, but this
and similar methods have been used for enabling other types of group discussion
about a common future.
Scenarios are narratives of alternative environments in which today’s
decisions may be played out. They are not predictions. Nor are they strategies.
Instead they are more like hypotheses of different futures specifically
designed to highlight the risks and opportunities involved in specific
strategic issues.
http://www.well.com/~mb/scenario/#What_is_Scenario_Planning
http://en.wikipedia.org/wiki/Scenario_planning
Related Readings: due Sept 16
* Ernest Adams Design Philosophy
Assignment:
Work with your team on
“FPS/Virtual Violence Paradigm Challenge Design Blitz” Game due Sept 10
Week 3: Sept 16
MEET AT EMPAC
Teams present mini overviews of their working game ideas.
Comics as cultural barometers
http://en.wikipedia.org/wiki/Comics
COMICS: A TOOL OF SUBVERSION?
http://www.albany.edu/scj/jcjpc/vol2is6/comics.html
Machinima
http://en.wikipedia.org/wiki/Machinima
http://www.machinima.com/films.php?id=1232
http://www.zeitbrand.de/machiniBlog/WhatIsMachinima.htm
Paul Marino
http://www.machinima.org/
Oblivion Tributé
machinima http://www.youtube.com/profile?user=DaggeH#p/a
* Final Project Team Formation and brainstorm ideas
Readings:
due Sept 30
*
Adams and Rollings, Creating the User Experience
**create a short, one page, printed reaction
paper
* Adams
and Rollings The Level Design Process
**create a short, one page, printed reaction
paper
Assignment:
Work with your team on Prototype 1 Concepts of Final Project due Sept 23
Week 4: Sept 23
Discuss:
INNOVATIVE IDEAS:
So simple
but so wonderful:
Passage
http://sourceforge.net/projects/hcsoftware/files/Passage/v2/Passage_v2_Windows.exe/download"Passage,
created by Jason Rohrer, is an exercise in gaming minimalism. Made for
korokomi's gamma 256 competition, It's only five minutes long, it weighs in at
less than 500kb, it takes place on a 100x16 field of pixels, and it only
requires the arrow keys. "--John Schwartz
Physically
based games facing issues of Obesity, Coronary Heart Disease
& Diabetes ErGoGenic
Games
simulations to test driver reactions: http://www.nytimes.com/2009/09/09/technology/09distracted.html?_r=1&hp
Documentary Games
http://www.shinyspinning.com/docgames/documentary-games/
DDR
http://www.ddrgame.com/?gclid=CLLE7u7p4oCFR4cgQodbStGqA
ParaparaParadise
http://www.youtube.com/results?search_query=paraparaparadise&search=Search
Guitar Hero
http://www.guitarherogame.com/gh1/
http://www.youtube.com/watch?v=PW_Zkc7WAS8
Sony patent towards real life MATRIX.doc
"The pulsed ultrasonic signal alters the neural timing in the
cortex," the patent states. "No invasive surgery is needed to assist
a person, such as a blind person, to view live and/or recorded images or hear
sounds."
Game
Trailers
Casual
Revolution
http://www.jesperjuul.net/ludologist/?p=688
The
Beatles Rock Band
http://www.nytimes.com/2009/09/06/arts/television/06schi.html?_r=1&hp
http://www.thebeatlesrockband.com/videos/trailer/
Kiri Miller's entry "Just Add
Performance" on FlowTV http://flowtv.org/?p=4019
http://journals.sfu.ca/loading/index.php/loading/issue/view/3
VideoGames
are Dead??
http://www.koreaittimes.com/story/4706/video-games-are-dead-%E2%80%93-part-2
Push.
Play: An Examination of the Gameplay Button |
|
Stephen
Griffin |
|
Articles
J
R Parker |
|
Because
the push button was an inexpensive way to send control signals to a computer
from a user or game player, it became the most common aspect... |
A
Visual-Inertial Hybrid Controller Approach to Improving Immersion in 3D Video
Games |
|
Alexander
Wong |
|
Advances
in various areas such as graphics, sound, physics and artificial intelligence
have improved the level of player immersion into the gaming... |
Becoming
Machinic Virtuosos: Guitar Hero, Rez, and Multitudinous Aesthetics |
|
Henry
Adam Svec |
|
Media
scholars Nick Dyer-Witheford and Greg de Peuter view digital play as a
complex, conflicted site on the terrain of global capital; although... |
Dominic
Arsenault |
|
This
paper studies the Guitar Hero video game as a simulation. This is done by
examining the game controller and the visual interface, and how they... |
Interfaces:
http://josh.thegeekmovement.com/Tanenbaum-Bizzocchi-SIGGRAPH09_prepub.pdf
Rez -
http://www.youtube.com/watch?v=eHuQvctStmw
Sega's quirky, abstract
art-influenced shooter, an endorphin machine, video game inspired by the
abstract artist Kandinsky aims to overload the senses with its psychedelic
visuals and pulsating dance beats.
Rez for the Playstation 2 seeks to create a sense of synaesthesia, literally a
crossing of the senses, so that you can "see" sounds or
"taste" colours.
"Rez is an experience, a fusion of light, vibration and sound completely
immersed in synaesthesia," said its creator, Tetsuya Mizuguchi of Japanese
game developers United Game Artists.
The game takes place in a virtual world inside a computer. You play a hacker of
sorts, flying through six levels of cyberspace in search of the artificial
intelligence at the heart of this world.
But there is a twist to the traditional shoot-em approach that makes Rez stand
out.
Virtual DJ Every time you destroy one of the insect-like enemies, a
sound is generated. This sound becomes a form in the scrolling, flashing 3D
computer world rushing past.
_______________
Bot Fighters-
http://www.botfighters.com/
location based mobile games
Can
You See Me Now? by Blast Theory
Activating Play
http://www.arts.rpi.edu/%7Eruiz/ExperimentalGameDesignSp04plus/EGD_Prof_Ruiz/ACTIVATINGPLAY/newwebsite/index.html
http://www.arts.rpi.edu/%7Eruiz/ExperimentalGameDesignSp04plus/index.html
Natalie Bookchin
‘The Intruder’ [1999] an experimental adaptation
of a short story by Jorge Luis Borges, and represents a new hybrid form of
narrative that exists on the border of computer and video arcade games, cinema
and literature.
http://www.calarts.edu/~bookchin/intruder/
Eric Zimmerman GAmeLab
‘Sissyfight’ [2000]
an intense war between a bunch of girls who are all out to ruin each other's
popularity and self-esteem.
http://www.sissyfight.com
Michelle Teran & Amanda Ramos
The Playgirls [2000]
http://www.ubermatic.org/playgirls/
Thomson & Craighead
‘Trigger Happy’ [1998]
http://www.triggerhappy.org/
Jodi
‘sod’ [2000]
http://sod.jodi.org/
selectparks.net games by artists
http://selectparks.net/
GAME PATCHES
Josephine Starrs & Leon Cmielewski
‘Bio-Tek Kitchen’ [1999] is a Marathon Infinity game patch. In Bio-Tek,
the player cleans up the kitchen laboratory of a home biotech enthusiast using
weapons such as dish cloths and egg flippers.
http://lx.sysx.org/biotek/index.html
Anne Marie Schleiner
‘Madame Polly’ [1998] a video game whose eponymous heroine engages in first
person shooter style combat. The premise of this experimental game is that the
near future is characterized by data "population overcrowding"; it is
flooded with human controlled avatars and software personalities of all ages,
sexes and gene lines. This problem is exacerbated by the emergence of a prolific
hybrid breed of software agents called data ghosts, which are imprinted
personalities of humans who continue to participate, to learn and thrive well
beyond the life span of their physically human bodies.
Playskins
http://www.playskins.com/about.html
Robert Nideffer
Tomb Raider patch [1999]
http://proxy.arts.uci.edu/~nideffer/crack/
Exhibits:
http://switch.sjsu.edu/web/v5n2/index2.html
http://www.banffcentre.ab.ca/WPG/past/language.htm
http://www.re-load.org/
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Extra Credit Readings:
on Interactivity
* The Construction of Experience: Interface as Content David Rokeby
*
on Storyboarding: http://www.mediaed.org.uk/posted_documents/Storyboarding.html
Storyboard examples: http://movies.warnerbros.com/ed/cmp/storyboards.html
http://movies.warnerbros.com/eraser/cmp/sketches.html
http://sleepers.warnerbros.com/cmp/storyboards.html
* more on Level Design:
* mise en scene in videogames
* Jason
Rubin's "Great Game Graphics... Who Cares?"
* The Art and
Science of Level Design by Cliff Bleszinski
also other articles at: http://www.cliffyb.com/rants/
* How
to Build a Better Cutscene
* Color Theory for
Game Design
*
A
Multi-Dimensional Typology of Games
Assignments:
due Sept 30
Work
with your team on Prototype 1 Concepts include design document outline, research with
artist statement including treatment, narrative, story
board sketches, and at least 5 citations of games/ websites/readings/
literature/ films that have influenced you. (Conceptual geography, maps,
scenarios, trainers, strategies, symbolism, scoring, rules, etc.)
Week 5: Sept 30
Teams show Prototype 1 Concepts
Discuss: readings
-
Gender:
* Screening Laura Croft film excerpt
* Genderplay:
Successes and Failures in Character Designs for Video games April 16, 2003
posting by Jane
*
Skins, Patches, and Plug-ins Becoming
Woman in the New Gaming Culture http://www.genders.org/g34/g34_polsky.html
* Does Lara Croft wear fake polygons? http://www.opensorcery.net/lara2.html
* 50
of the top Female Game Characters
* Genderizing HCI by Justine
Cassell
Ridiculous Life Lessons From New Girl Games
http://www.wired.com/gamelife/2009/07/games-for-tweens/
Videogame
Firms Make a Play for Women
http://online.wsj.com/article/SB10001424052748704882404574463652777885432.html
- Race:
Celestine
Arnold and Digital Multiculture
http://www.psfk.com/2009/04/video-psfk-conference-nyc-celestine-arnold-and-digital-multiculture.html
Addiction?:
- The Addictiveness of Games, Steve
Meretsky
- Addictive Technologies http://www.cpandfriends.com/writing/addictiv.html
Engagement & Social Formation:
- social conditions in MMORPGs:
http://research.yale.edu/lawmeme/modules.php?name=News&file=article&sid=1222
- From
See:
http://www.gamestudies.org/0302/castronova/
-----------
What
went wrong so things can go right:::::::::::::::::::::::::::::::
Readings:
on Gender: due Oct 7
* Complete
Freedom of Movement: Video Games as Gendered PlaySpaces by Henry Jenkins
****create a short, one page, printed reaction paper
Extra Credit Readings:
- Everything But the Words: A
Dramatic Writing Primer for Gamers
by Hal Barwood
- Storytelling in Action by Bob Bates
Assignment:
Work on Phase I Proposal
& Formal Group Presentation due Oct 7
Week 6: Oct 7
Student show Phase I Proposal & Formal
Group Presentation
Discuss
- Genres
Genre and the
Video Game
Graphing
Taxonomies
Taxonomy - the science or technique of classification.
(in Biology - the science dealing with the description, identification, naming,
and classification of organisms - such as Kingdom, Phylum, Class, Order,
Family, Genus, Species.)sample:
Taxonomy of your Brain:
http://www.thebrain.com/?gclid=CM7p6puvgpYCFQgRFQodcSCYEw#-47
ontology
noun1. the branch of metaphysics which studies the nature of being
and existence, (what “is”?)
2. (computer science) a rigorous and exhaustive organization of some
knowledge domain that is usually hierarchical and contains all the relevant
entities and their relations
:::::::so…a taxonomy
starts somewhere, but where will be entirely bounded by the needs, goals,
interests and perceptions of its designer.
To find taxonomies of use
to you, you need to first know what your own "needs, goals, interests and
perceptions” are in regard to the purpose of your search.
A
Taxonomy of Computer Games by Chris Crawford: from "The Art of Computer Game
Design", 1982 old classification, but contain the roots of most later
classifications:
http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html
General Taxonomy of Game Genres:
“Flash” Games
First-Person Shooters (fps)
Action Games
Real-Time Strategy
Turn-Based Strategy
RPGs
Sports Games
Simulations
Adventure Games
Empirical (focused on experience/observation, rather than
theory)
Literally any videogame specialized website:
http://gametunnel.com/ (categories on the
right of the site)
http://www.gamespot.com/games.html?type=games
(use the "All Games" menu below "Most Popular games") http://uk.pc.ign.com/index/games.html
(use the "Choose" menu left to "Show Genre" Button)
Ernest Adams & Andrew
Rollings, "Ernest Adams & Andrew Rollings on Game Design",
New Riders, 2003. A well detailed synthesis of such empirical classifications
For a Critical Refinement of Empirical Classifications-
Mark JP Worlf,
"Genres and the Videogames", 2000 (42 categories, available online : http://www.robinlionheart.com/gamedev/genres.xhtml)
Alain & Frederic le
Diberder, "Qui a peur des jeux vidéos", 1993.
Some New Ideas about Research in Taxonomies of
Games:
Jan Klabbers
Principles of Gaming
and Simulation
Jesper Juul
* A Multi Dimensional
Topology of Games
* The Open and the
Closed: Games of Emergence and Games of Progression
Some Emerging Genres (other than social action games which we covered
previously):
Immersive Reality:
majestic
Play the News
Papers on Pervasive Games:
http://www.pervasive-gaming.org/design_space2.php
Physics and “real world” feel:
Crayon Physics
Soda
Constructor http://www.sodaplay.com/
NGame:
http://www.addictinggames.com/ngame.html
Arcade
PC
Mac
On-line
Dedicated systems
Hand held
emerging
- Misc
Some problems with reality: http://videogames.suite101.com/article.cfm/video_game_realism
Sony patent
towards real life MATRIX
Problematics of Warcraft:
http://www.gamasutra.com/features/20060222/sirlin_01.shtml:
http://www.gamasutra.com/features/20060224/qhong_01.shtml
Visionaries of the Future
the Future: In a linear conception of time, the future
is the portion of the timeline that is still to occur, i.e. the place in
space-time where lie all events that still have not occurred. In this sense the
future is opposed to the past (the set of moments and events that have already
occurred) and the present (the set of events that are occurring now).
The Future becomes the past
* The 1939 New York World's Fair:
http://xroads.virginia.edu/~1930s/DISPLAY/39wf/front.htm
http://xroads.virginia.edu/~1930s/DISPLAY/39wf/frame.htm
Artists as “visionaries”
visualizing the future…..or ?
http://www.unknown.nu/futurism/
Futurists The
Futurists explored art, including painting, sculpture, poetry, theatre, music,
architecture and even gastronomy. The Italian poet Filippo Tommaso Marinetti
was the first among them to produce a manifesto of their artistic philosophy in
his Manifesto of Futurism (1909), first released in Milan and published in the
French paper Le Figaro (February 20). Marinetti summed up the major principles
of the Futurists, including a passionate loathing of ideas from the past,
especially political and artistic traditions. He and others also espoused a
love of speed, technology and violence. The car, the plane, the industrial town
were all legendary for the Futurists, because they represented the
technological triumph of man over nature.
Marinetti's
impassioned polemic immediately attracted the support of the young Milanese
painters —Boccioni, Carrà, and Russolo—who wanted to extend Marinetti's ideas
to the visual arts (Russolo was also a composer, and introduced Futurist ideas
into his compositions).
The Italian
painter and sculptor Umberto Boccioni (1882-1916) wrote the Manifesto of
Futurist Painters in 1910 in which he vowed: “We will fight with all our might
the fanatical, senseless and snobbish religion of the past, a religion
encouraged by the vicious existence of museums. We rebel against that spineless
worshipping of old canvases, old statues and old bric-a-brac, against
everything which is filthy and worm-ridden and corroded by time. We consider
the habitual contempt for everything which is young, new and burning with life
to be unjust and even criminal.”
Life, Art, Game as one:
The Situationist International: Formed
in 1957, the SI was active in Europe through the 1960s and aspired to major
social and political transformations. They were a small group of international political
and artistic agitators with roots in Marxism, and the early 20th century
European artistic and political avant-garde (people or works that are experimental or innovative, particularly with respect
to art, culture, and politics.) http://en.wikipedia.org/wiki/The_Situationists
"A moment of life concretely and deliberately constructed by the collective organization of a unitary ambiance and a game of events."
The situation
as a practical manifestation slipped, ultimately, into a series of proposals.
The SI stemmed from the radical tradition of Dadaism , a
European artistic and literary movement (1916-1923) that scorned conventional aesthetic and cultural values by producing works
marked by nonsense, travesty, and incongruity. They did this as a reaction
to the carnage of the First World War,
replete with mustard gas (a chemical-warfare
gas, blistering the skin and damaging the lungs, often causing blindness and
death: introduced by the Germans in World War I), which was a war between the allies (Russia, France,
British Empire, Italy, United States, Japan, Rumania, Serbia, Belgium, Greece,
Portugal, Montenegro) and the Central Powers (Germany, Austria-Hungary, Turkey,
Bulgaria) from 1914 to 1918. http://en.wikipedia.org/wiki/Dadaism
John Heartfield
http://homepage.ntlworld.com/davepalmer/cutandpaste/heartfield.html
Hannah Hoch
http://www.understandingduchamp.com/
http://www.marcelduchamp.net/today_picture.php
Readings: personal team research
Assignments:
Phase II Reiteration
due Oct 14
Week 7: Oct 14
Visiting Game Artist
Gapyuel Seo
* Students show Phase II Reiteration
* Reality Check Studio
Reality check on scope of project, semester schedule
for everyone in the group including individual responsibilities and deadlines, more
refined game design document, research with artist statement including
treatment, narrative, more refined story board, and at least 5 citations of
games/ websites/readings/ literature/ films that have influenced you.
(conceptual geography, maps, scenarios, trainers,
strategies, symbolism, scoring, rules, etc.)
Character Design
Matt
Musante emac ‘07
-
Building Character- An Analysis of Character
Creation by Steve Meretzky
- Building Character By Toby Gard
we take our
virtual characters seriously:
SPORTS | July 04, 2009
College
Stars Sue Over Likenesses in Video Games
By KATIE THOMAS
Two quarterbacks contend the N.C.A.A. and a video game manufacturer should pay
college athletes for using their likenesses in popular electronic games
Are we
constructing our game characters or are they constructing us? and
Realism & the Uncanny Valley
In
1978, the Japanese roboticist Masahiro Mori noticed something interesting: The
more humanlike his robots became, the more people were attracted to them, but
only up to a point. If an android become too realistic and lifelike,
suddenly people were repelled and disgusted.
The Uncanny Valley
Making of La espera by Jorge Suarez
http://www.3dm3.com/forum/articles.php?action=viewarticle&artid=176
http://www.3dtotal.com/galleries/
http://characterdesignlinks.blogspot.com/
http://www.nytimes.com/2009/09/01/business/media/01disney.html?hp
Techniques:
Vector character design:
http://vector.tutsplus.com/tutorials/web-design/learn-a-professional-workflow-for-illustrating-a-comic-style-header-image/
http://www.blog.spoongraphics.co.uk/tutorials/illustrator-tutorial-create-a-gang-of-vector-ninjas
http://pinkzap.com/tutorial/drawing-a-characters-face-in-illustrator/
Digital painting:
http://www.studioqube.com/tutorials/painting/index.html
http://www.smashingmagazine.com/2008/02/13/drunken-monkey-photoshop-tutorial/#1
Comic strip approach: Traditional Drawing, then digital painting
Tutorial
Environment painting http://airage.deviantart.com/art/Inside-Environment-Painting-2-29149738
http://concept-on-mac.deviantart.com/art/Speedpaint-step-by-step-34278775
Digital
Painting Tutorial by Vitaly Alexius
Clouds http://tutorials.epilogue.net/tutorials/perfect-clouds-in-5-easy-steps
Wet Canvas
Digital Painting Overview
Digital
Paint Portrait Techniques
A Concept Artist
Daniel Dociu
Combining photo and digital painting
http://fantasyartdesign.com/free-wallpapers/digital-art.php?best=1&i_i=241&u_i=68&srt=3&count=1
Feng Zhu Design http://www.fengzhudesign.com/tutorials.html
Readings: Personal
team research
Assignments:
Prep for Phase III Game Prototype & Formal Group Presentation due Oct 21
Definitive
schedule for entire project which will be used for milestones for further
project development, continuation of incorporating critical feedback, game play,
polishing and refinement of content, methodology, delivery system, and game
design document
Week 8: Oct 21
*
Teams present Phase III Game
Prototype & Formal Group Presentation
Midterm assessments
* Discuss
Character Development
- Building
Character- An Analysis of Character Creation by Steve Meretzky
- Building Character By Toby Gard
- Motion
- Characters who look
like real people: Are we inventing them or are they remaking us?
http://www.3dtotal.com/home2/home.asp
Also
see More on the Uncany
Valley
SPORTS
| July 04, 2009
College
Stars Sue Over Likenesses in Video Games
By KATIE THOMAS
Two quarterbacks contend the N.C.A.A. and a video game manufacturer should pay
college athletes for using their likenesses in popular electronic games
What Game Engines: http://en.wikipedia.org/wiki/Game_engine
List of Game Engines: http://en.wikipedia.org/wiki/List_of_game_engines
Unreal: http://www.cliffyb.com/rants/ut-ld-tips.shtml
Torque: http://www.garagegames.com/
Python: http://www.python.org/
XNA: runtime environment
http://www.gamecareerguide.com/features/328/index.php?cid=GCG_MARK_022007
Ogre: http://www.ogre3d.org/
Unity 3D: http://unity3d.com/
* Artists working and hacking with game engines:
Kurt
Hentschlager
Workspace Unlimited
Readings:
project research
Assignments:
work
with your team on Phase IV Game Content due Oct 28
Hooking up assets to game, further development of
game play
Week 9: Oct 28
* Students present
Phase IV Game Content
Catch up day on lecture topics
Work on Phase V Game Refinement due Nov 4
Week 10: Nov 4
* Teams present Phase V Refinement
Refinement for
pre-review and three week trajectory for individual team work with assistance
in class.
Studio: catch up and intensive
Discussion:
Poetics+Emotioneering
In
February's Game Developer magazine, David Freeman, a noted film, television,
and game industry writer and producer explained the important role of emotion
in games. "First of all, many more people watch film and television than
play games. Most will never be lured into playing games until games begin to
offer the emotional range and depth of the entertainment that they're used to
enjoying. Also, a more involving game experience means better word of mouth and
more buzz. The press likes to write about these kinds of games, which results
in more sales. Those creating games with stories and characters without
investing in putting emotional depth into their games will find themselves
further and further behind, and their games will be eclipsed." David
Freeman's webpage http://www.freemangames.com/idea/6_3.php
POETICS & Aristotle (Greek philosopher 384-322 B.C.) http://www.philosophypages.com/ph/aris.htm one of the fathers
of Western Philosophy, wrote over 400 books on nearly everything from mollusks
to immortal souls. He believed there was something wonderful about the whole of
the natural world.
Aristotle invented deductive logic:
Premise: all frogs can swim
Premise: This is a frog
Conclusion: Therefore it can swim
Similar logical structures or syllogisms can be produced with: No frogs” and
“Some frogs”
He is known for induction: These frogs can swim, therefore all frogs can
swim.
His teleological (circular) approach relies on methodological, cautious
tendencies which rely only on what one knows from what ones’ 5 senses tell
them. (This is in opposition to Platonic
tendencies which strive to seek hidden and ultimate mystical truths through the
use of reason.)
Aristotle's Poetics http://classics.mit.edu/Aristotle/poetics.mb.txt
Now I know who thought up plot, character, and grammar and wrote one of the
first style guides. He wrote that tragedy inspires fear and pity. Are any
computer games
tragedy- is it not possible to make and sell them?
His 4 kinds of tragedy: Complex; Pathetic; Ethical and Simple would apply to
Computer Games?
and similarly 4 kinds of epic stories (longer than a circuit of the sun and too
big to be staged)
Epics: "The Iliad is at once simple and 'pathetic,' and the Odyssey
complex (for Recognition scenes run through it), and at the same time
'ethical.' Moreover, in diction and thought they are supreme." Part XXIV
He seems to say that tragedy is superior to epic but he hedges his bets (as a
Macedonian he had to be wary of Athenian prejudices?).
All of a sudden, Aristotle is everywhere. Following
a link from ludology.org (Thanks, Gonzalo), I found myself in the recently
opened "Armchair Arcade" (www.armchairarcade.com).
And lo and behold, what do I find there? Matt Barton's 'Treatise on
Videogames', in which he applies Aristotle's Poetics to (among others)
Space Invaders. http://www.armchairarcade.com/neo/node/223
He writes: "Like tragedies in Aristotle's time, Space Invaders' story is
obvious and irrelevant. We also know how the story must end--eventually, the
player will be destroyed. The 'fun' of this videogame is not the story, but
rather the gameplay. In the case of Space Invaders and other tragic games, the
player's satisfaction arises not from the literary contemplation of a story,
but the measurement of his gameplay skill as represented by the score."
So, Matt thinks Space Invaders is tragic, and - as
he later points out - even cathartic. But is it really? And why do we keep
playing it if it cleans our souls of eleos and phobos? [I am not going into the
details about the different possibilities of translating the according passage
in Aristotle, but for those of you into that sort of thing, there's a short
summary and bibliography on the subject at http://qsilver.queensu.ca/classics/clst312d.htm]
Narrative Revisited:
The art of telling a good story…..
Akira Kurosawa
The Tunnel ::::
and::::
Excerpts from Ran
The famous Japanese filmmaker uses Shakeapear’s King
Lear to tell the story of an old man’s quest for meaning within and
incomprehensible, unframed war. To enable the audience to see the clash of
armies, Kurosawa silences their clashing armor and the screams of the wounded
before he immerses the carnage in music. He imposes a spectacular order on
chaos.
-Everything But the
Words: A Dramatic Writing Primer for Gamers by Hal Barwood
- Storytelling in
Action by Bob Bates
Assignment:
prep
for Phase VI Further Refinement & Formal Group Presentation, due Nov 11
Week 11: Nov 11
* Phase VI Further
Refinement & Formal Group Presentation
Formal presentation of group work to date which incorporates
suggested improvements from individual critique. Additionally fully updated and
perfected game design document is printed and formally handed in.
* Possible Visiting Artist: presentation of both personal and professional
work.
Readings: team research readings
Assignment:
continue
work on project work in prep for Phase
VII Project Pre-Reviews critique Nov 18
Week 12: Nov 18
* Phase VII Project
Pre-Reviews
Project work and informal critiques on group game which further
reflects project progress and testing.
* Possible user evaluation test plan talk & testing guide if project is developed enough.
* If applicable Craft your User Evaluation Test Plan
Inhabiting a virtual space: gamers maximize their play
experience by performing
belief, rather than actually believing, in the
permeability of the
game-reality boundary. http://www.avantgame.com/writings.htm)
Factors::
Flow and Action
Csikszentmihali, M., Flow: the Psychology of Optimal Experience.
Inherent in the escape from reality are factors that are akin to Mihaly
Csikszentmihalyi’s concepts of flow experience where the following occur: 1) a
challenging activity that requires skills, 2) the merging of action and
awareness, 3) clear goals and feedback, 4) concentration on the task at hand,
5) the paradox of control, 6) the loss of self consciousness and 7) the
transformation of time.
see
also see "Communication and Community in Digital Entertainment
Services" prestudy research report by Aki Jarvinen, Satu Helio and Frans
Mayra, University of Tampere, Hypermedia Laboratory pg.20-26.
http://tampub.uta.fi/tup/951-44-5432-4.pdf
Game
Play Gestalt
http://www.tii.se/zerogame/pdfs/CGDClindley.pdf
• McGonigal—A Real Little Game: The Performance of Belief in Pervasive Play
(download pdf, top paper listed at: http://www.avantgame.com/writings.htm)
_______
Readings: team research readings
Assignment: due
Dec 2
Phase VIII Final Project Reviews & Formal Group Presentation
with testing plans
Week 13: Nov 25 THANKSGIVING
OFF
Please work on your project over the break
Readings: team research readings
Assignment: due
Dec 2
Phase VIII Final Project Reviews & Formal Group Presentation
with testing plans
Week 14: Dec 2
(second to last class)
Teams show Phase VIII
Final Project Reviews & Formal Group Presentation
Game
Theory
http://william-king.www.drexel.edu/top/eco/game/game.html
:::::::::::::::::::::::
Intensive Studio ::::::::::::::::::::::::::
Readings:
• personal
research bibliography
Assignments:
work on Phase IX- Perfected
Game Festival-Ready Games
due Dec 9 your Final Project Game, Design Document,
Project Summary, Poster, and high quality edited .mov of game play
Complete
and refine all work on final projects for
Final Completed Game Project:
* submit on a cd or dvd:
* Your game
and all elements including all art, programming files, etc.
* Your game design document in .html format with all
relevant files
* Your poster file
* Your project summary in .doc format with summation
image
*
high quality edited .mov of game play
Also submit:
*
Printed posters
* Printed Final Game Design Document
*
Printed project summary
* also if applicable: User Evaluation Testing Summary and Recommendations
Please
ensure that all work is spell checked.
All work must be
printed and also submitted on labeled CDs or DVDs
Week 15:
Dec 9
LAST DAY OF CLASS
Phase IX- Formal Presentations of Perfected Game Festival-Ready
Games
All perfected work due this day. NO EXCEPTIONS.
Complete
and refine all work on final projects for
Final Completed Game Project:
* submit on a cd or dvd:
* Your game
and all elements including all art, programming files, etc.
* Your game design document in .html format with all
relevant files
* Your poster file
* Your project summary in .doc format with summation
image
*
high quality edited .mov of game play
Also submit:
*
Printed posters
* Printed Final Game Design Document
*
Printed project summary
* also if applicable: User Evaluation Testing Summary and Recommendations
Please
ensure that all work is spell checked.
All work must be
printed and also submitted on labeled CDs or DVDs
Discuss the future of games, simulation and upcoming
developments.
The Game Industry by Hyman, The
Studio Stance