Experimental Game Design
DETAILS
Game
design document used in EGD:
Game design structure
template
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 other’s
talents
Week 1:
Personal Game
Archaeology
& Look at best works (not a critique)
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? * definitions.html
Jesper Juul The
Game, the Player, the World: Looking for a Heart of Gameness
* G. Frasca - Simulation vs. Narrative:
Introduction to Ludology http://www.ludology.org/articles/ludology.htm
* why do people play games?
* questionnaire
* Rensselaer GSAS Library
Historical Game Research Resources
Experimental Games:
What do we mean by
experimental?
the promise of wonder
ex•per•i•men•tal
/ikˌsperəˈmen(t)l/
Adjective
1. (of a
new invention or product) Based on untested ideas or techniques and not yet
established or finalized.
2. (of a
work of art or an artistic technique) Involving a radically new and innovative
style.
Synonyms: tentative - empirical - empiric - pilot
The way to take the
course:
* Daniel Pinchbeck of Thechineseroom calls
"development-led research",
* producing experimental
games to investigate the critical and technological questions looming on the
horizon edge of culture
* pitch
video: conceptual approaches describing the scope and goals of the project,
including concept art, and playable prototypes.
* GDD: framework for your work and ideas like a journal of creation, it lives
and grows as you do and your project does. It is iterative!!!
* think beyond yourself and your existing world, be creative, get wild,
surprise yourself
* do your readings
* attend events: you can get new ideas
* listen and participate in class
* do your assignments as indicated
* come to class, always, you will learn new things and make new friends,
besides your team needs you fully, and please do not get sick
The virtual world is a tool for man to create
alternate realities as thought experiments and to model their current realities
to better understand them.
Innovation challenge, new interfaces, new
paradigms, digital and real world interaction.
We will embark upon a new experimental study using
the world as a site for a new kind of interactive experience that goes beyond
the ordinary fps type game.
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 this short
study project.
Extraordinary Ideas and Innovation:
examples
Most interesting innovative
game/controller/interface for you???
Emerging Genres
the game becomes ubiquitous: gamification of everything
Ways of approaching:
Using a space as theme or location or inspiration
Play, Fashion, Rebellion
Interaction & Interface: beyond
urgency in interaction
Physically Based Games: Kinect, Kinect Mods, weird and wild interfaces
How to view/hear/taste /smell/sit/fly/run/move?
Engagement & Social Formation:
Game concepts/characters/story/player
created content/breaking through the 4th wall
Social action games
Augmented Reality
Immersive Reality:
Pervasive Play & Blended Reality:
iphone/iPad/cellphone
Going indy
Life, Art, Game as one:
the Situationist International
The Oxymoron of Virtual Violence….gun
violence??
Media violence
Education and Games
Collaboration
Gender
Race
Addiction
Emotion and Poetics
- Presenting/game jams/conferences
and awards
- working for someone else
- creating your own company
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
* Temporary Teams formulate
::::::::::::::::::::::::::
Mobile Games:
Short Narrative in Mobil
Games: http://toucharcade.com/2013/08/21/check-out-this-20-minute-talk-on-bite-sized-narratives-in-mobile-games/
Locative Media Art and Games XML,
APIs and Apps for Walking Artists
http://www.walkingtools.net/
Kinect mod a possible trail
simulation http://www.youtube.com/watch?v=P9ID9fCAPtw
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
Parkour like Mirror’s Edge http://www.youtube.com/watch?v=9ox6HebkC44
Mirror’s Edge Parkour http://www.youtube.com/watch?v=p-OUNPqRzII
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.
Augmented Reality Board Games:
ARhrrrr
http://www.youtube.com/watch?v=cNu4CluFOcw
Augmented Reality Girl
who dances, walks and talks with you using Artificial Intelligence (AIML). Made
using Flex/AIR and Java with FLARToolkit.
http://www.youtube.com/watch?v=eCSRPNkZGwg
Augmented Environment Lab:
http://www.youtube.com/user/AELatGT
PIT Strategy is an Augmented Reality Game that uses a game board, cards to
determine your pit strategy, a webcam to look at the board and a screen to show
the 3D objects.
http://www.youtube.com/watch?v=xGsfDDxhFN0&feature=related
Augmented Reality Tower Defense for Nokia N95
http://www.youtube.com/watch?v=zyWVH6jkDHg&feature=relate
Tools:
http://www.artoolworks.com/
https://ar.qualcomm.com/qdevnet/
More information on the AR SDK:
http://developer.qualcomm.com/dev/augmented-reality
How adding fun can change the world:
http://www.youtube.com/watch?v=cbEKAwCoCKw
http://www.youtube.com/watch?v=2lXh2n0aPyw
http://www.thefuntheory.com/
Aram Bartholl http://www.datenform.de/
Ripsaw model by WoW
papercraft blog: http://datenform.de/1heng.html
Jump and Run Shanghai
workshop and public intervention http://datenform.de/jumpnrun.html
Augmented Reality' on Smartphones Brings Teaching
Down to Earth
http://chronicle.com/article/Augmented-Reality-on/65991/?sid=cc&utm_source=cc&utm_medium=en
Fast Company
Design: iPad App Lets You Sculpt Virtual Clay, Then Print Out
Your Art
Doodle jump http://en.wikipedia.org/wiki/Doodle_Jump
http://vimeo.com/7263306
Blended Reality & Some Emerging Genres
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.
Immersive
Reality:
majestic
Play
the News
Documentary Games
Papers
on Pervasive Games:
http://www.pervasive-gaming.org/design_space2.php
Pervasive Play & Blended
Reality:
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)
* McGonigal—A Real Little Game: The Performance of Belief in
Pervasive Play (download pdf, top paper listed at: http://www.avantgame.com/writings.htm)
http://en.wikipedia.org/wiki/Augmented_reality
Live
action role-playing games
* http://en.wikipedia.org/wiki/Live_action_role-playing_game
*
http://www.youtube.com/watch?v=yk2vR8w2sjc
Location Based Mobile Games
Bot Fighters
http://en.wikipedia.org/wiki/BotFighters
Location
based Games
http://en.wikipedia.org/wiki/Location-based_game
Geocaching
* http://en.wikipedia.org/wiki/Geocaching
* http://www.geocaching.com/about/default.aspx
Can You See Me Now? by Blast Theory
http://www.blasttheory.co.uk/bt/work_cysmn.html
Activating Play
http://www.arts.rpi.edu/%7Eruiz/ExperimentalGameDesignSp04plus/EGD_Prof_Ruiz/ACTIVATINGPLAY/newwebsite/index.html
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
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
http://homepage.ntlworld.com/davepalmer/cutandpaste/heartfield.html
Hannah Hoch
http://www.understandingduchamp.com/
:::::::::::::::::::::::::::::::
Some problems with reality: http://videogames.suite101.com/article.cfm/video_game_realism
Sony
patent towards real life MATRIX
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Collaboration:
Issues in interdisciplinary endeavor
Beyond
Productivity: Information Technology, Innovation and Creativity
http://books.nap.edu/html/beyond_productivity/ch2.html
(near footnote 43)
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
Some Extraordinary Ideas:
Gamers solve molecular puzzle that
baffled scientists
http://cosmiclog.msnbc.msn.com/_news/2011/09/18/7802623-gamers-solve-molecular-puzzle-that-baffled-scientists
Jane McGonnigal
Let the Games Begin!
http://www.youtube.com/watch?v=dE1DuBesGYM&feature=player_embedded
Kissing As A Gaming Controller
http://www.psfk.com/2011/02/kissing-as-a-gaming-controller.html
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Neuro Controllers:
MIND Controllers:
Mindflex Games http://mindflexgames.com/
What other games of today could become the realities of tomorrow?
http://myndplay.com/page.php?page=myndplay-explained
http://www.youtube.com/watch?v=-972qeyVGDM&feature=related
Yehuda Duenyas
The Emotiv
EPOC uses a set of
sensors to tune into electric signals produced by the brain to detect player
thoughts, feelings and expressions and connects wirelessly to most PCs. http://www.emotiv.com/
hacking Neurosky http://blog.makezine.com/archive/2011/05/collins-lab-brainwave-beats.html
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Hipster Interface Danielle Wilde http://www.daniellewilde.com/dw/hipdisk.html
Bodybio
interface:
http://www.rachelzuanon.com/biobodygame/en/interna.php#/Concept
Games and
Education:
STEAM Ahead: Merging Arts and Science Education
“Number Mission” (Maria Montenegro)
is an interactive math learning game targeted for 7 to 12 year olds specially
made to foment learning in underdeveloped countries and economically challenged
areas. It uses the physical body interface of the Kinect and has a green theme
that encourages recycling and awareness of environmental issues.
http://www.numbermission.com/
Fun musical / terrain builder
http://www.isleoftune.com/
More Extraordinary Ideas:
The Graveyard
http://tale-of-tales.com/TheGraveyard/
http://tale-of-tales.com/
Spectre
http://www.spectregame.com/index.php
Paper Moon: http://www.indiegames.com/blog/2008/11/freeware_game_pick_paper_moon.html
Indie Games Blog: http://www.indiegames.com/blog/
Most interesting innovative game/controller/interface for you???
Oculus Rift Dev. Kit M inite http://www.oculusvr.com/
Experimental
gameplay project - How to Prototype a Game in Under 7 Days
Games with Drones:
What a Difference a Drone Makes: http://www.youtube.com/watch?v=7-hOWjJ0LzM&list=UUF84F_NVDIVGkwfPLOWIp7w&index=7
Cheap drone parts: http://www.cheapdrones.com/in-the-air.html
Games about Drones http://www.molleindustria.org/
Unmanned
PLAY, FASHION, & STYLE, REBELLION:
toxiclibs is an
independent, open source library collection for computational design tasks with
Java & Processing
http://www.vimeo.com/6644720
1.0:Promo http://www.vimeo.com/6417194
Blender Dome:
http://local.wasp.uwa.edu.au/~pbourke/papers/blender09/
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.
Video
Library Player: Arcade Games As Art
Melena Ryzik reports from the opening of Deluxx Fluxx, an interactive art
arcade created by the street artists Faile and Bast, on the Lower East Side.
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
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
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.”
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
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
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-
What it is: The artist pulls ski masks over her head (17 masks is her current
record), then slowly peels them off.
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
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.”
http://www.youtube.com/watch?v=fHGbJ_SbTcQ
http://www.todayandtomorrow.net/2008/10/28/aakash-nihalani/
Elements of Creating the User Experience by Adams & Rollings
1. Concept
2. Elaboration: primary Game Play
Interaction model
Camera perspective
Gameplay challenges
3. Tuning
Week 2:
* Review Indy Game research & sketches
Ralph Brill client visit 2:30 to 3:30
The Oxymoron of Virtual Violence
Dead Rising
Violent Videogames as Pedagogical Devices
http://www.theonion.com/content/video/are_violent_video_games
Game
Over: http://www.vimeo.com/6426372
Most unwieldy
video game weapons:
* show artists’ work:
- Kathleen Ruiz BANG\Bang
multiview\Package4\bview.wrlBang, Bang (you’re not dead?) multiview
website
- Gonzalo Frasca Sept 12
http://www.newsgaming.com/games/index12.htm
- Welcome to the Desert of the Real: Paolo Pedercini http://www.vimeo.com/4750691
- Wafaa
Bilal 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.
http://www.youtube.com/mewafaa
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:
- 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. Huizinga sees play as a free and meaningful activity, carried
out for its own sake, spatially and temporally segregated from the requirements
of practical life. 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.
Killer Entertainments
http://www.vectorsjournal.org/projects/index.php?project=86&thread=AuthorsStatement
http://www.gamasutra.com/features/20060222/sirlin_01.shtml:
http://www.gamasutra.com/features/20060224/qhong_01.shtml
- 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
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
US
| January 23, 2010
Simulators
Prepare Soldiers for Explosions of War
By JAMES DAO
The Pentagon is trying to
harness the high-tech wizardry of the entertainment industry to train soldiers.
Justices
Split on Violent Video Games:
http://online.wsj.com/article/SB10001424052748704462704575590333558912068.html
Many of
the video games that the N.R.A. blamed for the Newtown, Conn., shootings have
marketing relationships with the makers of firearms and ammunition.
WAR GAMES:
War Games the movie
Chess
Three Man Chess in the Round
www.americasarmy.com (note absence of
extreme blood and gore)
- tried and true: Counterstrike
(lots of blood)
- Tom Clancy based games: http://www.redstorm.com/
(minimal blood)
-Beyond Shoot your Friends by Celia
Pierce http://www.cpandfriends.com
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.
http://www.scientificamerican.com/article.cfm?id=grand-theft-auto-is-good
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
Breakaway
Games
http://www.breakawayltd.com/about/overview/
Week 3:
Comics:
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
Interactive Machinema Video:
http://www.youtube.com/watch?v=kjqP-DlcPcs&p=E440830E85845B64&index=1&playnext=2
Machinima that Matter: A list of machinima films with a
Social / Political Message:
http://www.betterverse.org/2009/07/machinima-that-matter-a-list-of-machinima-films-with-a-social-political-message.html
Game Engines:
Game Engines:
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/
others
* Artists working and hacking with game engines:
Kurt Hentschlager
Workspace Unlimited
Week 4:
INNOVATIVE
IDEAS IN GAMES
Consider
Delivery Systems
Arcade
PC
Mac
On-line
Dedicated systems
Hand held
emerging
Physically Based Games
Interaction
Survey: Cinekid
by Kyle McDonald http://vimeo.com/16215568
Kinect
http://en.wikipedia.org/wiki/Kinect
http://www.youtube.com/watch?v=UkSV1rXJ0pU
http://www.youtube.com/watch?v=kQUajj634Qk
http://www.youtube.com/watch?v=CPIbGnBQcJY
Kinect mods:
http://www.nytimes.com/2010/11/22/technology/22hack.html?_r=1&emc=eta1
http://www.youtube.com/user/okreylos
Open source MS
kinect driver
http://git.marcansoft.com/?p=libfreenect.git
The plot
thickens...
http://www.mattcutts.com/blog/open-kinect-contest/
and an OSX port http://vimeo.com/16734124
Physically
based games facing issues of Obesity, Coronary Heart Disease
& Diabetes ErGoGenic Games
http://rwjfblogs.typepad.com/pioneer/2010/01/as-we-mentioneda-couple-of-weeks-ago-games-for-health-is-convening-a-half-day-meet-up-in-new-york-city-this-coming-tuesday.html
http://www.rwjf.org/pr/product.jsp?id=29171
Eyetoy
http://www.youtube.com/watch?v=Au4d5anfjnA
DDR
http://www.ddrgame.com/?gclid=CLLE7u7p4oCFR4cgQodbStGqA
ParaparaParadise
http://www.youtube.com/results?search_query=paraparaparadise&search=Search
Wii
http://www.youtube.com/watch?v=73yDRm8KaWY
PlayStation Move
http://www.youtube.com/watch?v=s9ybHddDMgM
Guitar Hero
http://www.guitarherogame.com/gh1/
http://www.youtube.com/watch?v=PW_Zkc7WAS8
POSTMORTEM
Rockband
http://www.rockband.com/games
http://www.youtube.com/watch?v=nmWJNidyqKM
Soda
Constructor http://www.sodaplay.com/
NGame:
http://www.addictinggames.com/ngame.html
Crayon Physics
Game Art in
public spaces:
The Streaming Museum: streamingmuseum.org
Education and Games:
http://www.nytimes.com/2010/09/19/magazine/19video-t.html?ref=magazine
Simulations to test driver reactions: http://www.nytimes.com/2009/09/09/technology/09distracted.html?_r=1&hp
Games &
Simulation in Instruction:
http://www.seriousgamegroup.com/R347/readings.html
Mashable - College Curriculum Requires Undergrads to Play
Video Game “Portal”
http://mashable.com/2010/08/24/portal-college/
http://www.youtube.com/watch?v=Fz2_NkyTv8E
http://www.youtube.com/watch?v=A88YiZdXugA
of Arlington, Virginia,
United States is a not-for-profit venture capital firm that invests in
high-tech companies for the sole purpose of keeping the Central Intelligence
Agency equipped with the latest in information technology in support of United
States intelligence capability.[4] started by Gilman Louie http://en.wikipedia.org/wiki/Gilman_Louie
a video
game designer and then ran the CIA venture capital fund
http://www.iqt.org/
http://en.wikipedia.org/wiki/In-Q-Tel
The Idea Incubator Goes to Campus
Econopocalypse: the Marxist animated whiteboard explanation
http://www.boingboing.net/2010/07/04/econopocalypse-the-m.html?utm_source=twitterfeed&utm_medium=twitter
*
on Storyboarding:
http://www.youtube.com/watch?v=2mteU1xNdTM
Storyboard examples: http://www.saunderscreative.com/storyboard.htm
http://www.monkey-puzzle.net/storyboards_%26press.html
Assignments:
Project: Final Project: Experimental Game
Trajectory: Prototype 1 Concepts working with permanent teams
Deliverables:
Please
include the following: These are all ITERATIVE and will be changed, built upon, and
perfected as your ideas unfold:
* concept ideas and sketches
* storyboards
* rough Game Design Document
(see templates here: Simple
or Elaborate)
* Game
design structure template )
* list of technical information and methodologies of production: any necessary software, SDKs, and APIs, etc.
needed.
Please remember that your completed game project is an innovative, original,
purposeful work which goes beyond conventional style gaming paradigms and shows
depth of creative goals, sensitivity to social issues, and quality of
interaction. The game must be functional, or at the very least demonstrate some
dynamic game play with a high end trailer illustrating the core game play
concepts, and it must be accompanied by a completed, (web ready, stand alone) game design document and a well
designed poster.
Readings: reaction
papers due
* Complete
Freedom of Movement: Video Games as Gendered PlaySpaces
by Henry Jenkins
*create a short, one page, printed reaction paper
Co-opting and commercialization of GTA
Gender
* Extreme Volleyball:
http://en.wikipedia.org/wiki/DOAX
* Dead or Alive Extreme Volleyball (Microsoft Xbox)
*http://www.youtube.com/watch?v=peDgQ64PdQs&feature=related
* Laura Croft
* The Game: http://www.youtube.com/watch?v=3Uht63rvl2g
* The Movie:
Laura Croft film excerpt
Women of GTA:
* http://www.gametrailers.com/user-movie/graphic-women-of-gta-iv/210696
*http://www.youtube.com/watch?v=K6CgDLqo_oc&feature=related
* play “Hey Baby” http://www.heybabygame.com/info.php
Ridiculous Life Lessons From
New Girl Games
http://www.wired.com/gamelife/2009/07/games-for-tweens/
* Genderizing HCI by Justine Cassell
* Skins,
Patches, and Plug-ins
Does Lara Croft wear fake polygons? http://www.opensorcery.net/lara2.html
Woman in the New Gaming Culture http://www.genders.org/g34/g34_polsky.html
Videogame
Firms Make a Play for Women
http://online.wsj.com/article/SB10001424052748704882404574463652777885432.html
Life follows Game: STYLE | December 24, 2009
Style:
The Year in Style | Lady Gaga
Michael Buckner/Getty Images
When Lady Gaga makes an appearance, so do her many influences.
And the all-important designer meat
dress
* 50
of the top Female Game Characters
* a new generation of
gaming’s female heroes: http://www.boston.com/business/innovation/blogs/inside-the-hive/2013/07/10/challenger-appears-boston-hackathon-coding-new-generation-gaming-female-heroes/mwodSMobeKOm9j8gix5ZpM/blog.html
BioWare: aware
In Mass Effect 3
deeper relationships and more interesting interplay, including same-sex
relationship options for both male and female Shepards.
Rob Keyes (2011-05-11). "Mass Effect 3 Will Feature a Smaller Team, Deeper
Relationships". Retrieved 2011-05-11.
Daniel Krupa
(2011-05-16). "Mass Effect 3 to Offer Same-Sex Relationships - PC News at
IGN". Pc.ign.com. Retrieved 2012-04-04.
Let us compare the launch
trailers of the male Shep and the FemShep:
Mass Effect 3: Official
Launch Trailer [HD] Take Earth Back
http://www.youtube.com/watch?v=nC_eF3Na1U8
Mass Effect 3 -
"Female Shepard" Launch Trailer (2012) FULL HD Take Earth Back
http://www.youtube.com/watch?v=qYDmq1TeDFs
And let us not forget how
far games have come with:
Mass Effect 3: Lesbian
romance with Liara http://www.youtube.com/watch?v=7R6sqiamV1I&feature=related
Mass Effect 3 Gay Love
Scene with Kaidan
http://www.youtube.com/watch?v=FWwh4KljLHI
Mass Effect 2 Romance -
Jack Part 2 - Love Scene http://www.youtube.com/watch?v=ybRGbFTIbEI
Mass Effect 2: Lesbian
romance between Miranda and Jack
http://www.youtube.com/watch?v=3Q8RTCnp4h4
What we see is a huge
step forward in the acceptance of the spectrum of genders, and in the –
performance of gender,
but we are, in effect, in Mass Effect,
still mainly blowing things up and always preparing for war. We seem to love to
do this, but there are indications that we may be collectively getting tired of
it.
See “Creative Simulation
& the Gender Link: A More Comprehensive Collective Intelligence” by Kathleen
Ruiz
Female Protagonists
Samus Aran
Samus Aran is one of the
earliest female protagonists in video game history and remains a popular
character over a quarter-century after her first appearance. Guinness World
Records 2013: Gamer's Edition recognized Samus as
"the first playable human female character in a mainstream videogame"
and as being "enduringly" popular, noting that sales of the Metroid
series have exceeded 17.44 million copies as of 22 September 2012.
Shiki Missaki http://twewy.wikia.com/wiki/Shiki_Misaki
Gerald
Guy of my Dreams
http://www.kongregate.com/games/nerdook/guy-of-my-dreams
Geo
Vertigo
http://primalrage.wikia.com/wiki/Vertigo
http://www.escapistmagazine.com/videos/view/jimquisition/8177-Vertigo
James
Disgaea
http://youtu.be/ED6Q-1HqW3A?t=6m58s
Michael
God of
War Ascension
Triumph of the lesser male body over the oversexed, overpacked
males
http://www.youtube.com/watch?v=OpRxz0wHR9I
Tom
Beyond
Gender:
Limbo
http://www.youtube.com/watch?v=dY_04KJw-jk
Sebastian
Flower
http://www.youtube.com/watch?v=pZDS5QbG61k
Chayat
Portal
http://www.youtube.com/watch?v=qPQBa3gfpvY
Matthew
Mirror’s
Edge
https://www.youtube.com/watch?v=p-OUNPqRzII&feature=youtube_gdata_player
Ian
Pretentious
Game
http://www.kongregate.com/games/keybol/pretentious-game
Kelly
::::::::::::::::
*Anita Sarkeesian
http://en.wikipedia.org/wiki/Anita_Sarkeesian
http://www.feministfrequency.com/about/
Transgender
Games
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
Anna Anthropy
(http://auntiepixelante.com/).
She's an indie dev who discusses and makes games
about sex, gender, and trans* issues. Dys4ia (http://www.newgrounds.com/portal/view/591565)
is particularly interesting--it's a short, autobiographical game about hormone
replacement therapy. She's got a few interviews on Rockpapershotgun.com which
are worth checking out.
The opening of Anthropy's book Rise of the
Videogame Zinesters mentions the communities
that hacked games to include female or trans* twists on them
Glorioustrainwrecks.com
Romance, Love and Games
ETC Press The Well
Played Journal edited by Jane Pinckard and
focusing on the theme of romance in games.
http://www.etc.cmu.edu/etcpress/content/volume-1-number-4-romance
Readings here:
Technology and emotion: Playing for
the love of the game
Richard E. Ferdig & Kristine E. Pytash
NPC Romance as a Safe Space: BioWare and Healthier
Identity Tourism by Heidi McDonald
Tick Tock: A review of Jason
Rohrer’s Passage Eric Hamel
Quest for Love: Playing the Women of King’s Quest Anastasia Salter
Jane Pinckard,
co-founder of the Digital Romance Lab (http://www.dirolab.com/), is editing this
special issue and encourages contributors to write essays that explore games
that engage emotions associated with love, romance and flirting. Topics might
include such themes as developing an attachment to an NPC, falling in love
in-game with another player, critique of romance subplots, depiction of loving
attachments, experiments in making love a core mechanic of a game, and
more.
The Well Played Journal is a forum
for in-depth close readings of video games that parse out the various meanings
to be found in the experience of playing a game. It is a reviewed journal open
to submissions that will be released on a regular basis.
Contributors are encouraged to analyze sequences in a game in detail in order
to illustrate and interpret how the various components of a game can come
together to create a fulfilling playing experience unique to this medium.
Through contributors, the journal will provide a variety of perspectives on the
value of games.
The goal of the journal is to continue developing and defining a literacy of
games as well as a sense of their value as an experience. Video games are a
complex medium that merits careful interpretation and insightful analysis. By
inviting contributors to look closely at video games and the experience of
playing them, we hope to expand the discussion, and show how games are well
played in a variety of ways.
For more information, and to purchase or download a copy, visit:
http://www.etc.cmu.edu/etcpress/
http://www.etc.cmu.edu/etcpress/wellplayed
Love in Games:
Annika
Waern is writing about how players experience romance
and love in Dragon Age.
“I'm
in love with someone that doesn't exist!!” Bleed in the context of a Computer
Game
http://www.ingentaconnect.com/content/intellect/jgvw/2011/00000003/00000003/art00005
There
is a (maybe less refined) version openly accessible on DiGRAs
library.
http://www.digra.org:8080/Plone/dl/db/10343.00215.pdf
Game Love
Esther MacCallum-Stewart neveah@GMAIL.COM Jessica Enevold
Sex and Games
Brenda
Brathwaite's book Sex in Video Games
http://en.wikipedia.org/wiki/Brenda_Brathwaite
Tanya
Krzywinska's article 'The Strange Case of the Misappearance of Sex in Video Games'
Evan
Lauteria and Jenny Sunden
are among those who've talked about gender and sexuality in relation to games
Damon
Brown's Porn and
heteronormative bias in
online affection games (http://www.lgrace.com/documents/Affection_Games_Content_Analysis_Digra.pdf
Heidi McDonald's work:
http://www.gotlandgameconference.com/2013/sessions/narrative-design-as-a-tool-for-inclusiveness/
popular, console RPGs:
https://www.researchgate.net/publication/234082021_Playing_as_a_woman_as_a_woman_as_if_a_man
Second Life with Mia Consalvo in Popular communication:
http://www.tandfonline.com/doi/full/10.1080/15405702.2011.583830#.UlsTglCsi-0
Ashley Brown on erotic roleplay in digital and tabletop games: http://amlbrown.com/
Baseline
reference material of use for gender, male/female characters and body image
content analysis:
1. Martins, N.,
D. Williams, R. Ratan & K. Harrison (2010).
Virtual Muscularity: A Content Analysis of Male Video Game Characters. Body
Image: An International Journal of Research.
2. Martins, N.,
D. Williams, R. Ratan & K. Harrison (2009). A
Content Analysis of Female Body Imagery in Video Games. Sex Roles.
61(11-12) p. 824-836.
3. Williams,
D., N. Martins & M. Consalvo & J. Ivory
(2009). The virtual census: Representations of gender, race and age in video
games. New Media & Society. 11(5) p. 815-834.
4. Huh, S.
& D. Williams (2009). Dude looks like a lady: Gender swapping in an online
game. In Online worlds: Convergence of the real and the virtual, Bainbridge, W.
(Ed.). New York: Springer.
5. Williams,
D., M. Consalvo, S. Caplan
& N. Yee. (2009). Looking for gender (LFG): Gender
roles and behaviors among online gamers. Journal of Communication. 59,
p. 700-725.
Porpentine
http://aliendovecote.com/.
Merrit Kopas (http://mkopas.net/) runs the excellent
Forest Ambassador website which includes some interesting links to games,
including some on this topic.
http://forestambassador.com/
ERP
in MMOs
http://www.intellectbooks.co.uk/journals/view-Article,id=14325/
Arse Electronica
anthologies. The latest one. 'Screw the System', has a few pieces on games.
http://www.monochrom.at/arseelektronika/bookings.html
Race:
*
GTA & Race
http://www.youtube.com/watch?v=jRiD6EFFfUU&feature=related
*Celestine
Arnold and Digital Multiculture
http://www.psfk.com/2009/04/video-psfk-conference-nyc-celestine-arnold-and-digital-multiculture.html
Positive
race representation:
http://www.youtube.com/watch?v=fhL776xz9YU
Addiction?:
WORLD | May 29, 2010
South
Korea Expands Aid for Internet Addiction
By CHOE SANG-HUN
The government plans to open rehabilitation centers for adult addicts and
expand counseling for students and the unemployed.
Addiction:
show film excerpts from Second
Skin
-
Video Game Addiction No Fun
Compulsive video gaming is a modern-day psychological disorder that experts
tell WebMD is becoming more and more popular. http://www.webmd.com/mental-health/features/video-game-addiction-no-fun
-
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/
-----------
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/
Marinetti's
impassioned polemic immediately attracted the support of the young Milanese
painters —Boccioni, Carrŕ, 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.”
Other Related Art Games
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]
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 an online anime role-playing game built around mystery, suspense and
masturbation.
Robert Nideffer
Tomb Raider patch [1999]
http://switch.sjsu.edu/CrackingtheMaze/robert.html
Jason Roher computer programmer,
writer, musician, and game designer
http://hcsoftware.sourceforge.net/jason-rohrer/
http://www.esquire.com/features/best-and-brightest-2008/future-of-video-game-design-1208-2
Roher makes games that are very 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,
EGD Fall 09
Exhibits:
http://switch.sjsu.edu/web/v5n2/index2.html
http://www.re-load.org/
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
What
went wrong so things can go right:::::::::::::::::::::::::::::::
Midterm assessments coming up (please upload all perfected
work to drop box for evaluation next week)
Week 6:
Teams show Final Project Prototype 1 Concepts
MIDTERM ASSESSMENTS
Character Design
Matt Musante
emac ‘07
Character Development
- Building
Character- An Analysis of Character Creation by Steve Meretzky
- Building
Character By Toby
Gard
- Motion
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
http://hyperdivine.deviantart.com/art/Retribution-Male-Civilian-75371711
http://hyperdivine.deviantart.com/art/Realtime-Photo-Realistic-Male-83834185
http://hyperdivine.deviantart.com/gallery/
http://furipon.deviantart.com/art/3D-Chibi-Yosuke-138169644
STYLE | December 24, 2009
Style:
The Year in Style | Lady Gaga
Michael
Buckner/Getty Images
When Lady Gaga makes an appearance, so do her many influences.
Realism in Virtual Characters:
Making of
La espera by Jorge Suarez
http://www.3dm3.com/forum/articles.php?action=viewarticle&artid=176
http://www.3dtotal.com/galleries/
Realism in 3d: Krishnamurti Martins Costa, aka Antropus
http://www.cgcon.net/public/speaker/speaker.php?id=29&imgId=1
http://www.antropus.com/gallery/displayimage.php?album=80&pos=6
http://www.antropus.com/gallery/
http://www.antropus.com/gallery/displayimage.php?album=80&pos=6
http://www.zbrushcentral.com/showthread.php?t=45504
http://www.cgcon.net/public/news/news.php?id=36&page=1
Sculptris:
http://www.sculptris.com/
Specular Mapping:
http://www.digitaltutors.com/forum/showthread.php?2210-Specular-map-doesn-t-show-up-on-SSS.&p=69893
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
“avatars” – computer
generated visual representations of users – have become a crucial link
between users and the digital spaces they navigate. While the term “avatar”
reaches back to Hindu scriptures ca. 200 BC, and the use of player
representations in games can be traced to the earliest known games played more
than 4.000 years ago, it was only in 1985 that the multi-user domain Habitat
introduced the term for user representations in virtual worlds. Today, avatars
are used in digital games as well as e-commerce applications, social virtual
environments, virtual meetings and conferences, and many more digital spaces
and applications.
However, avatars are not just an
interface users manipulate to access and act in digital spaces – avatars and
their human users form complex relationships. For instance, avatars may
represent the users’ own or created identity, users may develop an emotional
attachment or parasocial relation to their avatars,
or the design or activities of an avatar may infringe rights or develop an
economic value.
Realism in Rendering:
http://www.cgchannel.com/2010/10/video-is-this-the-future-of-real-time-rendering/
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
Readings: personal team research
Week 7:
Teams
show Phase I Proposal & Formal Group
Presentation
* Reality Check Studio
(Conceptual
geography, maps, scenarios, trainers, strategies, symbolism, scoring, rules,
etc.)
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
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
Emerging
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. 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
Week 8:
Games for Animals:
Blog about Games for Animals by Hanna Wirman http://ludusanimalis.blogspot.co.uk/
Animal Computer Interaction at Open
University: http://www.open.ac.uk/blogs/ACI/
Frank Noz and Jinsoo An's "Cat Cat Revolution" paper from CHI a few years ago:
http://dl.acm.org/citation.cfm?id=1979331
Also check out their website for the project:
http://catcatrevolution.com/
Michelle Westerlaken
michellewesterlaken.wordpress.com
Marinka’s work: http://www.playingwithpigs.nl/about/
Week 9:
Review Phase III Game Prototype
& Formal Group Presentation
*
produce new work and progress on your game assets
* 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
Catch up
Week 10:
Students
show Phase IV Game Content & Informal team meetings with Game
Industry Experts
Guest Critique of projects in process
Player Created Content:
Ideas &
Issues
http://www.gogaminggiant.com/2009/09/18/top-10-usercreated-content-games/
http://www.escapistmagazine.com/articles/view/issues/issue_4/22-Player-Created-Content
In World of Warcraft the closest to user created content
we have are add-ons. But is it time for users to create their own content in WoW?
Is it
Time for User Created Content in WoW?
Legal issues in UGC and Virtual Worlds:
User-Generated
Content & Virtual Worlds
Monitoring User-Created Content:
http://kalibreonline.com/2010/08/05/starcraft-2-blizzard-will-monitor-user-created-content/
Why
User Generated Content Has Failed to Change The Face
of Gaming
Revenue generating and UGC:
Leveraging the dominant format of user
generated content for World of Warcraft players offers the ad instant
credibility among the Warcraft community
OTOinsights: "Design Lessons from User
Generated Content: An ...
Week 11:
*
Review Phase V Refinement & Formal Group Presentation
Write up ORDER for GEAR FOR GAME
FEST
* Craft your
User Evaluation Test
Plan
Previous Rensselaer Student Projects from EGD:
http://www.arts.rpi.edu/%7Eruiz/ExperimentalGameDesignSp04plus/index.html
http://www.arts.rpi.edu/~ruiz/EGDSpring09finalprojects/index.html
http://www.arts.rpi.edu/~ruiz/EGDFall08finalprojects/index.html
http://www.arts.rpi.edu/~ruiz/EGDSpring08finalprojects/ruiz/index.html
Other
The Pervasive nature of Games:
Video
Makes the Movie Star (With Help From Adam Sandler)
Intentional Design Fails
Breaking through the 4th Wall
Examples of games and UI that have integrated
flaws and intentional fails
gameplay where failed process and interface are used
as part of extending the story
Eternal Darkness, http://en.wikipedia.org/wiki/Eternal_Darkness:_Sanity's_Requiem,
Eternal Darkness successfully incorporates
breaking the 4th wall into the game plot. (the 4th
wall being the imaginary boundary between any fictional work and its audience.
Speaking directly to or otherwise acknowledging the audience through the camera
in a film or television program, or through this imaginary wall in a play, is
referred to as "breaking the fourth wall" and is considered a
technique of metafiction, as it penetrates the
boundaries normally set up by works of fiction) It has a sanity meter that
triggers unexpected events like pretending that your save file has been erased,
or displaying a blue screen of death.
Sanity effects: The game's standout concept, patented by Nintendo, is the
"sanity meter", a green bar on screen which is depleted under various
conditions, generally when the character is seen by an enemy. It can be
restored under various conditions, such as performing a "finishing
move" on an enemy. As the bar becomes low, various effects occur,
reflecting the character's slackening grip on reality. If the bar remains
empty, further damage to sanity decreases the player character's health.
One effect which is consistently used is a
skewed camera angle accompanied by whispers, cries, and unsettling noises. The
lower the sanity meter, the more skewed the camera angle and the louder the
sound effects. Fourth wall breaking effects include simulated errors and
anomalies of the TV or GameCube; this does not affect gameplay unless the
player misconstrues them as actual technical malfunctions. There are many
different sanity effects, the length they last depends on each effect. Not all
effects will necessarily be encountered during a given run through the game. A
few more commonplace examples include sounds, such as footsteps, women and
children screaming, doors slamming, the rattling of chains and the sound of a
blade being sharpened; the player character finding him/herself walking upon
the ceiling after entering a new room; walls and ceilings bleeding; the volume
being lowered, accompanied by a fake television volume indicator on the screen;
and the appearance of large numbers of monsters that are not really there, and
disappear when attacked. Some sanity effects are character-specific and reflect
the individual's personal fears or experiences. When the sanity effect is
finished, everything goes back to normal and the character often utters a
panicked statement to the effect of, "this can't be happening!"
https://www.youtube.com/watch?v=RSXcajQnasc
Fez, the game pretends to be corrupted within
the first hour of gameplay. This then serves as a critical plot point. http://en.wikipedia.org/wiki/Fez_(video_game)
http://www.youtube.com/watch?v=CWUU0vvWLRo
http://www.youtube.com/watch?v=tfpKTclOnfI
http://thegamerverse.com/review-fez/
http://www.gameinformer.com/games/fez/b/xbox360/archive/2012/04/11/change-your-perspective.aspx
Incidentally hidden in the FEZ soundtrack http://disasterpeace.com/album/fez
are mysteries hidden at the end of tracks. Apparently, when
you look at the actual files of the Fez soundtrack with a spectrogram, you'll
find images of historical figures and scannable QR
codes, one of which reveals a series of dates. None of the secrets seem to
interact with the game directly. It doesn't seem to reveal hidden areas of the
game, or anything along those lines. Check out our original story below on how
to get your hands on the soundtrack, which is great even without hidden
pictures of eyeballs and smiley faces embedded in the song. Pictures, numbers,
Jesus, Harry S Truman all could be nonsequiturs, or
they could be clues from the game's creative staff or from soundtrack composer
Rich "Disasterpeace" Vreeland. http://www.geek.com/articles/games/fez-soundtrack-contains-hidden-information-20120420/
Space Taxi, http://en.wikipedia.org/wiki/Space_Taxi,
where the simplistic game concept (controling a
flying taxi with left-right, up-down controls) was made more interesting in
later levels by having some or all of those controls fail, for example,
shifts in gravity via magnets or a black hole. The memory that sprang to mind
is Level 19 "The Switch" where the left-right, up-down controls are
reconfigured for the duration of the level. http://www.youtube.com/watch?v=cEcxgPvmQqU
Metal Gear Solid series. A character named
Psycho Mantis would tell you what games you had saved on your memory card to
screw with you. Many of these were more subtle and while the elements were
referring to things outside the game, the characters would never break
character and talk about it beyond their intended design. Hideo Kojima is known
for adding in "4th Wall Breaking" parts of the game in his design. http://www.youtube.com/watch?v=xFLeNTM9SG4
GTA: Vice City there's a mission where the
player is drunk on moonshine and the controls are inconsistent - they keep
changing so it's impossible to walk straight.
http://www.youtube.com/watch?v=g44ISXwk3Iw
run run run jump http://www.youtube.com/watch?v=JIglEgV6Stw
Global game jam a couple of years ago has
"deception" as one of the themes, and many of the games incorporated
it into gameplay.
depict1 Kyle Pulver (http://www.kpulv.com/stuff/game/)
created a game that had mechanics that bordered on "intentional mechanics
fails" for the 2010 Global Game Jam. It was called depict1, and
it can be played here: http://www.newgrounds.com/portal/view/546057
The game plays with your expectations around
common platform conventions. It has an unreliable narrator who provides
incorrect instructions throughout the first portion of the game.
The controls are unlisted, and must be discovered by the player through
trial and error. Gems and other "powerups"
kill or impair the character, while spikes...do something else...I don't want
to spoil the surprise for you. :) It's a delightful subversion of
platform conventions that I highly recommend.
Batman:Arkham Asylum
When you first encounter the Scarecrow, the
game pretends to have locked up and "crashes' the machine. It then
reboots, replaying the intro sequence. Instead of depicting Batman committing
the Joker to the asylum, however, it depicts the Joker committing Batman. The
con is maintained for a very short period of time, and is used as a one-off
jump scare. (see https://www.youtube.com/watch?v=pnhtTF26KeE)
Browser game "Skrillex
Quest" http://www.youtube.com/watch?v=rfVuZ5z6DOM
and the freeware PC Game "ROM CHECK
FAIL" http://www.youtube.com/watch?v=v6RlozysHGA
both pretend that an old school game cartridge had become
corrupt and use this as the general fiction that frames the game.
A circular wall? Reformulating the fourth wall
for videogames http://www.gamasutra.com/view/feature/132475/a_circular_wall_reformulating_the_.php?print=1
Space Team, a free ios
game, who's entire mechanic is being a multi-player game with a constantly
breaking interface.Panels fall off, are mislabeled,
and get covered in goo. (disasters start happening to
the end) https://www.youtube.com/watch?v=fiZs96CBvqs
Amnesia
Ivan Zanotti's
"imscared" http://indiegraph.wordpress.com/2013/01/17/independent-game-developers-to-watch-ivan-zanotti/
Alan Wake http://www.youtube.com/watch?v=tAqZJNCINfo
Utsurun Desu good example
with visual gags and puzzles on design fail.
Also GGJ submission Glitchhiker
uses gliches to attack the player, killing them until
all lives are lost and then the game self destructed.
Some from Kyle:
Hotline Miami / Spec Ops: The Line - Both of
these games have the standard mission loading tool tips such as "Melee
attacks are silent." and "Hold shift to run into cover." but
near the end, these degrade into subversive messages such as "She's
already dead." and "You're still a good person."
Puzzle Agent - The game consists of many
puzzle mini games strung together by a point and click adventure, but at one
point the game throws an unsolvable puzzle at you. After letting you struggle
for a bit, an antagonist breaks apart the puzzle UI, throwing you back out to
the over world. It's a very jarring and unexpected moment.
It seems like these design fails are strongly
tied to narratives where the main character goes insane. Breaking the rules of
the game seems like gaming's most potent way to integrate insanity.
Week 12:
*
teams present Phase
VI Further Refinement & Informal Group
Presentation
Playtesting
Best
Practices: Five Tips for Better Playtesting
http://www.gamasutra.com/view/feature/185258/best_practices_five_tips_for_.php
VideoGames are Dead??
http://www.koreaittimes.com/story/4706/video-games-are-dead-%E2%80%93-part-2
Game Trailers
http://www.gametrailers.com/
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
Push. Play: An Examination of the Gameplay Button |
|
Stephen Griffin PDF |
|
Articles
J R Parker PDF |
|
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 PDF |
|
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 PDF |
|
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 PDF |
|
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:
Rockband:
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.
Katamari Damacy-
http://www.youtube.com/watch?v=IqpPyhE5x2M
When
the King of All Cosmos accidentally destroys all the stars in the sky, he
orders you, his pint-sized princely son, to put the twinkle back in the heavens
above. The only way you can do that is by rolling everything on Earth into
clumps so that he can replace what's missing in space. "Everything"
includes cookies, lawn mowers, lamp posts, sumo wrestlers, bulldozers, brontosauruses , cruise ships, and more. Katamari
Damacy also includes a two-player battle mod e where
you and a friend can see who can grow the biggest ball of stuff. For one to two
players.
Features:
Simple play controlled with analog sticks only; no buttons to press
Dimensions change drastically as clumps grow; 2-player battle mode
Ball-rolling and object-collecting gameplay with quirky, infectious humor
throughout Insanely cosmic animations; wacky musical stylings; royally contagious storyline
Week 13:
* Teams present Phase VII & Formal Group Presentation
Refinement for
pre-review and three week trajectory for individual team work with assistance
in class.
Studio: catch up and intensive work on
improving projects
Discussion:
Emotion & Games
warning: some of these are spoilers
http://www.youtube.com/watch?v=Ur9OJmA8GBE
Daniel
*For the
past couple of years, Dom has been searching for his wife. He gets word that
she was captured in a Locust (the enemy monsters of the game) slave camp. He
finds her.
http://www.youtube.com/watch?v=M9eTN9Kxzco
Noah
*Here is the
clip that made me cry in Shadow of the
Colossus. The best place to start is around the 1:30 point.
http://www.youtube.com/watch?v=SclbRYmGG9A
Evan
Shadow of
the Colossus
https://www.youtube.com/watch?v=0KS1TFg1Rx8
Kevin
Mass Effect (death scene of female Shep) by Beth W. http://www.youtube.com/watch?v=rWdRoBH5Lzk
Mass Effect 1 Ending Paragon (Male Shepard)
http://www.youtube.com/watch?v=BuBBjbOWekk
Jared
Thane's death in Mass Effect 3 http://www.youtube.com/watch?v=mDbWOz8ReI4
start at 4:19
Heavy Rain - Father and Son http://www.youtube.com/watch?v=7W7ITJDV1jA
The end of Metal Gear Solid 4.
http://www.youtube.com/watch?v=mdjLBYxAcUI
It links narrative and gameplay by making
you experience the pain and exertion Snake feels in game through a
button mashing sequence that lasts an exhausting 3 minutes. The background cut
scenes show your allies struggling to survive in acts of self-sacrifice that
all depend on you succeeding here. ~Kyle
alan wake
http://www.youtube.com/watch?v=tAqZJNCINfo
by Beth T.
Red Dead Redemption
Ending http://www.youtube.com/watch?v=-9832BrE2q4
Dan & James
Cortana Death Scene http://www.youtube.com/watch?v=ACvIxGpzGs8
Brian R
Earthbound: Magicant (part 1/2) (117) http://www.youtube.com/watch?v=jUAV3aVZmqs
david e
kingdom hearts http://www.youtube.com/watch?v=CZ6VmDCZW68
angela
Bastion: by Tyler
Background http://www.youtube.com/watch?feature=player_detailpage&v=mX48y24t9iU#t=7s
Moment http://www.youtube.com/watch?feature=player_embedded&v=9JvNhc13oKI
Sleeping Dogs:*Spoiler* Jackie Ma's Death Super violent by Sean http://www.youtube.com/watch?v=2TTiI1QpiV4
Dear Esther
http://www.youtube.com/watchv=Lrgj5uPwxWw
http://www.youtube.com/watchv=7wV9oSY8d_M
12:15
http://www.youtube.com/watchv=7k1m26L9DH0
Kelly
Final Fantasy VII: Crisis Core - Ending
http://www.youtube.com/watch?v=ev3HyhNebwo
Sebastian
Lucien Lachance Hunt
and Death [Oblivion]
http://www.youtube.com/watch?v=F-Bv8wf_IqE
Chayut
Bomberman 64: The Second Attack
http://www.youtube.com/watch?v=G1V_pX4xcLA&feature=youtu.be&t=4m6s
Gerald
Franklin
Cutscene before the final boss in The World Ends With
You:
http://www.youtube.com/watch?v=meclU43tb-c
Michael
Doom
http://www.youtube.com/watch?v=yr-lQZzevwA
Tom
Bioshock 2 Minerva's
Den Ending - The reveal of Porter's Fate
http://www.youtube.com/watch?v=vR0ZEuaj6q8
James
MGS
http://www.youtube.com/watch?v=Y9sUnif6Wz4 start
at 8:15
Geo
Poetics and
Aristotle
(Greek
philosopher 384-322 B.C.)
Aristotle was born in Stagirus,
Macedonia, Greece in 384 BC and died at age 62 in 322 BC. He was a student at
Plato's Academy and later became one of the greatest philosophers of Ancient
Greece. He is one of the fathers of Western Philosophy and 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.
In one of
his treatises, The Poetics,
he outlines the Six Elements Of Drama, based on the
Ancient Greek belief that tragedy was the highest form of Drama. This outline
has become a guideline for many playwrights throughout history, and is
especially emphasized in the works of William Shakespeare.
“A tragedy is the imitation of an action that is serious and also, as having
magnitude, complete in itself; in appropriate and pleasurable language;...
in a dramatic rather than narrative form; with incidents arousing pity and
fear,
wherewith to accomplish a catharsis
of these emotions.”
(Catharsis being a purification or
purgation of the emotions primarily through art or a purification or purgation
that brings about spiritual renewal or release from tension or an elimination
of a complex by bringing it to consciousness and affording it expression)
A type of
emotional orgasm
Aristotle’s Six Elements of Drama
4 kinds of
tragedy:
Complex;
Pathetic;
Ethical
Simple
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.'
"Armchair Arcade" (www.armchairarcade.com).
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."
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 clears our souls of eleos (mercy, pity,
compassion) and phobos
(fear)?
For
more information on Aristotle: http://www.philosophypages.com/ph/aris.htm
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, unrealized (forms) and ultimate
mystical truths through the use of reason.)
Westminster
Papers in Communication and Culture
Vol 9 issue 1 -
Encountering the real-virtuality: digital games in
media, culture and society
http://www.westminster.ac.uk/research/a-z/camri/wpcc
Games and Alcohol
We are researching the problem of abuse of
alcohol. We want to analyze and test some of the games that tackle this problem
through the gameplay. Games that raise awareness of the problematics
of drinking. Interestingly enough, I find games for drinking! :)
Oh well!
* TiconBlue, of the effect of driving under drugs or alcohol. http://www.ticonblu.it/guidatu.html
* Papo & Yo A Montreal studio called Minority Media released a game called Papo & Yo a couple of months
ago. It's an autobiographical game, telling the story of the company's owner
and his alcoholic father. You play as a young boy, trying to make your way
through a somewhat surreal version of a South American city. The gameplay
mainly consists of puzzles, and to help you solve them you have a
fierce-looking but generally friendly Monster helping you out. He's a lot
taller, bigger, and stronger than you, and most of the time you really need
him. He doesn't seem to mind helping you either, not until he finds his
favorite type of frogs to eat anyway. When he gets the frogs, he'll turn into
an unstoppable, huge, and horrifying monster. He'll come after no matter what,
and all you can do is to run and hide until he falls asleep. http://www.youtube.com/watch?v=qkrjby0lKRE
only
available on PS3 for now, but judging from the reviews, it should be a very
powerful experience and commentary on alcohol abuse.
* the depiction of alcoholism
in Max Payne 3 would be relevant
http://www.destructoid.com/promoted-blog-how-max-payne-saved-me-from-myself-236114.phtml
http://www.youtube.com/watch?v=rqjOXR9QnMo
* Far Cry
3 http://www.youtube.com/watch?v=sE9EpmDMZtA
* Akrasia a non-mainstream game that tackles the concept
of substance abuse metaphorically: Akrasia. We made
this game at MIT with a student team a few years ago. It's a small game, but
conceptually interesting and metaphorically sound. It focuses on the experience
of addiction from a subjective point of few (the player enacts the role of the
addict and goes through the various phases of addiction including
"stepping over the line, high, crash, craving, withdrawal, relaps, relearning new behavior and quicking
the habit). It is deliberately "non-preachy". Am happy to answer any
questions in regard to the game. There's also a book chapter on it about the
design process and modeling emotional concepts that I can send along.
http://gambit.mit.edu/loadgame/akrasia.php
* 'the
Booze Cruise', which is specifically about drinking and driving. It
simulates the effect of alcohol and shows that you really cannot drive properly
while drunk.
http://www.minkhollow.ca/Booze/
* Secret
Happy Night: French Serious Games about drinking (it's actually a series of
games designed to warn young people about
the danger of alcohol - but only the first two episodes are
available in english) : Secret Happy Night.
The best episode is so far the first one. It's an
adventure game where you play as a secret agent who investigate into a night
club, and throughout the game you'll be offered a drink on many occasions. It's
up to you whether to drink or not, but if you do drink, it may affect our
secret agent skills and leads to some "colateral
damages" during your mission (i.e. you may shoot the wrong target, feel
sick and throw up while listening discretly to a
conversation...). Very interesting game that use laughter to be able to
"speak" to young adults.
https://files.succubus.fr/shn/Episode01_en/
Back in 2007, there was also another French
Serious Games on the same topic "Sortez-Revenez"
(litt. going out and coming back alive). As a yound people throwing a party, you'll have to set up your
house so that your guest will have fun by won't die on the road back to their
homes. It was part of the official public "don't drive and drive"
campaign in 2007, and it was a very nice game. Unfortunately it's no longer
available online, but you can still get some infos
here:
http://serious.gameclassification.com/1021
* Playstation game
called LSD:Dream
Emulator...
http://en.wikipedia.org/wiki/LSD_(video_game)
http://www.youtube.com/watch?v=cxIyMhOu_ZE
* Grand
Theft Auto 4, players' abilities to walk and drive a car are greatly (and
noticeably) diminished after drinking: http://www.youtube.com/watch?v=a0DV4zAOzUU
* Conker's Bad Fur Day,
an action-adventure game for N64 featuring an alcoholic squirrel as the hero character.
http://www.youtube.com/watch?v=rdORFULKwZA
* If you want to go further back there is Bozo's Night Out, though it is probably
more of a celebration of binge drinking culture than any kind of critical
commentary on it.
http://www.c64-wiki.com/index.php/Bozo's_Night_Out
* In Persuasive
Games, Ian Bogost discusses the "Toilet
Training Game," which emulates the difficulty of using the toilet after
several drinks.
* "interactive
urinal" games to encourage people at bars not to drive drunk. See
these links:
http://m.ca.gizmodo.com/287580/piss+screen-urinal-game-discourages-drunk-driving
http://en.wikipedia.org/wiki/Interactive_urinal
* uk
company called PlayGen
that devs serious games. It was involved in a drink
awareness game for the US Military a few years ago. The average reading age of
US service personnel is sub 15 so games are a very useful educational tool. http://playgen.com/
* http://radstronomical.com/media/FlirtOffPublic.html
Gamification
Gamification uses game design
to make a system that primarily supports non-game tasks more fun, engaging, and
motivating.
Many businesses are using
gamification to get people hooked on their products and services — and it is
working, thanks to smartphones and the Internet.
http://nyti.ms/V4bu0r
Gamification in the workplace:
ludifiaction, gamification, playfulness, transmedia Research questions
include:
* Formation of digital communities, new user-groups and niche segments;
* Image-based networks;
* New forms of interaction and organization;
* Impact and functionality of innovative interface solutions, ludic interfaces
and new media platforms.
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
*
Finish Game Fully
* final game project fully functioning and perfected NO
EXCEPTIONS.
* Printed and digital posters
* Printed and digital Final Game Design Document
* Printed and digital project summary
Please ensure that all work is spell checked. All work must be
printed and also submitted on labeled CDs or DVDs
*
prep for Gamefest : Questions asked of game entrants have been:
What is the Genre of the game?
What did the team learn from the project?
Describe your game in one sentence and additionally
provide 3 keywords that best describe your game.
What tech was used – XNA, Unity, etc.?
What IDE, if any, was used – Visual Studio?
Any middleware used – what?
What Tools were used?
How did you test it your code / game play?
What is the architecture? Provide a UML diagram, if possible.
What language was used (C#, C++?)?
Were any design patterns utilized? If so, what?
Did you use source control? If so, what?
Were any coding standards used?
What key emotions are the music supporting.
What SFX is the most important in the game.
Week 14:
Perfected, Gamefest-Ready Games
* final game project fully functioning and
perfected NO EXCEPTIONS.
* Printed and digital posters
* Printed and digital Final Game Design Document
* Printed and digital project summary
Please ensure that all work is spell
checked. All work must be printed and also
submitted on labeled CDs or DVDs
GAMEFEST
Saturday, April 26
Week 15:
Phase IX Formal Group Presentation
LAST CLASS
All perfected work due this day. NO
EXCEPTIONS.
Complete
and refine all work on final projects for Final Completed Game Project:
submit on a
labeled dvd:
* Your game and all elements including all
art, programming files, etc.
*
Your game design document in .html format with all relevant files
*
Your project summary in .doc format with summation image
*
high quality edited high def. 1920
x 1080, H264 mp4 video trailer of game play. Please include your title,
overview, interaction, gameplay and credits. This video
will be used to judge whether your game gets into the competition.
*
Your digital poster file
*
Your user Evaluation Testing
Summary and Recommendations
Also
submit:
*
Printed posters
* Printed Final Game Design Document
*
Printed project summary
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
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