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
* Do the Personal Game Archaeology Project
Week 1:
Jan 16
Discuss
* overview of course
*
review of studio practice & endeavor:
working in class on class work only
* Studio visit by Igor, Technical Director of
H&SS
* creative practice in cross disciplinary collaborations
* 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:
*
Play as Design by Brenda Laurel
Play as Design by Eric Zimmerman
* Homo Ludens:
A study of the Play Element in Culture by Johan Huizinga
* Man,
Play, and Games by Roger Caillois
*********create short
reaction papers to all the above readings
Assignments:
• If you have not done so already, bring sample of best work to next class
• create a team for the FPS/Virtual Violence Paradigm Challenge Playable
Prototype Design Blitz
Week 2: Jan 23
The Oxymoron of Virtual Violence: Dead Rising
* show artists work:
- Kathleen Ruiz Bang,
Bang (you’re not dead?) multiview
website
- Gonzalo
Frasca
Sept 12
- upcoming visiting artist 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.
*
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.
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.
- 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
* FPS/Virtual Violence Paradigm Challenge Design Blitz Playable Prototype
Due Jan 30
* 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 Jan 30
* Ernest Adams Design Philosophy
* From Sun Tzu
to Xbox: War and Video Games by Ed Halter **create a short, one page, printed
reaction paper
* Baudrillard and
Hollywood: subverting the mechanism of control and The Matrix by Jim Rovira
****create
a short, one page, printed reaction paper
* The Oxymoron of Virtual
Violence, J. Baudrillard
****create
a short, one page, printed reaction paper
* Lenoir-Lowood_TheatersOfWar
Assignment:
Work with your team on
“FPS/Virtual Violence Paradigm Challenge Design Blitz” Game due Jan 30
Week 3:
Jan 30
* Student
presentations of “FPS/Virtual Violence Paradigm
Challenge Design Blitz”
Presentations of creators of 2d & 3D games.
What it takes to make the games they made.
Part I
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
* Final Project Team Formation and brainstorm ideas
Readings: due Feb 6
* 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 Feb 6
Week 4: Feb 6
* Students present Prototype 1 Concepts rough ideations,
storyboards, concept ideas
Discuss:
Presentations of creators of 2d & 3D games.
What it takes to make the games they made.
Part II
INNOVATIVE IDEAS:
Physically
based games facing issues of Obesity, Coronary Heart Disease
& Diabetes ErGoGenic
Games
Eyetoy
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."
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/
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
on Gender:
* Complete
Freedom of Movement: Video Games as Gendered PlaySpaces by Henry Jenkins
****create a short, one page, printed reaction paper
Assignments:
Work
with your team on Phase I Proposal &
Formal Group Presentation include design document outline,
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.) due Feb 13
Week 5: Feb 13
Teams show Phase I Proposal & Formal Group Presentation
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
* Genderizing HCI by Justine
Cassell
* Henry Jenkins,
“Complete Freedom of Movement: Video Games as Gendered PlaySpaces
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/
-----------
Assignment:
Work on Phase II Reiteration
due Feb 20
Readings:
- Everything
But the Words: A Dramatic Writing Primer for Gamers
by Hal Barwood
- Storytelling in
Action by Bob Bates
-
Building
Character- An Analysis of Character Creation by Steve Meretzky
- Building Character By Toby Gard
Week 6: Feb 20
Student show Phase II Reiteration
* Reality Check Studio
Discuss
- Genres
Genre and the Video Game:
http://www.robinlionheart.com/gamedev/genres.xhtml
A
Taxonomy of Computer Games by Chris Crawford:
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:
Immersive Reality: majestic
PainStation
Soda Constructor http://www.sodaplay.com/
NGame:
http://www.addictinggames.com/ngame.html
Arcade
PC
Mac
On-line
Dedicated systems
Hand held
emerging
- Realism:
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
- 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
Artists as “visionaries”
Futurists
The Futurists explored every medium of 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.”
http://en.wikipedia.org/wiki/Futurist
The Situationist International:
In 1957 a few experimental European groups stemming from
the radical tradition of dadaism (http://en.wikipedia.org/wiki/Dadaism)
John Heartfield
http://homepage.ntlworld.com/davepalmer/cutandpaste/heartfield.html
Hannah Hoch
http://en.wikipedia.org/wiki/Hannah_H%C3%B6ch
Week 7:
Feb 27
* Phase III Game Prototype & Formal Group Presentation
Discussion:
****** Visiting Artist Waffa
Bilal 3 - 5:50pm
Discusses his work and will see designs of fps
challenge short study project
Assignments:
Prep for Phase IV Game Content due March 5
Week 8: March 5
*
Teams present Phase IV Game Content
Midterm assessments
* Discuss
-
- Building Character By Toby Gard
- Motion
- Characters who look
line real people:
http://www.3dtotal.com/home2/gallery/gallery.asp?cat=character
* Possible Visiting Artist: presentation of both personal and professional
work.
What is a Game Engine? 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
* Artists who have worked with game engines:
Kurt
Hentschlager
http://epidemic.cicv.fr/geogb/art/gs/kurt/karma.html
Freidrich Kirschner
http://www.aec.at/en/global/press_detail.asp?iPressID=81&iAreaID=3
Paul Marino
http://www.machinima.org/
Workspace Unlimited
http://www.workspace-unlimited.org/vwa_flash.html
Readings:
project research
Assignments:
work
with your team on Phase V Game Refinement
Week 9: SPRING BREAK March 12
(off)
Week 10: March 19
Teams present Phase V Refinement
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.
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."
(http://www.armchairarcade.com/aamain/article.php?22.0)
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…..
Short clips from Elephant
-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 March
26
Week 11: March 26
Teams show Phase VI Further Refinement & Formal Group
Presentation
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)
_______
Assignment: Phase VII Project Work
due April 2
Week 12: April 2
Teams show Phase VII Project Work
* Possible user evaluation test plan talk & testing guide if project is developed enough.
* If applicable Craft your User Evaluation Test Plan
Game
Theory
http://william-king.www.drexel.edu/top/eco/game/game.html
History of
Game Theory
http://william-king.www.drexel.edu/top/class/histf.html
:::::::::::::::::::::::
Intensive Studio ::::::::::::::::::::::::::
• personal
research bibliography
Assignments: work on Phase VIII Final
Project Reviews & Formal Group Presentation
due April 9
Week 13: April 9
Phase VIII Final Project Reviews & Formal Group
Presentations
::::::::::::::::::::::: Intensive Studio
::::::::::::::::::::::::::
Discuss
* User evaluation test plan
Assignments:
work on Phase IX- Perfected Game
Festival-Ready Games
due April 23
also if applicable: User Evaluation Testing Summary and Recommendations
Week
14: April 16
Intensive studio
Assignments:
work on Phase IX- Perfected Game
Festival-Ready Games
due April 23
complete and refine all work on final projects for
Final Completed Game Project:
* CD # 1: your game and your game design document in
html format with all relevant files in a folder labeled:
yournamefinalproject.html for example, if I were a student, my files would be
accessed by: ruizfinalproject.html
* Printed posters
* Printed Final Game Design
Document
Week 15: April 23 (second to last class)
Phase IX- Formal Presentations of Perfected Game Festival-Ready Games
Also due Printed matter for your
exhibit:
*
well designed game design document
*
project blurb & image page
*
project posters
Please
ensure that all work is spell checked.
All
work must be printed and also submitted on labeled CDs or DVDs
5th
Annual Rensselaer Game Festival & Symposium April 25 & 26
Week 16: April 30
LAST DAY OF CLASS
All perfected work due
All work due this day. NO EXCEPTIONS.
Wrap up of semester and Game Festival &
Symposium Experiences
Discuss the future of games, simulation and
upcoming developments.
The Game Industry by Hyman, The Studio Stance