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:

Sublimation


- 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 New Zealand play theorist who studies the cultural significance of play in human life. He demonstrates that children are not innocent in their play and that adults are indeed guilty in theirs. In both cases play pretends to assist them in surmounting their Darwinian struggles for survival.

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 US, during the 20th century to the present. Chapters focus on case studies of military uniform design, fashion, and wearable computing; surveillance technologies and remote tracking devices; weaponry design; psychological operations; USO shows; and computer gaming. The technologies analyzed, share capacities for entertainment and aggression and are tied to new forms of commodification and governmentality.   

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)

Trans disciplinary team building /dynamics of collaboration

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

 

Roy Lichtenstein http://www.artchive.com/artchive/L/lichtenstein.html#images

 
Sprite Comics

http://en.wikipedia.org/wiki/Sprite_comic

http://www.wired.com/news/culture/0,1284,63691,00.html

 

Machinima http://en.wikipedia.org/wiki/Machinima

http://www.machinima.com/films.php?id=1232

Sample1

Sample 2

Sample 3

 

* 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


Other readings:

* Basic Game Design Fundamentals by Chris Crawford
*
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

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

Wii

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.

 

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

Social Impact Games
a new generation: games that immerse people in the real world, full of real-time political crises. games’ designers aren’t just selling a voyeuristic thrill. Games, they argue, can be more than just mindless fun, they can be a medium for change.
http://www.socialimpactgames.com/

Serious Games
http://en.wikipedia.org/wiki/Serious_game
http://www.gdconf.com/conference/seriousgamessummit.htm
http://www.seriousgames.com/

Games for Change (G4C)
http://www.gamesforchange.org/


*War*

Gonzalo Frasca Sept 12
http://www.powerfulrobot.com/web/index_content.html

Global conflict: Palestine
http://www.globalconflicts.eu/

Peacemaker Game

http://www.peacemakergame.com/
http://www.peacemakergame.com/game.php

Future Farmers
http://www.antiwargame.org/

War on terror
http://www.terrorbullgames.co.uk/

Rethinking wargames
http://www.low-fi.org.uk/rethinkingwargames/

 

*Politics*

Antibush game
http://www.emogame.com/bushgame.html

Redistricting game
http://www.redistrictinggame.org/

Hidden agenda
http://en.wikipedia.org/wiki/Hidden_Agenda_(game)

 

*History*

Balance of Power http://en.wikipedia.org/wiki/Balance_of_Power_%28computer_game%29

Soviet Unterzögersdorf
http://www.monochrom.at/suz-game/

JFK Reloaded
http://en.wikipedia.org/wiki/JFK_Reloaded



*Environment*

Stop disaster
http://www.stopdisastersgame.org/en/

Climate Challenge
http://www.bbc.co.uk/sn/hottopics/climatechange/climate_challenge/index_1.sh

Climate Crisis
http://www.bbc.co.uk/sn/hottopics/climatechange/climate_challenge/index_1.shtml

 

* Social Awareness*

3rd world farmer
http://www.3rdworldfarmer.com/

Ayiti
http://www.unicef.org/voy/explore/rights/explore_3142.html

Food Force United Nations game
http://www.food-force.com/
ICED an Immigration game
http://vivirlatino.com/2007/08/06/dont-get-iced.php

Darfur is Dying
http://www.darfurisdying.com/
http://en.wikipedia.org/wiki/Darfur_is_Dying

 

*Miscellaneous *

Vigilance 0.1
http://www.martinlechevallier.net/vigilance.html

Metapet
http://metapet.net/

Civilization IV Eastwood
http://www.eastwood-group.org/

Disaffected!
http://www.persuasivegames.com/games/game.aspx?game=disaffected

Impact Games
http://www.impactgames.com/company.php

Persuasive Games
http://www.persuasivegames.com/games/

UTOPIA REVERSED - An Assault on Neurospace
http://rhizome.org/thread.rhiz?thread=17458&page=1

Paolo Pedercini
 
YouTube - Molleindustria

www.molleindustria.org

 

_______________

 

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


Rensselaer Student Projects:

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/