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About the Archives

This page contains an archive of all entries posted to GAMBIT in the News category. They are listed from oldest to newest.

Interviews is the previous category.

Research is the next category.

Many more can be found on the main index page or by looking through the archives.

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New GOTW: Pierre Insanity Inspired

We have a brand spanking new Game of the Week (GOTW) this week, since, yes, it is Monday.

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Pierre: Insanity Inspired

Start off your week right by having some stranger you don't know heckle you while you play a game, that may or may not make you feel psychotic.

Head over here to check it out, and head over here to watch the video podcast triumphantly kicking off this weeks content!

Game of the Week - Dearth

This week's Game of the Week is Dearth. Click the banner up top, or click here to check out great behind-the-scenes art and documentation from the game, including a new video podcast featuring our Technical Director Andrew Grant!

Boston Globe: How Video Games are Good for the Brain

Emily Anthes writes in the Boston Globe:

"Video games are hard,'' said Eric Klopfer, the director of MIT's Education Arcade, which studies and develops educational video games. "People don't like to play easy games, and games have figured out a way to encourage players to persist at solving challenging problems.''

"Until now, people have been asking can you learn anything from games?'' MIT's Klopfer said. "That's a less interesting question than what aspects of games are important for fostering learning.''

Klopfer is currently conducting research to determine how important narrative is in an educational physics game: Do students learn more with a more narrative game?

Play Waker and Woosh, the latest pair of educational games GAMBIT developed for the Education Arcade!

MIT's Undergraduate Research Opportunities Program Celebrates its 40th Anniversary

The MIT UROP program celebrates its 40th anniversary this month on October 29th! What's a UROP you ask? It's more than just another MIT acronym. It stands for Undergraduate Research Opportunities Program. The program is designed to provide undergraduates the opportunity to contribute to vital and cutting-edge research during their studies at MIT as research assistants, via direct funding from the UROP office, sponsored funding from MIT departments, labs, and centers, or for credit. Amazingly, many students supplement their already large course load with hours working on research with MIT faculty and research staff.

The Singapore-MIT GAMBIT Game Lab has hired all of its MIT (plus 1 Wellesley and 1 Harvard) student game developers through MIT's UROP program. Since the lab began developing game prototypes in 2007, we have employed 46 undergraduate students each semester, IAP period, and summer (many of whom multiple times) to work on our games and research projects. In the lab today, 23 MIT undergrads are working on projects as UROPs (yes, acronyms at MIT can apply to people too!). Many of these students are new this semester and do not yet have a development credit to their name; this will change come December when we publish their work from the Fall. Some of the students graduating in 2010 will have worked with us through all four years of their undergraduate career!

I would like to express my thanks to both the MIT UROP Office for their work with providing research opportunities to MIT undergraduates and the 46 undergraduates who have worked with us these past three years. These students have been the heart and soul of the US Lab - serving as a valuable constant (of quality, of morale) as the lab transitions each year from Fall to IAP to Spring to the Summer program and to the next year.

Information about applying for a UROP with us and a list of our past and current UROPs are after the break!

Continue reading "MIT's Undergraduate Research Opportunities Program Celebrates its 40th Anniversary" »

Game of the Week: Shadow Shoppe

Our Game of the Week series continues with a look at Shadow Shoppe, our survey-in-a-game featuring character silhouettes and the personalities we associate with them. We'll have more concept art, design documents, and more behind-the-scenes stuff uploaded to the Game of the Week section every few hours.

Also check out our YouTube Channel for video podcasts from GAMBIT staff!

This is the Game of The Week

We have made some games for you!

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GAMBIT is kicking off our Game of the Week extravaganza today, highlighting Waker and Woosh this week.

We are offering behind the scenes content from the making of all of our summer prototypes, highlighting each game one week at a time. There will be tons of great concept art, design documents, commentaries, videos... tons of stuff. You can see it all here. Or just click on the awesome banner on our home page.

Check back often as we will be posting new stuff just about every hour.
Oh, and of course go play the games if you haven't already!

The 2010 Global Game Jam comes to Boston, Jan 29-31, 2010!

The Singapore-MIT GAMBIT Game Lab is proud to be the Boston-area host for the 2010 Global Game Jam. We'll post more details about how to participate in the next few months.

We hosted the Global Game Jam last year and had a ton of fun! We had a good mix of local developers, students who've worked with us in the lab, and students, staff and researchers from other local schools, including MIT, Berklee College of Music, and the Worcester Polytechnic Institute. They made 6 games that are currently available to download from the Global Game Jam site. We webcast video and text during the 48-hour session, and archived the presentations made at the end of the event.

More information about the 2010 Global Game Jam can be found at their official site, globalgamejam.org, and in the press release below.

Continue reading "The 2010 Global Game Jam comes to Boston, Jan 29-31, 2010!" »

WE WON!

Holy Smokes, Waker won Free Indie Game of the week on Bytejacker.

waker-win.jpg

Check out the video of our win here.

We'd like to thank Taylor Swift for not being nominated. Seriously though, we're honored.

Razor TV Interviews

Razor TV, a Singaporean online video channel, has conducted and posted a few interviews with some of our students and staff. Watch the videos below:












CMS job opening for tenured faculty position

MIT's Program in Comparative Media Studies seeks applications for a tenured position beginning in September 2010. A PhD and an extensive record of publication, research activity and leadership are expected. We encourage applicants from a wide array of disciplinary backgrounds. The successful candidate will teach and guide research in one or more of the Program's dimensions of comparativity (historical, methodological, cultural) across media forms. Expertise in the cultural and social implications of established media forms (film, television, audio and visual cultures, print) is as important as scholarship in one or more emerging areas such as games, social media, new media literacies, participatory culture, software studies, IPTV, and transmedia storytelling.

The position involves teaching graduate and undergraduate courses, developing and guiding collaborative research activities, and participating in the intellectual and creative leadership of the Program and the Institute. Candidates should demonstrate a record of effective teaching and thesis supervision, significant research/creative activity, relevant administrative experience, and international recognition.

CMS offers SB and SM programs and maintains a full roster of research initiatives and outreach activities [see http://cms.mit.edu] The program embraces the notion of comparativity and collaboration and works across MIT's various schools and between MIT and the larger media landscape.

MIT is an affirmative action/equal opportunity employer.

Applications consisting of a curriculum vita, a statement of teaching philosophy and experience, a statement of current and future research plans, selected major publications, and names of suggested references should be submitted by November 1, 2009 to:

Professor William Uricchio
Director, Comparative Media Studies
MIT 14N-207
77 Massachusetts Avenue
Cambridge, MA 02139 USA

Continue reading "CMS job opening for tenured faculty position" »

Vote for Waker!

Run, don't walk your browser over to Bytejacker where you can vote for Waker as "Indie Game of the Week!" You can also watch this video with footage and discussion of Waker:



True to award show form, "We are honored just to be nominated alongside such great games as Alchemia, and Station 38." If we win we will be eternally grateful for all of your votes. We would not be surprised however if Kanye West runs through our office, grabbing the award out of our hands proclaiming, "ALCHEMIA IS THE BEST GAME OF THE YEAR!"

Win or lose, thanks Bytejacker for the nod.

Singapore lab unveils 3 upcoming games at Games Convention Asia 2009

Mister T-RexFrom 17th to 19th September, GAMBIT will be showcasing seven games, including three upcoming games, at Games Convention Asia 2009 (GCA) at the Suntec International Convention and Exhibition Centre in Singapore (Level 3, Concourse).

GCA is one of the major platforms for the electronic game market in Singapore and the Asia-Pacific, focusing on digital media, computer games and entertainment. Over the course of three days some 125 exhibitors will be representing 20 countries. Key activities include the GCA Conference featuring the Academy of Interactive Arts and Science's Design Innovate Communicate Entertain (D.I.C.E.) Summit Asia, online matchmaking, and such networking opportunities as the Students' Day for the industry to recruit local talents.

At GAMBIT's booth (Business Centre, Booth R113) GCA visitors will be able to preview three exciting new games developed by GAMBIT's Singapore lab. A public beta of the first of these, Snap Escape, is being launched at the convention and can now be played on Facebook.

Snap Escape
Snap Escape is a fun and interpretative social game on Facebook that revolves around inter-complementary player experiences. Players upload photographs to grant cavemen elemental powers to keep their friends from being devoured by Mr. T-Rex, then contribute to others' powers by voting on their photographs while earning time bonuses for themselves. Snap Escape is developed by the creators of Picopoke, 2009 Independent Games Festival Mobile Finalist: Next Great Mobile Game, and is currently available for playing at http://apps.facebook.com/snapescape. For more about Snap Escape, please see http://gambit.mit.edu/loadgame/snapescape.php.

Snap Escape Snap Escape

Snap Escape


Playable demos of the two other upcoming games, Monsters In My Backyard and the PC edition of CarneyVale: Showtime, will be available at the GAMBIT booth.

Monsters In My Backyard
In Monsters In My Backyard, players help a 3-D monster trapped in a 2-D world by solving puzzles, managing resources, and collecting power-ups. As gameplay continues, a linear planar world is converted into a vibrant 3D environment using the automatic rigging research technology Pinocchio.

Monsters In My Backyard
Monsters In My Backyard

CarneyVale: Showtime (PC Edition)
CarneyVale: Showtime returns on the PC platform in an encore performance extraordinaire featuring updated graphics and new levels!

CarneyVale: Showtime (PC Edition) CarneyVale: Showtime (PC Edition)

CarneyVale: Showtime (PC Edition)

GAMBIT will also be showcasing four game prototypes from the 2009 Summer Programme: Abandon (on experimental auto-rigging technology) Pierre: Insanity Inspired (on communicating failure in games), Shadow Shoppe (on associating character traits with body shapes) and Waker (on velocity and acceleration). These games and others are downloadable from http://gambit.mit.edu/loadgame.

Akrasia selected for IndieCade 2009!
Akrasia
Prototype
Akrasia, GAMBIT's arthouse prototype game from the summer of 2008, has been selected to be showcased at IndieCade 2009: The International Festival of Independent Games!

Here's the official IndieCade mission, courtesy of indiecade.org:

IndieCade supports independent game development and organizes a series of international events showcasing the future of independent games. It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant. IndieCade's events and related production and publication programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game movement. Like the independent videogame developer community itself, IndieCade's focus is global and includes producers in Asia, Latin America, Europe, Australia, and anywhere else independent games are made and played.


Akrasia is, of course, described on its official home on the GAMBIT site as follows:

Akrasia is a single-player game that challenges game conventions and is intended to make the player think and reflect. It is based on the abstract concept of addiction, which is expressed metaphorically throughout the game.

Spoiler Warning! The game is set in a maze that represents the mind. The maze has two states – a normal and a psychedelic state. To enter the game, the player has to collect a pill-shaped object and thus enters the game as "addict". From "chasing the dragon" and the experience of dependency to working your way through "cold turkey stage" where willpower is mapped onto navigation skills, this game models the essential dimensions of the addiction gestalt as identified by its creators.

Depending on player behavior and choice, the game can have various outcomes that reflect this behavior. Someone who tries to shake the habit as quickly as possible will find herself in a different situation at the end of the game than someone who indulged in chasing the high. Unlike many other games where the player is forced to learn a specific behavior in order to win the game, this game gives the player a lot of freedom in regard to the realization of the game as text. The interpretation of the game is different depending on how the game is played, thus Akrasia is a prime example of a dynamic, player-dependent meaning generation.

The game is meant to be played several times until all the connections between its various elements – the high-score, the life bar with its symbols, the two creatures that inhabit the maze in its two states, etc. – are decoded and its underlying meaning reveals itself. But although every single element in the game supports one specific reading, the beauty of Akrasia is its interpretative richness. All the elements in the game make sense in regard to one reading, but it is not the only possible one. The experiences that shall be conveyed in every single stage of the game do not only fit one experiential gestalt, but a variety of structurally similar experiences.

Akrasia takes the notion of "meaningful games" to the next level. Play it, experience it and put on your thinking cap.

IndieCade 2009 will be going down October 1-4, 2009 in Culver City, California. There's all kinds of fantastic programming planned, including the Hand-On Exhibition, a three-day Conference (including GAMBIT co-PI Henry Jenkins and friend-of-the-lab Brenda Brathwaite), an Awards Ceremony, an extensive amount of Outdoor and Pervasive Gameplay, a series of Artist Talks, and, of course, the IndieCade Happening!

Congratulations to Doris C. Rusch (Product Owner), Paul Yang (Scrummaster), Alexander Luke Chong (QA Lead), Louis Teo (Designer), Shawn Dominic Loh (Artist), Zou Xinru (Artist), Law Kok Chung (Programmer), Stephie Wu (Programmer), Erik Sahlström (Audio Designer), Jeremy Flores (Additional Audio), Pradashini Subramaniam (Additional Audio), and Guo Yuan (Additional Audio). Way to go, team!

Several GAMBITeers will be in attendance at IndieCade 2009, including Akrasia product owner Dr. Doris C. Rusch. We hope to see you there!

Lost in Translation

Many of our summer games have been getting some great press, about which we are very excited. Since half of our lab is in Singapore, a good amount of that press is not in English.

Waker and the Poof team got a terrific write up in Lianghe Zaobao, one of Singapore's largest Chinese language newspapers - photo, caption, the whole shebang!

Chuang Xuejin, the Poof producer, was kind enough to offer a self-admitted "bad translation" to English, and best of all, photo-shopped it into the original format for the paper! We at the Cambridge lab were left laughing, shaking our heads, and wondering aloud, "Arial?" Great work Poofers, and, uh, thanks for the translation Xuejin.

Take a look below:

Lianhe Zaobao_5Sep09_Pg11.jpg

Lianhe Zaobao_5Sep09_Pg11 ENGLISH.jpg

An Interview with Mia Consalvo
Mia Consalvo
I recently had the pleasure of sitting down with Dr. Mia Consalvo, who is rejoining the GAMBIT US lab as a visiting associate professor this year, for an hour and chatting about her research interests. The resulting transcript has been published in the Fall 2009 issue of In Medias Res, the Comparative Media Studies newsletter.

Here are the first few paragraphs as a preview:

Geoffrey Long: First of all, welcome! Where are you coming from?

Mia Consalvo: I'm coming from Davis Square, but I most recently come from Ohio University's School of Media Arts and Studies. I'm an associate professor there, and I teach classes in new media, media criticism and analysis, and videogame studies. I wrote a book with MIT Press in 2007 about cheating in videogames, and right now I have two big projects going. One is on the role of Japan in the formation of the game industry and its status now, and the other relates to casual games and casual game players and casual game player culture and those kinds of things.

GL: What stage are you in with these projects?

MC: I've written a few smaller pieces that have been articles or chapters for other things that are eventually going to be collected into a book. One of the pieces, which I wrote when I was here at MIT last summer as a visiting scholar, was on the business aspect of Japanese videogame industries and how they're trying to push more for globalization.

Interestingly, even though Nintendo kind of resurrected the videogame industry in the 1980s after it went bust, and most Western kids grew up playing Nintendo, once Western companies got back up and going there was a decline in sales of Japanese games, so that now Japanese games aren't quite as dominant in the West. In Japan, it's still almost completely Japanese games on the top sellers list, but in North America and Europe it's much more split, and you see Japanese companies trying to figure out how to get that global dominance back. They have plans for different kinds of localization, transnational products, those kinds of things.

GL: When you're talking about the East and the West, you're not talking about just Japan and the United States. What is the game sale breakdown like in the rest of the world?

MC: There are three major game markets that companies look at: North America, Europe (and mostly that's Western Europe) and Japan. Korea has its own special thing with online games, but otherwise they're kind of too small. North American bestseller lists are clearly mixed as to what games are made where, and Europe is the same. There are few local European products that wouldn't sell somewhere else, like football games, and the Germans prefer PC games over console games, particularly strategy games.

In Japan, there's been this dominance of Japanese companies. When I was there in 2005 for a few months, it took me a while to realize, looking at the bestseller lists, "Wait a minute, there are no Western games here!" There were a few, like Halo and The Sims, but it was almost completely dominated by Japanese game developers. Now, because of the downturn in the economy and the declining birth rate in Japan, they've seen some declines in their sales, and Japanese companies are more motivated to look globally for other markets.

The complete article can be read online on the CMS site. Alternatively, the full Fall 2009 issue of In Medias Res can be downloaded as a 1.4 MB PDF for on-screen reading or as a 42 MB PDF for high-quality printing. Check it out!

2009 Call for Research Proposals

Faculty and post-doc researchers from Singapore and MIT are invited to submit proposals for consideration to the Singapore-MIT GAMBIT Game Lab. Funding is available for projects to be run between September 2010 to September 2011, inclusive.

Researchers participating in GAMBIT-funded projects will be expected to encapsulate and present their work within an academic context, such as presenting at conferences or publishing in respected journals, websites, or magazines. Research projects must also include an applied component to be used in game development during the GAMBIT summer program in 2010 or 2011. Proposal requirements are explained in greater detail in Join Game.

PDF submissions for research collaborations seeking funding through the Singapore-MIT GAMBIT Game Lab must be sent to gambit-proposal@mit.edu by 30 November 2009 for consideration by the Projects Steering Committee. Proposal submitters may be contacted after the deadline for revision requests and clarifications. Approved projects will be announced in February 2010 to begin funded research in Fall 2010 at the latest. Approved projects may be able to get an early start by nominating a Singaporean researcher to participate in the GAMBIT Summer Game Development Program in 2010, allowing collaborators to meet regularly at MIT for the summer.

GAMBIT Press Release

In a press release issued today, the Media Development Authority of Singapore announced that more than half of the students working in our first two summer programs have since found employment in the Singapore game and media industries. The rest are still completing their military service. Of the 77 Singaporean students trained in 2007 and 2008, 41 are now employed in Singapore, helping to foster and build a rapidly growing games and media industry.

"Hired as artists, programmers or game designers in games and media companies such as Ubisoft, Boomzap, Double Negative and NexGen Studio, these students have put their internship experience at GAMBIT to good use and their employers generally agreed that the students have brought value to their companies."

We here at the Cambridge office are very excited by this announcement, and look forward to working closely with our partners across the ocean to find more job placements for our highly skilled and talented students.

Read the full press release below:

Continue reading "GAMBIT Press Release" »

Announcing our Summer 2009 games!
GAMBIT 2009 All-Stars
After several long, glorious months of chaos, code and camaraderie, GAMBIT is proud to unveil our Summer 2009 GAMBIT Prototypes! This year we've highlighted the research questions for each of our games so our players get a greater idea of the thinking behind each project – and there's some genuinely amazing research in these games. For example:
  • Abandon uses some new automated rigging software to fill the screen with animated objects
  • Camaquen explores new interfaces for affecting character conversation in games
  • Dearth examines how to create AI-controlled sidekicks automatically
  • Pierre: Insanity Inspired looks at how players deal with failure
  • Shadow Shoppe examines the character attributes we assign to people based on only their silhouettes
  • Waker and Woosh are two educational games sharing the same mechanics but offering different experiences – story versus abstract – to examine how these experiences affect student engagement

Here's the rundown of all the summer 2009 GAMBIT prototypes!

Abandon

Abandon
Download Now!

Abandon is a game about running away. Step into the shoes of a girl lost in a surreal dreamscape, and escape from the encroaching darkness before it consumes everything, including you. Objects strewn about this dream world are brought to life by your light, but they seek only to bring darkness. No place is safe. Can you abandon these objects; can you abandon the night? Or are you the one who has been abandoned and left… alone?

Abandon showcases a large array of animated objects. The development team utilized experimental, automated rigging software to enable rapid creation of animated models. The direction for the project was motivated by the desire to create a game featuring a large number of unique animated models, not normally feasible with a small team size and short development time frame. The team strived to create a world for the player where just about anything can come to life.


Camaquen

Camaquen
Go to Website

Camaquen is a casual puzzler in which players guide two characters through a heated argument. As part of a research project examining user interfaces for conversation in games, Camaquen models the effect of emotions in dialogue, enabling players to affect the emotional dynamics of the conversation and thus affect the outcome of the characters’ debate – even though the script remains the same. The actions of the player interact with the personalities of the brothers to determine one of five different Fates.

Players take on the role of Alux (Ah-loosh), the guardian spirit of the Sacred Grove. When the Great King dies and his kingdom is split between his sons Ban Amaru (Bahn A-mah-roo) and Huamanapu (Wah-nam-a-pu), the brothers begin to bicker over what to do with the Grove. Using Alux’s ability to command spirits of emotional energy (or "camaquen"), players change the meaning behind their words and sway the two kings to their destiny.

Does Huamanapu build his enormous stargazing tower, or does Ban Amaru move forward with his plans for a golden palace? And what happens to Alux when her Grove is transformed?


Dearth

Dearth
Go to Website

Dearth is an exciting co-operative action-puzzler. The Tribal Lands have been suffering through the worst drought in many lifetimes. Plant life is withering away, and people fear the approach of a great famine. Rumors spread of the awakening of monstrous creatures who the ancestors warned would one day rise to drain the land and its people of their water. As the thirsty beasts emerge, worried villagers turn to the Tribal Lands' two great shamans and ask them to restore the water to the land.

Play as the tribal shamans. Force the mysterious water-sucking creatures to smash into each other, allowing stolen water to gush from their engorged bodies and be returned to the land. Plan movements with your partner carefully or be ready to make split-second decisions if things don't go according to plan. The future of the Tribal Lands will depend on how well you work together!

Pierre: Insanity Inspired

Pierre: Insanity Inspired
Go to Website

Pierre is a cat. Pierre is also an artist.

On the verge of creating his greatest masterpiece, Pierre suddenly runs out of inspiration. Undaunted, he sets out to recover his lost creativity - but the path to completing his magnum opus is treacherous and filled with both dangerous obstacles and equally dangerous critics. Can he survive the challenge? Will Pierre finish his grand masterpiece? Who knows? The only thing certain is that Pierre is one strong-headed feline.

Pierre: Insanity Inspired is a unique combination of action and puzzle-solving. Players guide Pierre around a spinning circular platform to collect inspiring items, but only when they align with the right symbols! Making matters worse, Pierre must dodge falling spiked balls and - like all great artists - contend with the critics' gentle encouragements or savage insults.

Can you help Pierre finish his noble sculpture before he's driven completely insane?

Shadow Shoppe

Shadow Shoppe
Go to Website

Welcome to the Shadow Shoppe, located in a small town where people have lost their shadows.

As a temporary apprentice to the shadowmaker, your goal is to help create and return the shadows to your townspeople so that life can go back to the way it was.

To create complete shadows, you must pick the most suitable word out of those presented to you. When a customer request (or requests) comes in, these shadows are revealed again. This time round, you have to pick the shadow that best suits the customer's description.

Are you up for the challenge?


Waker

Waker
Go to Website

Waker is a puzzle/platform game set in the world of a child's broken dream. As the Waker, the player uses both mind and reflexes to solve puzzles, creating platforms to form a safe path through the dream worlds. Forming the paths, however, is the trick - it is up to the player to figure out how to create each path, and to manipulate the Waker and the world to travel safely through each level. With dynamic obstacles and three difficulty modes, the game offers continuing challenges even for experienced players, while allowing beginners an easier path to the end.

Waker was developed in tandem with Woosh, its abstract variant. Waker offers the same gameplay as Woosh, but also includes a rich narrative and a story that is reflected in its art and cutscenes.

Come explore the world of dreams. Will you awaken your dreamer, or leave her to drift forever?


Woosh

Woosh
Go to Website

Woosh is a challenging puzzle/platform game that engages players in twelve levels of ever-increasing difficulty. Using concepts from physics, players draw platforms to explore the abstract world of Woosh and encounter dynamic obstacles and other challenges along the way. Woosh features three levels of difficulty: perfect for experienced platform players and more casual players alike.

Woosh was developed in tandem with Waker, its narrative version. Both games are intended as educational games for middle and high school students (age 12 and up), to complement an introductory physics class.

Do you have the wits, agility and finesse to play Woosh?


So what are you waiting for? Get going! Get downloading! Get playing! Let us know what you think – leave us a comment, email us, tweet about us, or post about us on your blogs and Facebook! Check out the bios of the developers behind these games in Credits and be sure to check back here on our blog as we start posting their thoughts and postmortems! But most of all, have fun!

CarneyVale: Showtime named to the 2009 PAX 10!
PAX 10
GAMBIT's high-flying CarneyVale: Showtime is about to hit a new height: appearing as one of the 10 best games of 2009 at the Penny Arcade Expo!

According to Gamasutra's Leigh Alexander:

Organizers have chosen the 10 best games from over 150 submissions to be showcased at Penny Arcade's PAX consumer event this year, including CarneyVale: Showtime and Osmos.

Now in its second year, the PAX 10 is designed to highlight the efforts of indie game creators working on original, self-funded and self-published, fully playable, non-mod game projects across all platforms.

The developers of the top ten games will be given four exhibitor passes each to the Penny Arcade Expo to be held September 4 to 6, and will showcase the games in a special booth at the show.

The PAX 10 selections are as follows:

CarneyVale: Showtime by the Singapore-MIT GAMBIT Game Lab (Xbox 360)
Closure by Tyler Glaiel and Jon Schubbe (PC)
Fieldrunners by Subatomic Studios (iPhone)
Liight by Studio Walljump (Wii)
Machinarium by Amanita Design (PC)
Osmos by Hemisphere Games (PC)
Puzzle Bloom by Team Shotgun (PC)
Tag: The Power of Paint by Tag Team (PC)
Trino by Trinoteam (Xbox 360)
What is Bothering Carl? by Story Fort (PC)

PAX, organized by popular Penny Arcade comic creators Jerry "Tycho" Holkins and Mike "Gabe" Krahulik, first featured the PAX 10 last year, with finalists whittled down from more than 80 submissions. Last year, Expo attendees chose Twisted Pixel's The Maw as the overall champion.

As longtime fans of Gabe and Tycho, what can we say other than... Woo-hoo!

Introducing Moki Combat 2.0
Moki Combat v2.0
Prototype
Moki and Rooki are back! Moki Combat 2.0 features a brand new design built around a unique physics engine. It's been a fascinating experience to take the original demo and gradually transform it to the current state. Moki Combat 1.0 was based around arena combat, but as we implemented the new physics we transitioned towards slower almost puzzle-like jousting, switched from arenas to linear levels, and eventually de-emphasized the combat itself. Hopefully I can shed some light on our process and the challenges we encountered along the way.


loadgame_moki_20_03.jpg
More Than Just Ragdoll

The core feature of Moki Combat 2.0 is the physics engine developed by Computer Science graduate student Yeuhi Abe. You may be familiar with "Ragdoll Physics" which is frequently used to simulate falling or unconscious bodies. Instead of being stiffly posed, the limbs of the body move freely. Yeuhi's engine experiments with active control of the character through physical means. This allows a body to support itself and move naturally when force is applied. In other words, rather than having an animation ready for when Moki gets hit by a spear, Moki will procedurally bend and try to right himself in the saddle.

Though it often results in impressively lifelike motions, this model is challenging for several reasons. First, control over the character has to be seriously rethought. Physically simulated characters are restricted to physically plausible motion. As a result, the character will not always respond immediately to user inputs. It's not just a matter of triggering the "Swing Spear Animation." You might notice some of the actions in the game feel a bit sluggish as result. We saw this physical lag as part of the challenge for the player, but some players will likely find it to be frustrating that the character doesn't respond as they might expect.

In order to implement the new physics engine, the physics from the summer had to be pulled completely. Despite parts of the framework remaining, the programmers chose to scrap everything related to physics and basically start from the ground up. For the first few weeks of work on Moki Combat 2.0, there was little more than boxes and balls bouncing around. Yet the framework that resulted was much better than the original. Not being afraid to start over and develop a stronger foundation brought our more complex goals within reach.

The Design Evolution

It was around this time that I joined the team as a designer to better incorporate the new physics into the gameplay. The early prototypes combined the arena combat of Moki 1.0 with object manipulation puzzles. While play-testers enjoyed the look of the game, the actions were too imprecise for most of the object manipulation puzzles. The most consistently praised element was running through a block wall and watching the cubes fall down on top of Moki, pushing him around. I proposed a new jousting mechanic that would show off the natural movement of characters in the engine while adding more precise interactions.

loadgame_moki_20_02.jpg

The zooming, slow-motion joust took many iterations to get right and persisted through all the designs that followed. Yet the challenges surrounding the joust changed a great deal. Given our lack of satisfaction with how the arena combat meshed with the physics, the next idea was to make the game a series of one on one jousting matches. The player would maneuver Moki into position and charge at the enemy. My original designs for the jousting developed into an almost puzzle-like challenge with the player having to observe how the enemy reacted to each blow in order to determine their weak spots. But as we began trying to implement this mechanic, certain challenges arose.

Size Matters Not. Usually.

During the Fall semester, our development team consisted of two programmers (Mark Sullivan III and Igor Kopylov), myself on design, Yeuhi as the product owner, and of course QA testers Jose Soto and Ruben Perez. When implementing new features, we quickly ran into the limitations of having such a small team. In particular, not having an artist meant that we had to make do with existing assets, only tweaking the models' poses slightly. The puzzle-like jousting idea became an impossibility just given the shape and size of Moki and Chawi (the NPC enemy). As we came up with new ideas, we had to find ways to reuse assets in new ways. To create a circular track, a single hut was placed in the center of the arena level and enlarged to fill most of the space.

We lost a coder after Winter Break, but picked up a level designer and 3D artist in Randy O'Connor. Finally we could add new models and levels! His addition to the team came just in time for another major design overhaul. To better emphasize the excitement of jousting and to keep the player always moving, we decided to trade arena combat for gauntlet runs. Dashing through a narrow mountain pass, trying to hit as many targets as possible was an instantly exciting new mode. As soon as we had a minimal demo of this idea, we had our own tournament to see who could score the most points in 2 minutes. We knew we were on to something.

loadgame_moki_20_04.jpg

Yet the limitations of our team size still created a hurdle. Not having the resources to develop our own level editor, Randy and Igor hijacked Maya. Rather than hardcoding all the collision geometry and objects, they created some tools to utilize specially named 3D objects in Maya that would export into the relevant information. A smooth pipeline was created for level design allowing complex levels to become feasible. A difficulty that arose was having to use primitive objects such as cubes, cylinders, and spheres to create free form terrain. Panda3D has limits on stacking material effects so we had to make certain decisions about having shadows, normal maps, or other effects. Despite the limitations, Randy made some great looking levels. A general theme of the development process was finding ways to overcome (or at least work around) our limitations.

As a demonstration of Yeuhi's physics engine, and as a quick, fun, lighthearted experience, we feel that Moki Combat 2.0 certainly succeeded. Throughout the last semester we tossed around various ideas for further small games utilizing these physics controls. Some early prototypes are already underway. Don't expect Moki Combat 2.0 to be the last you've seen of this engine.

Enjoy the game!

Introducing The Bridge
The Bridge
Prototype
Next up in our series of games from the Spring 2009 semester is The Bridge, another arthouse game from Doris C. Rusch, the product owner of last summer's Akrasia. This game, a rumination on loss and mourning, is now available to play. You may want to check it out before reading the following reflection from Doris on the game's creation - there are spoilers ahead! - but definitely do come back and give the following essay a read, to share in Doris' experiences with game design as its own personally reflective, insightful process. -Geoff

The Bridge: Game Design as a Tool for Reflection and Self-Exploration


by Doris C. Rusch

The Bridge is a short, single player Flash game, made during the spring semester of 2009 by a team of students. I was the product owner and lead designer of this project. Although I have my doubts regarding The Bridge's qualities as a game (for which I take full responsibility), I still regard it as one of the most interesting works I've ever done. The focus, however, is on "work" as in "process", not the result. Working on The Bridge showed me what a wonderful tool for self-reflection and insight game design can be. The following is an account of how using the tools of my craft helped me and two of my team members to more clearly map out our emotional landscapes. Feel free to try this at home!

The Bridge screenshot


Guided by Images

Saying I wanted to make a game about "mourning" or the connection between "love" and "fear of loss" would be bullshitting (Def. bullshitting: terminus technicus for making a process appear intentional and focused in hindsight when it actually was not). So, let's just stick to the dirty truth of how it really went.

It started with an image of an empty tire swing that suddenly bubbled to the surface of my subconscious but never quite made it into the more analytical realm of my mind. The image didn't come with an explanation, only with an emotional overtone of loss, frustration and hoping against hope. A bit like a cone without ice cream, a tire-swing is a sad affair when it just hangs there without a child on it. Of course, one can take either image both ways: as a promise for future fun or as the memory of past pleasures. In the moment my mind decided to release the tire swing from its swampy depths, I gravitated towards the darker reading of it. But why a tire swing? Why not a more traditional metaphor for loss, such as a gravestone or a couple dressed in black, huddled together under an umbrella?

How I would love to be able to give a clever and coherent explanation now. But I vowed to adhere to honesty and will thus further refrain from bullshitting. The best I can do is share the stream of associations with you that (to me) accompanied the tire-swing metaphor.

Imagine being the one pushing the swing with the child on it. You push, you watch the swing perform the familiar motion, you wait for it to come back to you, and you push it again. The "here-gone" dichotomy strongly resonated with me. The necessity of letting go of the swing in order for it to fulfill its purpose (i.e. provide a pleasurable experience for the child) and at the same time distancing yourself from the precious freight it carries, experiencing a moment of anticipation (anxiety?) before the swing starts to come back, and the relief upon its safe return. But this relief is not really due to the return of the swing, but to the return of the child on it. In most cases, these two things are coupled. While the cycle of the swing will not be interrupted as long as one keeps pushing (what goes up must come down, right?), it is possible to lose a person forever. Fate is less predictable than physics. If the swing is "gone" it will transform into "here" again. A person, once dead, will remain gone. Child and swing - once fused together - are indeed separate entities; they can part ways. The stubborn mind, however, is reluctant to dissociate the two. The swing has always brought the child back, so maybe pushing an empty swing will magically return what has been lost. But some things cannot be changed, no matter how hard we push...

The Bridge screenshot


The Initial Idea

The interactive piece I initially envisioned (I wasn't even going to call it a game!) was strongly inspired by this crude image of an empty tire-swing and the foggy feelings of loss and mourning I associated with it. The player would enter an empty space with nothing but a swing in it and nothing to do but to push it. Pushing the swing would produce faint laughter and the transparent outline of a child would become visible on the swing. The implied goal would be to push until the child materialized completely. In truth, no such thing would be possible, though. The player would have to realize that all her efforts were for naught, that there was no way of bringing the child to life and that the only way to "win" was to accept that and walk away. In order to make this (emotionally) difficult for the player, every time she stopped pushing, the child would fade again, the laughing would grow faint at first, then maybe turn into whimpering (good audio would be required for this or instead of inducing guilt, the whining would create the wish to quickly leave the wretched child behind).

The Bridge screenshot


Using "The Tools" for Self-Exploration: A Conversation With The Inner Game Designer

When I talked to my friends Jaroslav and Eric about this initial idea - both very game savvy - they saw the potential for an emotionally compelling experience. However, they thought it should be more "gamey". I was reluctant at first. The simple tire-swing sequence felt so right that I wanted to do it exactly as I had described above. And then, they popped the Question (yep, it deserves the capital letter): "But what exactly is this about?" Mourning, clinging, loss, attachment - whatever I said to explain it didn't quite capture it. I couldn't put it in words. Since I'm strongly advocating purposeful design, not knowing my own mind was a problem. How can I purposefully create an experience for someone else if I don't understand my own feelings?

This had to change. I decided to follow my friends' advice and make it more "gamey". Because although the game itself can be ambiguous and allow multiple interpretations, coming up with the rules forces the designer to be precise and concrete. I started to explore what I already had in mind in terms of game elements. Here's a rough transcript of the dialogue I had with what I call my "Inner Game Designer" (IGD):

IGD: What exactly is the GOAL?

Me: To "let go".

IGD: A goal without CONFLICT makes for a lousy game. So what is the conflict? What makes "letting go" difficult?

Me: Attachment makes it difficult.

IGD: What creates attachment?

Me: Hm...love?

IGD: So, the way to overcome attachment is to overcome love?

Me: I don't think so. That would be terrible. Love is important.

IGD: Are you sure it is love, then, that bothers you? Maybe it's fear?

Me: Oh yeah? Well, what do YOU know?

IGD: I'm you, remember?

Me: Attachment and fear. Fear of losing love. You cling because you are afraid...

IGD: What exactly are you afraid of?

Me: Haven't I just said that? Afraid of losing love! Isn't that obvious?

IGD: Aren't you a bit negative?

Me: Don't play the Eliza trick on me!

IGD: All right, I'm sorry - couldn't resist. Seriously now, why would losing love be bad? It sounds like love serves a purpose.

Me: It protects...makes you feel good.

IGD: And since you don't want to lose what makes you feel good, love itself creates fear. It is both the curse and the cure, it seems.

Me: That's right. Fear creates clinging, you want to stay close to the "love object".

IGD: May I point out that you don't seem to have internalized love? It's this outside thing on which you depend. That attitude will always kick you in the butt.

Me: You're my inner game designer, not my freaking therapist.

IGD: Seems like pretty much the same thing to me...

I will spare you the rest of the conversation because it involved giant flying puddings and the monster with 14 toes, neither of which had any relevance to The Bridge. But you can see how the concept had dramatically evolved from the simple initial idea to a system that tackles the mechanisms of a certain kind of love and the problems that come with it. What was still lacking was an idea of how to overcome those problems, to get "unstuck" and break the pattern. Obviously, you had to fight your fears so you weren't dependent on your love object anymore and could love it in a more selfless way. And then what?

It was at the speakers' party at this year's Game Developer's Conference in San Francisco when Trey (the game's producer) and Jamie (code and animation) approached me with the words: "we have been thinking." Sitting in front of cocktails called "The Game Designer" or "Achievement Unlocked", they spoke to me of closeness, emancipation and sacrifice in a serious and insightful way. We pondered how the game could end. We knew the goal, we had grasped the conflict. Now we had entered the final stage of the process: finding a solution. What happened when you killed the monsters that represented your fears? What happened to the girl that represented your love object? What exactly would "letting go" look like? It was Jamie who dumped the solution in my lap: every monster you killed would help form a bridge across the river that divided the playground (the game's main space) from the untended field (representing an unknown future). I loved the symbolism that the road to a better future was paved by one's conquered fears. We further entertained the rather disturbing idea that the girl would sacrifice herself to complete the bridge, that her (self-inflicted) death would produce the last missing piece. We let this sink in. Nah...no good, since it would undermine the emancipation process which depends on taking responsibility for one's actions. So, maybe the player had to kill the girl before the bridge solidified? No, no, no! Not reconcilable with the idea of selfless love! We finally agreed that to win the game, one would have to kill all the monsters in the playground and refrain from "reclaiming" the girl on the tire-swing. The bridge would solidify upon the death of the last monster and one could cross it. Crossing the bridge would "free" the girl (she'd dissolve into a could of particles). This should not mean that one abandoned love itself, but had overcome functionalizing it.

The Bridge screenshot


The True Reward Was The Journey

My team had an equivalent of two 40-hour work weeks to develop this game. This is not a lot of time, but they did an amazing job. Our biggest problem, however, was that the theme was so personal. If a project is too big, you can always scope it down. But if you are very invested in the concept you want to convey, to do it justice and get it right, the problem starts much sooner than scope. It starts with understanding what exactly you want to model.

We tried something big with The Bridge. Too big, maybe, for the given timeframe. I felt bad for a while after our last official work session, because how can you close the book on "love" and walk away feeling like you've accomplished anything? Also, eighty hours of development time do not leave a lot of room for tweaking and polishing and thus many of the ideas in the game are still latent and could be communicated to players more clearly.

But then again, I have learned a lot. The process of designing this game made many things apparent to me, helped me map out some of my emotional landscape. In that regard, The Bridge was a huge success. It confirmed my belief that while making profound games that tackle the human condition is a worthy goal which I will keep pursuing, game design itself can be a wonderful tool for insight that greatly enhances our understanding of ourselves.

Introducing Rosemary
Rosemary
Prototype
During the past academic year, I had the pleasure to work with a group of very talented students on a new GAMBIT game, Rosemary. It's been an exercise in nostalgia: nostalgia as a theme in the game, and nostalgia for a genre that had its heyday more than 15 years ago.

Rosemary is a point-and-click adventure game whose core mechanic is remembering events of the past in order to uncover a mystery. The protagonist, Rosemary, has discovered a photo of her childhood friend Tom, whom she had come to believe was imaginary. Determined to find out what happened to him, she returns to her hometown of New Rye. Her memories of the place are all she has in order to find Tom.

Rosemary is a game about returning to the place where one grew up, but haven't been back to in a long time. As in real life, buried memories resurface when the player revisits such places, changing how one perceives the location. Part of these game mechanics were based on Quintillian's Memory Palaces, where arranging one's memories in a space is what facilitates remembering people, events and facts in a speech. You can read more about the premise of the game and a short statement on the game's homepage. Rather than having me spoil the game any further, please just go ahead and play it. It's rather short, especially if you've played adventure games before.

At GAMBIT we research games, and we learn by making them and thinking about the whole process. What follows are four of the things that I learned while making Rosemary.

Rosemary screenshot

1. We Need to Support Story Tracking

When I proposed this game, I was well aware that we would not be able to follow the development methods and timelines that had worked well for previous games made at GAMBIT. An adventure game requires not only a set of mechanics but also a fleshed-out story, and that takes time. Having everybody in the team know the story well is an additional challenge. As the story grows and changes while the game is being developed, it becomes increasingly difficult to keep all team members on the same page, which is critically important since the story is intertwined through every aspect of the game. When a game is made by one person, or a small team of people working in close proximity, the unified vision is relatively easier to keep. When the developers are a team of students with disparate schedules who are only available to work 10 hours a week, maintaining a unified vision becomes a serious problem. Nobody re-reads the design document (remember: we don't have that much time), so the story evolves but not in a unified way.

I was lucky to work with a team of very talented and engaged students who not only lived up to the challenge but did a great job of working together and getting things done. However, there were some issues resulting from this work situation which could have been palliated with tools to keep track of the story of the world and its audiovisual representations. This experience has provided me with a new research goal: developing tools that will help teams working on story-based games by keeping track of the story and structuring and relating the information effectively.

Rosemary screenshot

2. Interaction Design and Writing are Related But Different Parts of Development

Over the course of development, our designer, Sarah Sperry, served as both writer and designer. Although writing and design go hand in hand in this genre, it was difficult to juggle between writing the story, designing the puzzles and working on the interface. I asked her to focus on the worldbuilding, because that was the main challenge of making the game at GAMBIT. However, given that we were trying to introduce new mechanics, we should have put more care in designing the interaction. The UI in our first playable was based on mock-ups, but the design document did not include a detailed description of how the interaction worked. Since I insisted on focusing on having a world that the player could interact with as soon as possible, I thought that the conventions of adventure games would help the player through. That meant that at least we had something to show as early as possible at the end of the Fall semester, which is still pretty late in comparison with other GAMBIT projects. The downside is that the UI still needed a lot of work. The remedy was having a UI pass in January (thanks, Marleigh!), which fixed a lot of issues. Improving the UI allowed us to get rid of an opening tutorial, which forced the player to solve two puzzles in a specific order before being able to explore the world.

As you play, you may notice that there are some things here and there that still need some polish, particularly in the photo album, but through playtesting we saw that players could make sense of what they had to do with little trouble (except for a few notable exceptions listed below).

What I've learned is that although related, separating the tasks of interaction design and writing may be a more effective approach in future story-based games. I also realized that relying on the conventions of a genre only goes so far. When the mechanics of your game are veering away from the conventions, as was the case here, interaction design bridges the gap between the convention and the innovation.

Rosemary screenshot

3. Players Can Make Sense of Very Broken Games

The version of the game at the end of the Fall semester was very broken. The basic puzzles were there, although the last module had been implemented in a hurry. I was also rather skeptical about a couple of the puzzles, because I did not think players would make sense of it. The UI still needed a lot of work. Some of the placeholder art assets were squiggles that Alec, our programmer, had drawn in 15 seconds with the mouse:

boat1.png

map1.png

Instead of me telling the students how broken the game was, I wanted them to see it for themselves. So we used one of our Friday Games@GAMBIT sessions to invite people who were new to the game to play it.

Surprisingly, most of these playtesters finished the game in spite of the weird puzzles, the broken UI, and the squiggles. Of course, a couple of people gave up early, and a couple more got stuck, but basically around six people successfully finished the game. There was a catch – a couple of them were veteran adventure game players, who probably had endured twisted designer puzzles for years. Our playtesters were also players who gave elaborate feedback about what worked and what didn't (and gave suggestions about what to fix, which is an exceptional circumstance). So perhaps the game was not so broken after all.

I was ready to give up on the development of the game after one semester, because I thought I had enough evidence of all the extra challenges that we faced when making an adventure game. Seeing players complete this utterly broken prototype and, more importantly, seeing how the team was willing to take up the challenge to fix it, convinced me that it was actually worth continuing to work on it. If players had the patience to play through the game at that stage, what would they not do if it was actually fixed?

Lesson learned: do not underestimate the effort that your players are willing to put into your game. Players like challenges, and a broken game can be a challenge in itself.

Rosemary screenshot

4. Some Players Have Difficulty Understanding Adventure Game Conventions

Playtesting also revealed some interesting information about our potential game demographic. We realized that some 13-15 year olds were not familiar with the conventions of point and click adventure games. A couple of them started playing, and immediately said "It doesn't work!" They would then demonstrate how our game was "broken": they clicked on the verb 'walk' and said: "See? She doesn't walk!" They assumed a different model of how point and click worked, learned from games like The Sims, rather than following a pseudo-grammatical model to control the character. We had to explain to them that they had to click where they wanted the character to walk to.

Another eye-opening experience was a retired couple who came by our lab. We thought that they would like to play Rosemary because it's a puzzle game, and they found it intensely frustrating. The type was too small and it disappeared too quickly for them to read. They did not know what to do and wanted a tutorial (a tutorial that I was so proud of having cut before). However, they wanted to learn to play the game without spoiling the puzzles, because they still wanted to solve them. The best thing is that they really wanted to play, they loved puzzle games, and they felt frustrated that they couldn't find games that they could play. They showed us another exciting avenue for game development: games for players over age 65.

Rosemary screenshot

All in all, the development of Rosemary was a challenge throughout, but it was also tremendously enjoyable thanks to the wonderful students that stepped up to the challenge. Every discipline made wonderful contributions, making the game rich and enticing despite its brevity. The students were the ones who made this happen, and produced the game that you can now play. We hope you like it!

Announcing the Spring 2009 GAMBIT Games!

Keep an eye on the Load Game section of the GAMBIT website! Over the next couple of weeks, we're going to be launching the Spring 2009 lineup of GAMBIT games, including The Bridge, Moki Combat (v2.0), Rosemary, and the digital version of Tipping Point.

Rosemary screenshot

The first of these is Rosemary, which is an adventure game in the style of The Secret of Monkey Island that experiments with the idea of nostalgia as a game mechanic. Check it out now at http://gambit.mit.edu/loadgame/rosemary.php, then read game designer Clara Fernandez-Vara's postmortem of the game on the GAMBIT Updates blog!

In related news, we've also posted the bios for the Summer 2009 students – check them out now in the Credits section of the GAMBIT site!

GAMBIT on ThirtyOn10.

A few months ago, a group of Boston University students invited some members of our lab to appear in an episode of ThirtyOn10, "a weekly news program produced by the Broadcast Journalism Graduate Students of 2009". The episode, which focused on the video game industry and its impact upon Boston, featured not only GAMBIT people Philip Tan, Clara Fernández-Vara, Matthew Weise, Marleigh Norton, Shota Nakama and Jonathon Georgievski, but a ton of B-roll footage from the lab and an entire segment interviewing friend of the lab Darius Kazemi. All five parts of the episode have been uploaded to YouTube, and you can check them out below.

Nice work, folks, and thanks for including us in your project!

GAMBIT's Phorm at E3!

For those of you lucky to be running around at the Electronic Entertainment Expo in Los Angeles this week, keep an eye open for our summer 2008 prototype game Phorm, which is being featured in the IndieCade Independent Games Showcase! Posted below is the official press release from IndieCade.

IndieCade

IndieCade @ E3: An Indie Games Showcase

What is the IndieCade International Festival of Independent Games?

  • IndieCade is the only stand-alone Independent Game Festival in the Nation. It is also the only event of its type open to the public. It is a completely international event.
  • IndieCade holds an annual juried competition that culminates in its annual Festival.

    The 2009 Festival will be held in Culver City, California, October 1- 4, 2009.

    The festival will include an interactive exhibition of finalist games, premiere screenings, live gameplay, a conference, salons, workshops, artist talks, performances, and more.

    The IndieCade 2009 Festival is programmed to serve the gamemaking community, the industry, consumers of independent media, digitally energized youth, and the general public. Culver City is located between Hollywood, Santa Monica, and Downtown Los Angeles.


What are the IndieCade Showcase Events?

  • IndieCade holds multiple showcase events at larger venues throughout the year including its IndieCade Europe event. These are either individually juried or curated depending upon the requirements of the venue.

    The 2009 series of showcase events include:

    IndieCade@E3, June 2-4
    IndieCade@SIGGRAPH Sandbox, August 3-7
    IndieCade@OIAF Canada, October 14-18
    IndieCade Europe @ GameCity, October 26-31

What is IndieCade's Mission?

  • IndieCade supports independent game development and organizes a series of international festivals and showcase exhibitions for the future of independent games. It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant. IndieCade's events and related production and publication programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game movement. Like the independent developer community itself, IndieCade's focus is global; it includes producers in Asia, Europe, Australia, and wherever independent games are made and played. IndieCade was formed by Creative Media Collaborative, an alliance of industry producers and leaders founded in 2005. Advisors to IndieCade include Dave Perry, Will Wright, Eric Zimmerman, Neil Young, Tracy Fullerton, and Keita Takahashi, among many other storied industry veterans and rebels.

What do we mean by independent?

  • Simply put, independent games are games that come from the heart, that follow a creative vision, rather than a marketing bottom line. Independent developers are not owned by or beholden to a large publisher. This means that they generally have smaller budgets than mainstream games (often no budget at all!), but they also have the freedom to innovate and to enlarge our conception of games and game audiences. Indie developers can run the gamut from artists, to academic researchers, to students, to emerging development studios striving to make the next big indie hit. They can be one person or a large team. They may be internally funded, funded by grants or private investors, or not funded at all! The key is that they create games based on their own unique vision.

What is IndieCade doing at E3?

  • We were invited to curate this exhibition in order to showcase and promote innovation in the game industry. We also help to expose publishers to new independent voices. We work closely with the ESA, the IGDA and other organizations interested in supporting the cause of independent game creation. We share the goal of these organizations to showcase the present and future of video games as a culturally significant form of expression.

How were the games for the E3 Independent Games Showcase Selected?

  • The showcase was curated by IndieCade co-chairs Celia Pearce and Sam Roberts and Creative Media Collaborative CEO Stephanie Barish. The games were primarily drawn from the 2009 Submissions to IndieCade and we included a few successful games from last year's selection that are otherwise not possible to see. The criteria for this showcase was to put together a diverse array of games that would showcase innovation for the mainstream game industry and game press, represent a wide array of independent game developers, and highlight works to come later this year.

Who are the developers?

  • The developers represented here include individuals, small teams, independently owned studios, universities and their faculty and students. Developers come from around the world including the US, Belgium, Spain, Austria, Great Britain and others.

Are any of these games slated for mainstream publication?

  • Last year a number of games shown by IndieCade were picked up by major publishers such as Nintendo, Xbox, and Sony, as well as multiple digital distribution platforms. Other games were selected for Museum installations and other artistic venues. So, don't be surprised to see some of the titles at our showcases and festival as commercial games in next year's E3.


IndieCade @ E3: An Indie Games Showcase

Hands-On Demos

And Yet It Moves*
And Yet It Moves Team
*(2007/2008 Official IndieCade Selection, Coming to Nintendo Wii Soon!)

Blueberry Garden*
Erik Svedäng/Sweden
*(2008 Official IndieCade Selection, 2009 IGF Awardee)

Closure
Tyler Glaiel & Jon Schubbe/United States

Cogs
Lazy 8 Studios/United States

Dear Esther
thechineseroom/United Kingdom

Flywrench* & Cowboyana
Messhof, Mark Essen/United States
*(2008 Official IndieCade Selection, Currently on display at New Museum, New York)

Global Conflicts: Latin America
Serious Games Initiative/Denmark

Octopounce
Auntie Pixelante/United States

Papermint
Avaloop/Austria

Snapshot
RetroAffect/United States

Winds of Orbis: An Active-Adventure
Deep End Interactive/United States

Zephyr: Tides of War
Florida Interactive Entertainment Academy/United States


Alternate Reality, Live Games, and Installations

The Deep Sleep Initiative
ARx/United States

Mightier
Lucas Pope & Keiko Ishizaka/United States

Pluff
Diana Hughes/United States

Prototype161: Agents Wanted
Prototype 161/United States


Mobile

AquariYum!
Teatime Games/United States

Bobobua
Tripod Games/China

Guru Meditation
Ian Bogost/United States

Ruben & Lullaby
Erik Loyer/United States


Games on Video

Fabulous/Fabuleux
Lynn Hughes & Heather Kelley/Canada

Gray
Mike Boxleiter & Greg Wohlwend/USA

Posemania
Anthony Whitehead, Hannah Johnston, Kaitlyn Fox, Nick Crampton, Joe Tuen/Canada

Phorm
Singapore-MIT GAMBIT Game Lab/United States & Singapore

When The Bomb Goes Off
Tom Sennett/United States


Art Exhibition


For this year's E3, IndieCade selected games from past years to present high-resolution prints of screenshots. Below is a list of art on display and the artwork being showcased.


Braid*
Jon Blow & David Helman/United States
*(2007 IndieCade Offiial Selection, Xbox Live Arcade)

Blueberry Garden*
Erik Svedang/Sweden
*(2008 IndieCade Official Selection, 2009 IGF Awardee)

The Endless Forest - ABIOGENESIS
Tale of Tales/Belgium

Freedom Fighter '56
Lauer Learning/United States

ioq3aPaint
Julian Oliver*/Spain
*(2008 IndieCade Awardee, Technical Innovation)

Machinarium*
Amanita Design/Czech Republic
(2008 IndieCade Awardee, Aesthetics, 2009 IGF Design Awardee)

The Misadventures of P.B. Winterbottom*
The Odd Gentlemen/United States
(2008 IndieCade Awardee, World/Story, Distribution to be announced Shortly)

The Night Journey*
Bill Viola Studio and USC/United States
*(2008 IndieCade Awardee, Sublime)

Nobi Nobi Boy Collage
Keita Takahashi*/Japan
*(IndieCade Board of Advisors)

Passage*
Jason Rohrer/United States
*(2008 IndieCade Awardee, Jury Selection)

Rooms*
Hand Made Games/Korea
*(2007 Official Selection, Available on Big Fish Games)

Ruckenblende*
Die Gute Fabrik (the good factory)/Denmark
*(2008 IndieCade Awardee, Gamemaker's Choice)

The Unfinished Swan
Ian Dallas/United States

Where is My Heart?
Bernhard Schulenburg/Germany


IndieCade Sponsors, Supporters, and Partners

The Culver Hotel
The City of Bellevue, Washington
The City of Redmond, Washington
Electronic Entertainment Design and Research (EEDAR)
The Entertainment Software Association (The ESA)
GameCity, Nottingham
Gregg Fleishmann Gallery
The International Game Developers Association (IDGA)
Gaming Angels
IDG World Expo
Imago imaging
Jon Burgerman
Open Satellite Gallery
M Café de Chaya
Mary Margaret Network
Royal-T
Rush Street
Signtist
SIGGRAPH
The Wonderful World of Animation Gallery

This is GAMBIT on CNN

A few months ago, our lab opened its doors to Boston University journalism student Andrea Peterson, who was doing a piece on the process of making video games. Lo and behold, this morning we got an email from one of our alumni who had just spotted the resulting video on the Tech page of CNN.com!

Peterson's video was uploaded to iReport.com, the user-generated subsite from CNN, and has apparently been vetted for airing on CNN. The video features GAMBIT's Clara Fernández-Vara, Matthew Weise and Marleigh Norton speaking about a wide range of topics.

"What is it that we want to do? We have a world, what has happened in this world? And from that, what does the player have to do in order to discover that story?" notes Fernández-Vara. "The imagination has no limit. The limit that we have is time."

"I actually joke about how the game industry doesn't like to talk about the 'F' word, which is 'fun'," says Norton. "We all agree that everyone plays games for fun, but it's hard to quantify what that means."

(Note: if the video above isn't appearing, you can check it out on iReport.com or on YouTube.)

Introducing Sc-rum'pet: The Om-Nom Adventures
Sc-rum'pet
Today we are announcing the release of a new game for download: Sc-rum'pet: The Om-Nom Adventures. Sc-rum'pet is a one-button game in which the player guides a space alien named Sc-rum'pet through various challenges in a quest to earn his wings (because, ya know, aliens need their wings).

The core concept for Sc-rum'pet is quite simple. Sc-rum'pet travels through space based on magnetism, being either attracted to or repelled from objects based on polarity. The player controls polarity with a single button, and must switch polarity at the right moments to guide Sc-rum'pet through a level. That's about all there is to it.

There are 21 levels in Sc-rum'pet: The Om-Nom Adventures. It was developed all in-house by GAMBIT students over the past two semesters. Please download the game or play it in your browser and let us know what you think!

A Chair for Dr. Juul

One of the greatest high points of an academic's career is when they are awarded a chair in recognition of their work. Today Ian Bogost brought it to our attention that our own Jesper Juul already has a chair – at IKEA.

Jesper Bench

As Ian notes in his blog:

On first blush it looks like those ill-fated ergonomic chairs of the 1980s, but it's really just a bench at two heights. The user is meant to straddle the lower height and use the upper to rest his arms while holding a videogame controller, avoiding the strenuous and annoying work of holding up his own arms.

Even more remarkable is the seat's name: Jesper. No matter the commonality of this forename, surely we can only conclude that this product represents the Swedish company's attempt to take advantage of fellow scandinavian and well-known games researcher Jesper Juul.

The difference between him and his namesake bench? Juul can hold his own arms up while playing videogames.

We're going to have to pick up a couple for the lab. One can never have too many Jespers, after all. Anyone interested in their very own signed Jesper (the bench, not the ludologist) can ping the good Dr. Juul via his blog or his website.

(Thanks to Clara Fernandez-Vara and Ian Bogost for the story and the image!)

GAMBIT Alum's XNA Article Wins Further Acclaim

Back in January I posted about how GAMBIT alum Skeel Lee Keng Siang's "Introduction to Soft Body Physics" won the Ziggyware Fall 2008 XNA Article contest, but apparently the accolades for Skeel's work don't stop there! The piece was also entered into the Intel Havok Physics contest, where it won two more prizes:

Slinky

For his win, Skeel took home a gaming PC worth a cool two grand. I said it before and I'll say it again: "Way to go, Skeel! Congratulations!"

Vote for CarneyVale!

The IGF Audience Award is open for voting from now until Friday, March 20th. please vote for our game, CarneyVale: Showtime!

CarneyVale: Showtime is an Xbox Live Community Game, so you'll need a networked Xbox 360 to download and try it out. You can choose between the free trial version or the full $5 version. From the Xbox Live Game Marketplace, look under the "Community Games" and "Contest Finalists" section to find our game.

The competition is incredibly stiff this year, with other fine games like Retro/Grade, Dyson, Brainpipe, The Maw, IncrediBots, Osmos, Musaic Box, Cortex Command, Coil, The Graveyard, PixelJunk Eden, Mightier, You Have To Burn The Rope, and Between all currently playable and eligible for the Audience Award. The full list of IGF finalists is available at the Independent Games Festival website, and we're looking forward to meeting them at GDC.

Announcing Tipping Point!
Tipping Point
GAMBIT is proud to introduce our first new game of 2009, now freely available for downloading: Tipping Point!

Tipping Point is unique among our games for several reasons. First, this game has our lowest set of system requirements so far: paper, a color printer, scissors and tape. (Or glue. We're not picky.) Although we frequently develop paper prototypes for our video games as they're being developed, Tipping Point is the first board game that we've made publicly available.

Second, this game represents our first (but definitely not our last) collaboration with the MIT Sloan School of Management. Tipping Point was developed over the MIT Independent Activities Period in January by Sara Verrilli (Product Owner, Documentation), Jason Begy (Production, Design, Documentation), Dustin Katzin (Design), Mike Rapa (Design, Art) and Jennifer Swann (Design) based on a challenge posed to us by our friends over at Sloan: how do you make a board game that represents the dynamics of project management?

Tipping Point

The result is a cooperative puzzle game for up to four players. Players assume the roles of Project Managers, and must work together to complete projects before they go too far past their deadline. The game is won by completing a set number of projects without letting any project fail.

The game is designed to be both a fun game and a useful training tool, teaching players how to manage multiple projects while emphasizing the importance of long-term planning. Projects are completed through a mix of Concept and Production work. "Concept Work" represents the planning and research done in the early phases of a project, while "Production Work" represents implementing the project, such as building a product. Each turn the players decide which project to work on and which type of work to be done. There must be a balance between Concept work and Production work: Production work is more useful in the short term, but Concept work is more useful in the long term.

Over the course of the game players can see how their previous choices affect the current state of the game, which helps them understand the benefits of long-term planning. Concept work done on early projects will have a positive impact on later projects, making them easier to manage. Production work makes it easier to finish a project immediately, but players who spend too much time on Production work will soon find their later projects uncontrollable.

Tipping Point

Tipping Point also demonstrates the problem of letting projects continue for too long. If they are not completed early on, projects will begin to negatively impact each other, creating a downward spiral that is difficult to reverse. The "Tipping Point" is the start of this spiral. If they want to succeed the players must work together to prevent the game from reaching this point.

The game is an engaging puzzle that requires players to think long-term and work together. If anyone's project fails, everyone loses: players win or lose as a team, and many decisions in the game must be made by consensus. As the game progresses the number of simultaneous projects increases, forcing players to think strategically about when to complete and when to begin new projects. A hasty decision can quickly change several small projects into an enormous, convoluted amalgamation that is almost impossible to manage.

While fun on its own, Tipping Point is an excellent team builder and project management training tool. It is highly recommended for any organization where teamwork and long-term planning are core values.

Tipping Point

Tipping Point is now available at http://gambit.mit.edu/loadgame/tippingpoint.php – download it, grab some art supplies and some friends, give it a shot and let us know what you think!

Postmortem: Showtime
Gamasutra
Want a behind-the-scenes look into the development of our "IGF Grand Prize finalist and XNA Community Games standout" game CarneyVale: Showtime? That's just what programmer Bruce Chia and artist Desmond Wong provide in a featured postmortem article at Gamasutra that just went live.

Highlights of the piece include detailed lists of what went right and what went wrong during the game's development, as well as an in-depth look into... The evils of HD?

When we were building the game, we made sure that it looked great and ran properly on our development machines, not realizing how much influence that would have on our production. Not planning for wide distribution of our game made it much less accessible to other languages, regions and screen setups.

Our team had an HDTV in our lab that we used for most of our initial prototypes, and all of our computers were capable of rendering at high resolutions.

This led us to work under the incorrect assumption that we were developing the game only for HD displays, and we lacked the foresight to support lower-resolution televisions.

In our zeal, we created so many assets that when we finally realized we should cater to lower resolutions, downsizing those assets was an insurmountable task.

For example, we had many lines of text that we'd rendered as image files with fancy effects. Although the Xbox Live Community Games reviewers did not reject our submission for this reason, many of them did complain that words were cut off and that some text was too small to read.

This was especially evident on CRT television screens that were less than 20" in size. However, due to time constraints and the need to ship, we had to push the title to Xbox Live Community Games without catering to lower-resolution television sets.

D'oh! Check out the full postmortem for this and other stories.

Picopoke Named IGF Mobile "Next Great Mobile Game" Finalist
Picopoke
We're proud to announce that our Summer 2008 prototype game Picopoke has been named an IGF Mobile 'Next Great Mobile Game' Finalist! Here's the IGF's official press release:
The 2009 Independent Games Festival Mobile, an event that celebrates innovation in games for handheld devices, including mobile phones, Nintendo DS, PlayStation Portable (PSP), iPhone and iPod touch, has named the finalists for the competition's "Next Great Mobile Game" category, presented by the IGF Mobile's Platinum and Founding Sponsor NVIDIA. Oriented towards the entries that offer truly unique and groundbreaking mobile gaming concepts in at least prototype form, finalists will be asked to give a presentation and demonstration of their concept and game during the IGF Mobile ceremony held during the Game Developers Conference Mobile conference on March 24, with the winner to be voted on by the audience.

Finalists for this year's competition include FastFoot Challenge, a multiplayer GPS action game where play takes place as a real world chase supported by mobile phones, Picopoke, an interpretive photo game integrated with Facebook that asks players to take photos to beat challenges, and Rhythm of War, a unique rhythm action title for Sony's PSP.

This year's IGF Mobile competition is supported by Platinum and Founding Sponsor NVIDIA - which is awarding "The Next Great Mobile Game" at this year's awards, with finalists to be revealed soon, as well as Gold Sponsor and Best iPhone Game prize sponsor ngmoco.

The full list of finalists for the 2009 IGF Mobile "Next Great Mobile Game" competition are:

Depict (VillaVanilla) - iPhone
FastFoot Challenge (Urban Team) - J2ME
Picopoke (Singapore-MIT GAMBIT Game Lab) - Photo/Internet-capable Mobile Handsets
Rhythm of War (SME Dynamic Systems Ltd) - Sony PSP
Reflection (Team Reflection - University of Southern California) - Nintendo DS

As well as receiving $2,000 of the IGF Mobile's $30,000 prize pool, the winner of the IGF Mobile's "Next Great Mobile Game" will be given a spot in the IGF Mobile's pavilion (adjoining the main IGF Pavilion) in which to demonstrate a playable version of their game, alongside the finalists of the main IGF Mobile competition. The pavilion is to be at the Game Developers Conference 2009 and is set to take place at the Moscone Center in San Francisco from March 23rd to 27th.

Picopoke was created by Kevin Driscoll (Product Owner), Yee Kar Kin (Scrummaster), Clara Rhee (Designer), Ang Yi Xin (Artist), Anindita Ningtyas (Artist), Munir Bin Hussin (Programmer), Pham Ngoc Hoang Viet (Programmer), Ong Yit Sin (QA Lead), Erik Sahlström (Audio Designer) and Pradashini Subramaniam (Additional Audio). Way to go, folks!

Showtime a Unique Gale of Fresh Air
Slinky with balloons
CarneyVale: Showtime is making waves in the press and around the Internet! Our latest glowing review comes from Brad Gallaway at Gamecritics.com, who calls Showtime "interesting, exciting, finely tuned, and most of all quite unique".

Gallaway's review begins:

A perfect example of the old adage that good things come in small packages, the unassuming, overlooked, practically invisible CarneyVale Showtime from the Gambit Game Lab is one of last year's best titles that nobody played. Located in the user-created Community Games section of the new Xbox 360 dashboard, there's not really anything to distinguish CarneyVale from the dozens of uninspired games tucked away there--but only after a minute or two of play, it's clear to see that it stands head and shoulders above the rest.

Although initial impressions might be deceiving, CarneyVale Showtime is in fact, an extremely elegant and clever design that requires a good degree of hand-eye coordination. Its challenge is nicely complemented by the absolutely spot-on controls and impeccable level of polish present everywhere throughout the game.

Be sure to jump over and read the whole thing, but the review's ending is incredibly flattering. "Relatively simple, tactile games like CarneyVale Showtime are few and far between these days, and ones as well-done as this number even fewer," Gallaway writes. "It may be found in the amateur section, but CarneyVale Showtime is a consummate professional."

As revealed at Metacritic, Gallaway gives Showtime a 9 out of 10 (!), which is the same as Jim Sterling recently gave the game in a review at Destructoid (!!!). As Sterling begins his glowing review:

When I first started challenging Community Games developers to submit their work for review on Destructoid, I had hoped that some real gems would come out of the woodwork and prove their worth. I had not, however, expected CarneyVale Showtime.

At the risk of spoiling the whole review before you even read it, let me say that if you're at all interested in the potential of XNA games, then you really, really, really need to check this one out. A breath of fresh air? This is more like a gale of the stuff.

Sterling goes on to describe Showtime as "inventive, addictive, charming and very clever, with deceptively simple gameplay that soon gives way to something far more complex and fiendish". (Mwa ha ha.) "If there were any justice, this game would be expanded and end up on the Xbox Live Arcade," he writes. "As it stands, however, CarneyVale is an absolute steal for 400 Microsoft Points."

To say that we're proud of Showtime is an understatement, but it's Gallaway's description of it as "overlooked" and "practically invisible" that we're out to fix. If you haven't tried Showtime yet, what are you waiting for? If you have, tell your friends! Tell your friends' friends! Or jump onto Metacritic.com and tell the world what you think! (Unless, of course, you didn't like it - in which case we humbly suggest that you try playing something else.)

Congrats to GAMBIT's Bartel and Sullivan!

GAMBIT would like to extend its heartiest congratulations to Steven Bartel (Muzaic, Ochos Locos, NeuroTrance, TenXion) and Mark Sullivan III (Moki Combat, NeuroTrance, gunPLAY, AudiOdyssey) who won two of MIT's biggest competitions this past week.

Bartel and three of his friends spent the past several weeks writing code for MIT's 6.370 BattleCode competition, an annual event that pits teams of MIT students against each other in a harrowing match of artificial intelligence programming skills. Here's an excerpt from fellow GAMBIT alumni Eitan Glinert's detailed summary of the event:

Each round of the compeition was a best of three match up in which teams who were eliminated early on move down to a loser's bracket, with the winner of the loser's bracket having a chance for redemption if they can beat the winner twice in a row.

Each match up was fought one of a set of several simple 2D maps which featured variable terrain and obstacles. Within each map were a few randomly placed "flux" (i.e. points) mines, and a team could win by gaining much more flux than their opponent. Flux mines needed to be controlled by a team in order to collect flux, and therefore these points were often the focus points of skirmishes due to their high value.

Each team started with a set of 6 flying, non-replaceable, self repairing archons which were the most valuable units in the game. Archons couldn't attack directly, but could spawn other disposable attack units like soilders and cannons. These attack units were useful as they could be used to attack (and potentially destroy) archons, tipping the tide of the game.

Several strategies were employed in the game, including having archons mass together and attack as a unit while ignoring flux in an effort to destroy the opposing team early. Another strategy was to split up and mine flux like crazy, hoping to survive enemy onslaughts. One of the more creative stratgies (employed by Greg from Rob Miller's HCI group at CSAIL) involved sending gigantic messages to enemies which would actually overload their message handlers, causing their scripts to fail in a sort of information warfare. The most successful teams would adapt to their enemies between match ups within rounds to exploit what they learned in the previous match up.

Check out Eitan's complete report for the nail-biting details!

Meanwhile, Mark Sullivan and his team won another of MIT's annual events, the 6.270 Autonomous LEGO Robot Design competition. Pictures are available of Mark and his robot in the Tech and a whole mess of other images at the event website. Added coolness points? Sullivan's team, Team 3, named their bot GLaDOS. Now where have we heard that name before...?

Congratulations, guys! We're proud of ya!

GAMBIT presents at GDC!

We're proud to announce that two of our people here at the GAMBIT US lab will be presenting talks at this year's Game Developers' Conference in San Francisco! Postdoctoral researcher Doris C. Rusch will be presenting on "Profound Game Design: a Postmortem of Akrasia" and lecturer/researcher Jesper Juul will be presenting on "Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences".

The descriptions for the talks are as follows:

Profound Game Design - a Postmortem of Akrasia


Speaker: Doris C. Rusch
Date/Time: TBD
Track: Serious Games Summit
Secondary Track: TBD
Format: Panel discussion
Experience Level: All

Session Description
This presentation provides valuable insights won through the development of Akrasia, a single-player 2D game that was made by seven students in the course of the annual eight-week summer programme at the Singapore-MIT GAMBIT Game Lab. The goal of the project was to make a profound, thought-provoking game that fosters reflection and insight. More than that, purposeful experience design should promote game comprehension, and make the game work on the cognitive as well as the emotional level.

On the larger scale, the project was intended to test the design approach described in the paper "Games about LOVE and TRUST? Harnessing the Power of Metaphors for Experience Design", which was presented at the 2008 Sandbox conference. It deals with issues related to addiction by way of metaphors.

Takeaway
Attendees will get insights into the potentials and pitfalls of metaphorical game design - from the importance of a vision guy to the difference between procedurally representing a concept and making it emotionally tangible to players.

Intended Audience and Prerequisites
Designers and players interested in learning more about games' potential to expand their experiential scope and mature as a medium. An interest in games and game design is desirable.


Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences


Speaker: Jesper Juul
Date/Time: TBD
Track: Game Design
Secondary Track: Production
Format: 20-minute Lecture
Experience Level: All

Session Description
This lecture presents a toolbox for improving failure design in single player games. Player research shows that the primary issue is not the frequency of failures, but how failure is communicated, what happens as a result of failing, and whether a given failure design allows the game to be enjoyed within a player's time constraints. Using concrete examples, this lecture will show how failure can play a positive role in games, how players of casual games are actually not averse to failure, and how developers can get beyond balancing to improve the failure design in their games.

Takeaway
Attendees will be introduced to new research on how players perceive failure in games. A framework of Five Elements of Failure design will be presented. Attendees will be able to use the framework for improving the design, testing, and balancing of video games for different audiences.

Intended Audience and Prerequisites
Designers, producers, testers, and marketers interested in both rethinking the role of difficulty and failure in their games and in tailoring game design to the preferences and time constraints of their audience. Knowledge of game balancing issues is helpful but not required.




We hope to see you in San Francisco!

Vote for Akrasia at JayIsGames!

GAMBIT is honored to announce that our Summer 2008 prototype game Akrasia has been nominated for Best Interactive Art or Puzzle in JayIsGames' Best of Casual Gameplay 2008 awards!

While it's always an honor to be nominated, it's also a hoot to win. This is where you come in: the voting for the awards is public, so if you think Akrasia is the best on their (admittedly really impressive) lineup, please vote for us! We're the top entry on the Best Interactive Art or Puzzle page!

From the website:

Once again, a year has passed. We've tried our hardest to recommend the very best online games and downloadable casual games available on the Web, and now it's time for you to have your say. Yes, it's time for the fifth annual Jay Is Games "Best of" feature. Help us out by voting for your favorite games of 2008!

It's a great time to be a lover of casual games. Every year we hunger for beauty and creativity in our entertainment, and every year, Web game designers exceed our expectations. More people have entered the field than ever before, thanks to MochiAds and other advertising structures that have made Flash game design a viable way to make a living.

Free and independent games have finally started to appear regularly in mainstream media outlets. XBox Live Arcade and Playstation Network are runaway successes, proving that even hardcore console owners are attracted to simple, accessible experiences. Not to mention the unstoppable market juggernaut that is the Wii, built from the ground up to be a casual gamer's paradise. And don't get me started on the avalanche of mobile phone games.

The upshot of all this is that we at Jay Is Games have more material than ever to work with, and this is the largest "Best Of" collection to date. The nominations we've listed below are culled from the top-rated entries in each category, as voted on by you, our loyal JIG audience. We've had to cut some excellent titles from the bottom of the ranks, in order to prevent this event from becoming an ungainly mammoth, but with any luck, your favorite games are there for you to support.

We're quite chuffed to be included, so please – support, support! Vote early and often! Er, I mean, good luck to Team Aha!

Game Career Guide interviews the Showtime team!

A new interview has gone live over at gamecareerguide.com – and it's with the dev team for CarneyVale: Showtime! (Okay, well, it's programmer Bruce Chia talking into that microphone, but he's speaking for all of 'em.)

From the interview:

GCG: In terms of mechanics, what existing games influenced this game? How?

BC: We referenced many games as we were all gamers ourselves. Some of the more obvious ones include Pinball for the environment setup to get the character from the bottom to the top through obstacles; Super Mario Galaxy for its stars system which helps replay value; N+ for its map editor; and the Tony Hawk series for its trick system.

Our initial idea was also influenced by Burnout: Paradise, and we originally had our character crashing through the environment to gain points, as mentioned earlier.

Lastly, one type of game that had a subtle influence on this game is actually soccer games. Although it is not immediately apparent, the main character is actually like a ball and it is being passed to different environment objects, which are like the soccer players, and scored into a Ring of Fire, which is like a goal post. We realized this as we were brainstorming for new ideas after we found that the crashing idea did not work out well and decided that this was a really exciting idea, which brought about what the game is today.

Bruce provides a lot of valuable insight into how Showtime was created – swing by and check it out!

GAMBIT alum wins XNA article contest!

2009 is really shaping up to be our year: GAMBIT alum Skeel Lee Keng Siang just won first place in the Ziggyware Fall 2008 XNA Article Contest! Skeel came to us from the National University of Singapore and was the programmer for Tenxion in our 2007 summer program.

His article, "Introduction to Soft Body Physics," begins as follows:

In recent years, there has been a high proliferation in the usage of physics simulations in games. This might be due to the increasing need for realistic movements of the objects to match their realistic renderings. Some of these physics simulations include rigid body simulations where the objects move and rotate but do not change their shapes, and ragdoll physics where the motion of a character can be simulated under force perturbations. There has however not been a lot of soft body physics in games yet, thus it might be worthwhile to start diving into this type of simulation so that you can start implementing some soft bodies for your game.

A soft body is basically an object which changes its overall shape due to external forces acting on it. Some examples that we commonly see include cloth, balloons and jelly. A cloth drapes downwards due to gravitational forces and flutters due to wind forces. Similarly, a balloon enlarges when the internal pressure forces increase, and produces indentations when a child exerts forces on it by squeezing. These kind of natural behaviors are interesting to observe, especially in a game environment where the entertainment value is of high importance.

This tutorial has been written to help you get a quick understanding of some basic theories and implementations behind simulating soft bodies in real time. It is meant for beginners as we will start from the very basics. In an effort to show the usefulness of soft body physics, some of the examples given in this tutorial also illustrate how it can be used as a quick substitution for cases where using rigid body simulation will prove to be much more expensive.

Way to go, Skeel! Congratulations!

(For more of Skeel's work, check out his website at http://www.skeelogy.com.)

CarneyVale: Showtime named an IGF grand prize finalist!

Congratulations to the development team for CarneyVale: Showtime, which was just named as a grand prize finalist in the 11th annual Independent Games Festival!

From the IGF website:

The 2009 Independent Games Festival (IGF) has revealed the finalists for this year's ninth installment of the pre-eminent indie game competition. From a record field of 226 entries, 30% over last year's totals, a number of notable games scored multiple nominations this year.

...Finalists were decided by a panel made up of over 40 industry-leading game creators and journalists, including the makers of previous IGF honorees World Of Goo, Braid, Aquaria and N+; industry veterans from studios including Maxis, Big Huge Games, and SuperVillain Studios; and noted writers from Wired, Newsweek, and MTV.

Showtime is GAMBIT's second game to place as a finalist in an IGF competition; Backflow was named a finalist in the 2008 Independent Games Festival Mobile competition. The winners will be announced at the Game Developers Conference in San Francisco, California on March 25th, 2009. Stay tuned!

AudiOdyssey in the New York Times!

Over the holidays, AudiOdyssey's Eitan Glinert was named as one of the New York Times' featured 23 student innovators. From Abby Ellin's article, titled "See Me, Hear Me: A Video Game for the Blind":

The Singapore-M.I.T. GAMBIT Game Lab ("gambit" for gamers, aesthetics, mechanics, business, innovation and technology) brings together computer geeks of Cambridge and computer geeks of the Asian city-state. The point: to develop video games for the global market from the outset, not translate them from one continent to another.

Eitan Glinert, there as a master's candidate in computer science, got to thinking about one market lost in translation. "People with disabilities were being left out of progress in the gaming market," says Mr. Glinert, 26. For his master's thesis, Mr. Glinert wanted to make a game that would work equally for the visually impaired and for the seeing, so they could play together.

A team of seven other students at the lab and a professor from the National University of Singapore pitched in. The result, AudiOdyssey, can be played with a keyboard or Nintendo Wii remote.

The game stars a D.J. named Vinyl Scorcher whose objective is to get the people in his nightclub on the dance floor, by playing great music. "Choosing music as our central game theme works perfectly since both sighted and nonsighted users are equally familiar with music," Mr. Glinert says. But it wasn't enough to make the game playable by both groups; both groups had to have the same experience.

Our folks are in great company - the full list includes profiles of innovators doing work in interactive toys at Syracuse University, rotavirus vaccine distribution methods at Johns Hopkins, kitchen chemistry for middle schoolers at Georgia Tech, neuromarketing at Yale, husk power at the University of Virginia and the electric gyroscopic motorcycle from MIT freshman Ben Gulak. Congratulations to Eitan and the rest of the AudiOdyssey team!

Ringing in 2009 with Carneyvale: Showtime!

What a way to ring in the new year: our new game CarneyVale: Showtime was just named Gamasutra's #1 top XNA Community Game of 2008!

From their website:

The well deserved winner of the DreamBuildPlay 2008 competition, if there's any justice in the world, CarneyVale: Showtime will be the game that puts the Community Games on the map.

It's a blazingly simple concept. You guide a ragdoll up the screen via a series of rotating grappling ropes, and complete the level by flinging him through a flaming hoop. What makes the game so special is its wonderful show of coherence coupled with joyous arcade-esque thrills.

Hurling your little acrobat through the air, popping balloons as you go is just so much fun. It'd be a hard-faced man indeed who wouldn't raise a smile after a particularly successful run of tricks, the crowd cheering them on as they hurtle through the fiery ring and onto the next challenge.

At the frankly silly price of 400 points, and with 18 inbuilt levels and a level editor thrown in for good measure, CarneyVale: Showtime deserves your time. Play it and wonder to yourself why XBLA occasionally drifts into the realms of utter tat, and yet sitting there unattended on the Community Games service lies this gem that eclipses a vast proportion of XBLA games. Then smile and spread the word.

We were just coming down off that news when we found out that Destructoid really, really likes us too. From the start of Jim Sterling's review:

When I first started challenging Community Games developers to submit their work for review on Destructoid, I had hoped that some real gems would come out of the woodwork and prove their worth. I had not, however, expected CarneyVale: Showtime.

At the risk of spoiling the whole review before you even read it, let me say that if you're at all interested in the potential of XNA games, then you really, really, really need to check this one out. A breath of fresh air? This is more like a gale of the stuff.

Then, when we were coming down from that, we found out that Showtime has been getting some rave reviews on the Xbox Forums and was just announced as the #6 top-selling game on XNA Community Games to boot!

Pass the champagne – our new year has just been made very happy indeed. Thanks, everyone! And happy new year!

CarneyVale: Showtime available on Xbox Live Community Games!

As of today, CarneyVale: Showtime is available for download through Xbox Live Community Games! CarneyVale: Showtime won the Microsoft XNA Dream-Build-Play challenge earlier this year and is the first console release for the Singapore-MIT GAMBIT Game Lab.

In Showtime, you play as Slinky, a circus acrobat trying to rise up the ranks by performing acrobatic tricks and death-defying stunts through increasingly complex arenas. Check out our Featured Games section for screenshots and videos of the game.

Congratulations to the Showtime team in Singapore for their hard work in producing a brilliant game!

Matt Weise on Self-Reference in Games

GAMBIT's own Lead Game Designer Matthew Weise has a new feature article up at Game Career Guide, "Press the 'Action' Button, Snake! The Art of Self-Reference in Video Games". In it, Weise writes:

When a game is self-referential, when it acknowledges the technological apparatus of the computer, it can have a profound effect on player experience. As far as game designer Ernest Adams is concerned, this effect is negative, inevitably shattering the fictional reality of the game and rendering it impossible to take seriously.

I don't agree with this position. Self-reference in games is not an inherently destructive act. As game scholar Rune Klevjer asserts, "game fictions are not delineated by a 'fourth wall' as they are in film or literature." The fourth wall is, of course, a term from theater that has become shorthand for the boundary between fiction and audience in a variety of media. But applying this term to video games, Klevjer would argue, is a mistake because the line between reality and fiction in games does not function as it does in traditional media.

It is useful to think about the boundary between player and fiction as an elastic membrane -- a threshold -- rather than a wall, like Adams does. Drawing attention to how this threshold functions through self-reference can actually enhance fiction rather than destroy it. It can draw the player and game fiction together rather than driving them apart.

Check out the piece, and then the (frequently heated) discussion the piece generated at Slashdot.

Introducing Ochos Locos and the Locos Engine!

Ochos Locos is a tiny game with a tremendous goal: get players of all ages and nationalities playing and, eventually, creating together. Developed in Python, Ochos Locos was originally created for the One Laptop Per Child (OLPC) XO laptop and is also now available for Windows and Linux environments.

In keeping with OLPC's mission, Ochos Locos was created to teach young children in many countries basic mathematical and logical reasoning skills with an interface unconstrained by linguistic barriers. Team Locos did a fantastic job crafting a colorful and attractive environment which allows even the youngest of players to quickly pick up the game's rules and start playing and learning.

GAMBIT + OLPC = Ochos LocosIn keeping with Ochos Locos's design aesthetic of accessibility and extensibility, the game includes the Locos Engine, the first playing card engine for the OLPC XO. This engine runs faster and requires less memory than similar engines developed with Python game development tools like pyGame, which is an important consideration for players running the game from their laptops in areas where electricity is a rare and precious resource.

Furthermore, the Locos Engine was designed from the ground up to be extensible, allowing players to begin creating their own card games. In fact, a team of MIT freshmen created their own unique game using the Locos Engine during IAP 2008. Since the XO allows its users to see the code of all software running on the laptop and can take them to the current line of execution, the Locos Engine was designed to introduce children to programming concepts and enable them to express their creativity and share their ideas with their friends via the XO's Mesh network.

As producer of Ochos Locos, it gives me great pleasure to release it to players around the world, and I eagerly await the results of your creativity. I hope that the tools Team Locos worked tirelessly to produce provide you with hours of fun and inspiration for your own games, and invite you to join us in the exciting world of game development!

Co-PI Henry Jenkins leaving MIT for USC

GAMBIT co-principal investigator Professor Henry Jenkins has announced that he will be leaving MIT at the end of this academic year to accept a highly prestigious provost professorship at the University of Southern California. From the official announcement on his personal blog:

On Monday, I announced to the members of the Comparative Media Studies Community -- our graduate and undergraduate students, staff, researchers, faculty, and alums -- that I will be leaving MIT at the end of the current academic year to accept a new position at the University of Southern California. I have decided that the phrase "bitter-sweet" is inadequate for such a moment, prefering to adopt the phrase, "Brutal-Sublime" to capture the extreme highs and lows I feel at what is for me a significant transitional moment in my life. This turned out to be one of the most agonizing decisions I've ever had to make.

For the curious, a provost professorship at USC is a high-level faculty (not administrative) position that operates without fixed disciplines. The position was created to forge bridges between different programs at USC, a job for which Jenkins is uniquely suited. As he notes himself, USC "offered me a truly interdisciplinary position, one which straddles the Communications and Cinema Schools and which is designed to encourage collaboration and conversation between their diverse faculty."

GAMBIT wishes Jenkins the very best in his new adventure. While GAMBIT will continue, all of us in our lab (especially those who were Jenkins' graduate students at CMS) will keenly feel his absence.

More about Jenkins' departure can be found at The Chronicle of Higher Education and Gamasutra.

CarneyVale: Showtime on MIT News

We promised more details, so here are a couple of quotes from our press release:

"This is one of the first games where we attempt to combine ragdoll physics, platforming genre and player performance all into one single game," said Showtime programmer Bruce Chia. "It was definitely no easy task to innovate from well-established platform games like Super Mario Brothers while still keeping true to the genre. However, I believe we managed to pull it off. We are extremely happy to hear the good news and look forward to bringing the game to the public."

"We are delighted by Showtime's success," said William Uricchio, lead principal investigator for the GAMBIT lab at the Massachusetts Institute of Technology. "It stands as proof of GAMBIT's concept and is a testament to the Singapore side of the operation."

Introducing CarneyVale: Showtime, 2008 Dream-Build-Play winner!

With a burst of fanfare oddly fitting for a game based on the spectacle of the circus, GAMBIT is proud to debut our newest game, CarneyVale: Showtime! The game, a spiritual successor to our summer 2007 prototype game Wiip, was developed in our Singapore lab by a team of GAMBIT summer program alums and was just named the winner of Microsoft's 2008 XNA Dream-Build-Play challenge – a prize that includes US$40,000 and a chance at publication on Xbox Live Arcade. To say that we're proud of our team is a bit of an understatement!

In Showtime, you play as Slinky, a circus acrobat trying to rise up the ranks by performing acrobatic tricks and death-defying stunts through increasingly complex arenas. You can manipulate a wide variety of props to get Slinky through the arena:

  • Catch and fling the ragdoll Slinky around using trapeze-like Grabbers

  • Make Slinky grab onto flying Rockets and ride them through a maze of obstacles

  • Avoid electrical and flaming hazards which cause Slinky to lose lives

  • Dash in mid-air and burst trails of balloons along the way

  • Perform special acrobatic tricks to gain more fans
...And much, much more!
The story has been getting a ton of press coverage, which we'll be adding to our Campaign: In the Press page shortly, but here are some of the top headlines so far:

MTV Multiplayer:
My #1 Favorite Dream-Build-Play 2008 Winner: 'CarneyVale: Showtime'

1up.com:
Microsoft Announced Dream-Build-Play 2008 Winners

Gamasutra:
Microsoft Reveals Dream Build Play Competition Winners

EuroGamer:
Microsoft reveals XNA compo winners

GamerBytes:
XNA Dream-Build-Play Winners Announced - Check Out These Videos

CarneyVale: Showtime was developed by Bruce Chia (programming), Hansel Koh (programming), Lee Fang Liang (programming), Adrian Lim (programming), Desmond Wong (artist), Joshua Wong (producer), and Guo Yuan (audio). More information on Showtime is available at http://gambit.mit.edu/loadgame/showtime.php.

More as this story develops, but for now... Way to go, team!

What can you do after GAMBIT?

One of the questions at the top of our FAQ list is, "What will I be able to do after GAMBIT?"

The answer? Plenty. Many of GAMBIT's students in both the United States and Singapore go on to land jobs and/or internships in the video game industry. Here's a short list of examples:

  • Chris Casiano (Elementalyst) went on to work as a game designer at Midway
  • Alec Austin (TenXion) landed a job at EA
  • Kristina Drzaic (The Illogical Journey of Orez) went on to 2K Australia
  • Jamie Jones (gunPLAY, Elementalyst, Neurotrance, The Illogical Journey of Orez) worked at Pipeworks (still studying at MIT)
  • Sarah Sperry (gunPLAY) interned at Activision (still studying at GAMBIT)
  • Mark Grimm (Elementalyst, TenXion) is now working at Harmonix
  • Justin Moe (gunPLAY) went on to EA
  • Karena Tyan (Ochos Locos) went on to EA
  • Trey Reyher (Ochos Locos, Neurotrance, Wiip) worked at Demiurge (still studying at MIT)
  • Erek Speed (gunPLAY, Neurotrance) worked at Square-Enix (still studying at MIT)
  • Neal Grigsby (Backflow) started up his own company, tikatok.com
  • Eitan Glinert (AudiOdyssey, Muzaic) started up his own company, Firehose Games
  • Sharat Bhat (Oozerts, Ochos Locos, Elementalyst, The Illogical Journey of Orez) went with Eitan to Firehose Games
  • Dominic Chai (AudiOdyssey) joined Mikoishi
  • Yeo Jingying (AudiOdyssey) also joined Mikoishi
  • Donny Kristianto (The Illogical Journey of Orez) is now working at the Singapore Media Development Authority
  • Zhou Xuanming (Wiip) joined Boomzap
  • Paviter Singh (AudiOdyssey) went on to Sonoport
  • Edmund Teo (Wiip) landed a gig at TQ Global
  • Le Minh Duc (The Irrational Journey of Orez) joined EON Reality, Inc.

And let's not forget the Singaporean students that went on to work at the GAMBIT Singapore Lab: Zulkifli Salleh (Backflow), Chen RenHao (Backflow), Joshua Wong (Wiip), Desmond Wong (Wiip), Jason Wang (TakeOut!), and Bruce Chia (AudiOdyssey).

So, what can you do after GAMBIT? From the looks of things, a lot.

Introducing Phorm!
(Here to introduce our last game from the summer of 2008 is product owner Daniel Vlasic.)

Phorm is the first game where players create their character using free-form modeling. They are not limited to a set of pre-canned components such as certain types of legs, wings, or heads. Instead, they can draw any shape, after which the game embeds a human skeleton into it and makes it move appropriately. The shape of a drawn character defines its in-game characteristics – thin characters with long legs can jump high and move quickly, while heavy characters with large arms can punch strongly. The player uses these properties to solve a set of puzzles and help the main character Osmo get home. Even without following the storyline, it is fun to sketch and watch your creations come to life. The team worked extremely well together to bring this concept to a high state of polish. Enjoy.


(Phorm is now available to download at http://gambit.mit.edu/loadgame/phorm.php.)
Introducing Oozerts!
(Here to introduce Oozerts is product owner Lan Le.)

Oozerts is a self-contained, math-based puzzle game designed for the Nintendo DS that extends the universe of Labyrinth - an online computer game created by The Education Arcade - onto a mobile format. You, the player, have had your pet stolen by monsters who are planning to use your poor pooch in awful genetic experiments! Your aim is to navigate the monsters' secret underground lair - which doubles as a pet food factory to fund their evil enterprise - disguised as a monster. Along the way, you are waylaid by the goblin in charge of the Oozerts production line. He mistakes you for the new assistant and sets you to creating more Oozerts - candy bars made from the toxic slime byproduct of the pet food manufacturing. Your job is to fill the differently sectioned candy molds with the appropriate amount of slime. If you successfully complete the job, maybe then you can be on your way to find your lost pet!

Division 6 faced a formidable challenge in the brief that I laid out for them at the beginning of this summer. First and foremost, their job was to design an educational, math-based game teaching the concept of fractions to middle-school kids. Fractions can be somewhat intractable for students, so the game needed to be really fun and rewarding. We did not want to just create a fancy, interactive worksheet, but to really teach the underlying logics of mathematical concepts. The philosophy of Labyrinth is that by introducing players to a mathematical concept before it is taught in school, the students will be more empowered to learn in the classroom because they will possess visual and procedural game metaphors on which to draw. This meant that the core mechanism of game play had to develop out of the concept of fractions while keeping it as intuitive as possible.

Secondly, Division 6 had to design a game that would fit into the established universe of Labyrinth in its story, but also in its puzzle formats as well. Labyrinth puzzles possess several key features that prevent success by memorization and/or cheating:

  1. Randomization. Every time you play a puzzle, the underlying logic and structure of the puzzle remains the same, but the game randomly generates a new set of numbers for you to solve. The only way to help a friend "cheat" is to teach them how the logic of the puzzle works, and we all know that teaching is an even better way to learn, right?
  2. Repetition. The player must defeat the puzzle three times. This makes sure that the player understands the principles of the game and guarantees that the player did not advance by chance.
  3. Difficulty levels increase. The player must master three levels of difficulty, each of which require three victories to truly defeat.

The object for Oozerts was to both look and play like the other puzzles in Labyrinth while covering new pedagogical territory.

The third and last challenge was in designing Oozerts for the Nintendo DS format. The mobile platform has several interesting features such as a split screen, little screen space, and stylus play. We really wanted the team to design a game that would make the interactive nature of the DS an essential part of the game, but also take into account the way mobile platforms are used. Rounds of play needed to occur in quick bursts, because players would probably be squeezing in game time on the commute to school, waiting in line at the grocery store, etc. If the player is interrupted, the game also needed to be visually intuitive enough that a player could pick up immediately from where they left off - even if hours have elapsed - and understand exactly where the game play stands just by looking at the screen. Finally, the Nintendo DS has severe memory limitations, so sprite size, fancy animations, and other features had to be carefully balanced against the other design goals.

Altogether, for Division 6, that meant designing and creating an intuitive, super fun game that could teach fractions in the style of Labyrinth, capitalizing on the Nintendo DS' unique interactivity, and was capable of being played in five minutes or less. All completed in eight weeks.

I am happy to say that Division 6 rose admirably to the challenge. Oozerts really delivers all these qualities in an intriguing little package, and I couldn't be more pleased with the game we produced.

GAMBIT alumni win big at CONTRAST '08

We heartily congratulate a number of our alumni for a fantastic showing at the CONTRAST 2008 game design competition in Singapore!

CONTRAST, a 24-hour game design competition jointly organized by the Communications and New Media (CNM) Society and Game Development Group (GDG) from the National University of Singapore, had its third outing on September 12th in one of the computer libraries at NUS, and when the dust had settled our alumni had collected a number of awards!








Solar 24h Best Overall Game
Solar: 24h

by team "Night and Day"

Anindita Ningtyas
Jessie Evelin
Randy "Yuku" Sugianto
Rizky Medzseva
William Hutama



MotherFarmer Most Innovative Game
MotherFarmer

by team "AHA!"

Paul Yang
Alexander Luke Chong Tze Yang
Law Kok Chung
Shawn Dominic Loh Han Yi
Zou Xinru



MooPoot Most Entertaining Game
Moo Poot

by team "Moo Poot"

Munir Bin Hussin
Chia Chern Liang Daniel
Ong Yit Sin
Ang Yi Xin
Yee Kar Kin



Human Nature Most Promising Game
Human Nature

by team "Awesome"

Lye Zhi Le Gifford Justin
Raymond Teo
Lee Yu See Jolly
Yeo Jun Rong Bryan



Click the game names to go to YoYo Games and download copies of the games to try out for yourself. Way to go, everyone! Great job!

Announcing Moki Combat!

(The following announcement is from one of the programmers from Moki Studio, Mark Sullivan III. Take it away, Mark! - Geoff)

No gamer will deny the abundance of games with the simple objective "defeat all enemies." What is remarkable, though, is that so few of them feature mounted combat, never mind having it as the primary focus. This was one of the reasons why the summer 2008 GAMBIT team Moki Studio chose this as the starting point for the game. And thus our hero Moki was born.

Moki is not the most terrifying warrior most gamers have seen. Standing barely twice as tall as the wolf he rides, Rooki, Moki's large mask and round nose will bring a smile to nearly anyone's face. However, one face that does not smile is Chawi's, a cruel witch whose black and red mask emanates her anger and evil. This fierce appearance is complemented by her mount, the boar Uborgul. Chawi stands in Moki's way on his quest for treasure and he has no choice but to fight back. Will he survive?

Moki is a bit on the scrawny side. He fatigues easily. If he gets beaten up too much or is too aggressive, he will get tired. Then, he needs to rest a bit before he can fight again. When surrounded by enemies, you don't want this to happen to you. This is where the player must plan a bit, rather than unleashing Moki's fury through continual mashing of buttons. To perform well, the player must assess the stamina they need to defeat an enemy, how much stamina they might gain on the journey, and the wisdom of using standard versus charged attacks.

The original game concept was conceived roughly a week into development. By the end of the second week, we had a playable two dimensional prototype of our game, which ended up being a huge help for unifying the team's vision and iterating upon it. This was true of the UI as well, since we also had a prototype of that. While the game design fluctuated a bit during this period, we ultimately gravitated back towards a design closer to what our original prototype offered. That was one of the things that went very well on this project; we all had a good idea of what our collective objectives were at any point.

The team wasn't all about work, though. After a long day, we had no problem kicking back and doing what got so many of us interested in game development - playing video games. Now I might be gloating a bit but I'd like to note that Moki Studio had an awesome Rock Band team, and we even competed in a Harmonix-sponsored competition in Boston. We won the technical award, a function of points and difficulty, even given an unfamiliar Rock Band 2 song. Way to be a Rockin' Moki.

Moki Combat is now available for download! We plan to have a future version with features that the time constraints of the summer refused us, so stay tuned.

Research Proposal Deadline Extended to Dec 31, 2008

Faculty and post-doc researchers from Singapore and MIT are invited to submit proposals to GAMBIT for collaborative projects starting in Fall 2009. In previous funding cycles, proposals were due at the end of September and investigators received responses at the beginning of the following year. To reduce the wait between submission, approval, and funding, note that the deadline this year has been moved to December 31, 2008.

Before the deadline arrives, interested researchers are encouraged to email gambit-exec AT mit DOT edu for inquiries, support in finding collaborators, and feedback on draft proposals. More information on the proposal format and requirements can be found on the Research Proposals page.

Akrasia - a Game Based on an Abstract Concept (or, How We Learned about Drug Abuse)

This is the story of how Akrasia – one of this summer's seven GAMBIT projects and the only one named after the goddess of distraction – was conceived, was created and is now available for download and waiting to be worshipped.


Some Preliminary Thoughts

This project started with my wish for more profound game-play experiences, a wish for games that tackle complex themes that make the player think and reflect and perhaps gain some insight into the human condition. But how can the experiential scope of computer games be expanded in order to allow such experiences? In my paper "Games about LOVE and TRUST? Harnessing the Power of Metaphors for Experience Design", which I presented at this year's Sandbox conference at SIGGRAPH, I suggested basing games on abstract concepts – e.g. TRUST, JUSTICE, DIGNITY, HONOR, LOVE, GRIEF, and so on.

So far, most games are based on physical concepts – running, shooting, grabbing, climbing, cooking, waitressing, et cetera. I don't have any problem with a physical surface – of course every game needs something the player can do. What bothers me is that if the game is only based on a physical concept, there is all too often nothing beneath that surface and the game promotes no reflection or insight. Admittedly, a philosophically-inclined player can derive a profound experience from a shallow game. However, I long for games that meet players searching for meaning at least halfway. While it is certainly possible to find meaning anywhere, this is no excuse for games not to try harder.

Continue reading "Akrasia - a Game Based on an Abstract Concept (or, How We Learned about Drug Abuse)" »

Got Facebook? Get Muzaic!

Last year GAMBIT released AudiOdyssey, a visually impaired accessible rhythm game that used the Wii Remote on the PC. While the game was successful and managed to push the accessibility envelope we were left with several areas we still wanted to improve:

* AudiOdyssey is single player only. But what about visually impaired users who want to play multiplayer titles?
* Futhermore, a multiplayer game in which visual ability is not a determining factor would be valuable as it would afford sight impaired players the chance to play a game on equal footing with sighted users.
* A social networking element would be an attractive feature as well, letting players make new friends through the game.

These goals led us back to the development board. Over this past summer a team of eight talented MIT and Singaporean students (Michelle Ang, Jeremy Kang, William Hutama, Steven Bartel, Jennifer Fu, Alvin Leong, Joanne Loo Ling, and Pradashini Subramaniam) made Muzaic, an accessible Facebook game designed to address these issues. To download the game log in to Facebook, search for the Muzaic application, install, and start playing!

I won't tell you too much about the game play because I want you to give the game a shot. I will tell you that for a prototype it does a lot of things right, and serves as an interesting basis for what a larger game could look like. The player interactions are currently minimal, but compelling - you breed pet "muses" with other people's muses to get new musical offspring. The offspring, of course, are a genetic mix of their parents. The mechanic is currently very simple, but it's a great spring board that shows how one could make a much more complete game centered around the muse breeding scheme.

The prototype has a fun, lighthearted aesthetic which comes through in the art and music style. The island you breed your muses on is initially drab and quiet, but start breeding successfully and it grows to include colorful and musical rewards. The early versions main drawback, however, is that the game is only playable multiplayer, and does not work if you play by yourself. Therefore if you go and download it be sure to have a friend or two grab it as well so you can play together!

Cheese! Picopoke is now live!

The Singapore-MIT GAMBIT Game Lab is proud to announce that the Summer 2008 games are being unveiled now in our Load Game section under 'Prototypes'. Preview pages of all the games are up now and the download links will be appearing over the next few weeks.

We'll be announcing each new link here on the blog with commentary posts from the game developers. Our first post is from the product owner for Picopoke, Kevin Driscoll.

– Webmaster


Picopoke!

We set out to make a multiplayer game in which location affects gameplay. Familiarity with your surroundings should be an asset. In Picopoke, players take photos to match a set of abstract captions (for example, "human bowling pins" or "feet in the air") to be voted on by their friends and fellow players. Criteria and challenges change often and there are many different ways to win. Facebook freaks will especially love the awards and profile customization options.

Perhaps the most difficult game in the lab to test, Picopoke challenges begin on Thursdays and last for a full week. Once a set of challenges has been closed, a new set opens, winners are announced, and voting begins on the new photos. We've already queued up a good five months of challenges and are excited to see what you create!

The Picopoke Team!
The Picopoke Team smiling after the US post-mortem!

To play Picopoke you need a Facebook account and a digital camera. Optionally, AT&T and Verizon users can submit their images remotely with a cameraphone. Add the app now to join the current challenge and vote on last week's submissions!

Backflow on Singapore's National Day official website!

Zul, the Scrummaster for Backflow at GAMBIT, writes:

Backflow, the addictive pipe-switching puzzle game conceptualised and prototyped at the 1st Singapore-MIT GAMBIT Game Lab Summer program in June-August 2007 has been going through a major makeover at the Singapore Lab since March 2008 and our online demo is currently being featured on Singapore's National Day website, where users can play a 2-level demo online. They can even download it to their phones for free or get the full game at $2.99 via our website at http://www.backflowgame.com.

Channel Newsasia has been very supportive as well by having our game demo featured at their environmental awareness campaign website.

Since March 2008 we have been further developing the 5-level prototype into 15 levels and 3 difficulty modes of crazy pipe-switching experience. After completing the 15 levels, you'll earn medals and unlock the challenge mode where you lose power-ups one at a time leaving you to rely on pure pipe-switching skills to rise up the ranks. The final challenge is a brain-twisting level where the recycle bins will be randomized and turned black, and sorting will be done by memory.

We also included a survival mode where you choose any one of the 15 levels and play through increasing difficulty until you drop to compete for the highscores which you can then choose to submit online to compete with other players. You may also challenge a friend in our turn-based versus mode!

We have just completed playtesting fresh players and will be porting the game to more phones very soon... In the meantime, here's our trailer:


GAMBIT '08 students settling in

This summer's interns have been in Cambridge for a little over a week now, and so far they've taken to MIT like ducks to the Charles River. Or like swan boats to the pond in Boston Common. Or, well, like video game fans to a video game lab!

A palpable sense of camaraderie is already growing between many of them. (Of course, an unexpected 24-hour layover in Chicago while en route from Singapore might have something to do with that. Still!) The Singaporeans and the Americans all seem to be hitting it off well and the mentors from both continents are already starting to bat research ideas back and forth. The MIT orientation sessions last week included lectures on everything from team roles to specialist training to the importance of branding (that last one was mine) and we've already had several truly excellent guest speakers, including friends of the lab Darius Kazemi and Jeff Ward of Orbus Gameworks, who spoke to our group about the joys of prototyping. Right now our teams are being paid a visit by game industry legend Warren Spector, who has been regaling us with tales of his days working on System Shock, Deus Ex, Ultima and Thief. Good times, good times.

Warren Spector and Sara Verrilli reminisce about working on SYSTEM SHOCK in the GAMBIT Game Lab's playroom.
Warren Spector and Sara Verrilli reminisce about working on System Shock.

In short, overseas friends and family checking this blog for news of their Singaporeans can rest assured: the GAMBIT lab is currently filled with laughter and hijinks as the teams get to know one another and start paper-prototyping their games. I've already been accosted multiple times by students running around with... Ah, but I can't mention that yet. Friends and alumni of the lab, if you thought last year's lineup was awesome, wait until you see what this year's crew is cooking up. Stay tuned to this blog and to our Flickr group, our YouTube channel and our Facebook page. We've got some excellent stuff in the works!

GAMBIT Highlights a Year of Development & Research: Backflow

This is part four of a multi-part series reflecting back on some of the games developed during the first year of the Singapore-MIT GAMBIT Game Lab, a five-year research initiative created to address important challenges faced by the global digital game research community and industry. Last time, we looked at Wiip, a casual game designed to exploit the expressibility of the Wiimote. Today we focus on another game developed during the summer internship program, Backflow.


Backflow is a casual city simulation designed for mobile phones. Unlike games like SimCity, where players build the city themselves, players help their city grow by managing the waste disposal infrastructure of the city.

loadgame_backflow.jpg

Players direct the flow of the city's waste through underground pipes by controlling the flow at each intersection. Each type of waste must be sorted into the appropriate bins so that it can be brought to the correct processing facility. As items are recycled they turn into resources that can then be traded with other players or used to purchase upgrades for the city. Upgrades attract more people, which in turn cause more waste to be produced at a faster pace. If waste is sorted into the wrong bins, however, pollution increases in the city and people begin leaving in droves.

Press play for a video walkthrough of the game.

The research goal for Backflow was to design a "participatory simulation", a multiplayer game where the collective behavior of the players helps to shape the simulation. Fabian Teo, one of the artists on the team, saw a similar relationship between the actions of individuals and the environment and thus the idea for a game about waste management and recycling was born.

The resulting game was designed as a casual-style game that borrows elements from both city simulations and resource management games. The hybrid nature of the game allows Backflow to be played for only a few minutes but also makes room for long-term strategy. The game also requires that players work together to trade surplus resources in order to purchase city upgrades that require scarcer resources.

Backflow was a 2008 Independent Games Festival finalist in two categories: Innovation in Mobile Design and Best Mobile Game.

An extended version of Backflow is currently being developed at the Singapore branch of the GAMBIT Lab.

Backflow was created by Marleigh Norton, Eric Klopfer, Neal Grigsby, Zulkifli Salleh, Brendan Callahan, Fabian Teo, Chen RenHao, Wang Xun, and Nguyen Hoai Anh, and contains original music by Guo Yuan and sound effects by "Fezz" Hoo Shu Yi. Backflow can be downloaded here.

AudiOdyssey in the press, with a quick correction

It's been a busy week for GAMBIT – in addition to our preparations for this summer's wave of students, we've also been getting a lot of buzz in the press about one of last year's games, AudiOdyssey. The game has already gotten some good press from WIRED, CNN, the Game Career Guide and Gamasutra, but now we're also getting attention from CNET, Wii Fanboy and a whole host of others. Definitely not a bad way to start the summer!

There is one thing we'd like to clarify, though. Although AudiOdyssey was developed to use the Wii controllers, it is not a game for the Wii – it's a game developed in Flash to run on PCs. It would definitely be cool to have the game show up on the Wii at some point, but the AudiOdyssey folks are currently focusing their attention on new projects. Watch this space for possible announcements about said projects later this year!

Other places talking up AudiOdyssey around teh Intarwebs include:

For more information on AudiOdyssey, check out our earlier blog post profiling the game. For screenshots, a trailer, credits, system requirements and downloading instructions, please see the AudiOdyssey homepage in our Load Game section.

GAMBIT Highlights a Year of Development & Research: Wiip

This is part three of a multi-part series reflecting back on the games developed during the first year of the Singapore-MIT GAMBIT Game Lab, a five-year research initiative created to address important challenges faced by the global digital game research community and industry. Last time, we looked at AudiOdyssey, a rhythm game designed to be playable by the sighted and the blind. Today we focus on Wiip, one of many games developed during the summer internship program.


Wiip was one of six games developed at GAMBIT this past summer. As you might have guessed from its name, the game uses the Wii remote as its main controller. The Wiimote, as it is commonly called, was chosen as the controller to give players a greater sense of immersion and agency in the game.

loadgame_wiip_ss01.jpg

When playing Wiip, the player steps into the role of Mustachio, a circus ringmaster whose animals have gotten out of control. As the cute creatures run and bounce towards the screen, it is the player's job to stop the creatures before they attack. Fortunately for Mustachio, it only takes a simple crack of his bullwhip to tame the animals. Players can also utilize the whip crack, which triggers the combo system that has the potential to tame all the oncoming animals on the screen at once. But what does any of this have to do with research-oriented game design?

Press play for a video walkthrough of the game.

Alex Mitchell, Wiip's Product Owner, set out to explore the spectrum between abstraction and expression in game design, while creating a new vocabulary for interactivity in the process. This research goal was a driving force in the adoption of the Wiimote to play the game. The Wiimote makes use of multiple accelerometers to measure the movement and tilt of the controller. This technology allows the player to manipulate the Wimote like a real whip, creating a greater sense of immersion when playing the game. Although the game is meant to be played using the Wiimote, Wiip can also be played with a computer keyboard.

Wiip was conceptualized as a way to investigate controller expression, therefore choosing the correct control scheme was an integral part of the game design process. Trey Reyher, Wiip's Quality Assurance Lead, had this to say about the process:

"It was fascinating to see how testers responded to the controller. Those who were unfamiliar with the Wii remote played a bit timidly at first, whereas those who had used a bullwhip before could be seen gesticulating wildly in front of the computer screen. Eventually both groups tended toward a happy medium which allowed them optimal control with a minimum of exhaustion.

"We also encountered an unexpected difference in the play style of female versus male players. When female testers played Wiip, their movements tended to be more graceful and fluid than their male counterparts. This resulted in few of their motions exceeding the game's force threshold, which detects when a player's movement is significant enough to be interpreted as a swing of the whip. This was a challenging aspect to tune, since the threshold needs to be sensitive enough to correctly detect a swing without generating false positives as the player adjusted the direction of the Wii remote to target specific lanes. A compromise was reached after extensive focus testing of female players.

"Since we were targeting a broad audience, I tried to find as many testers as I could from the MIT community and beyond. Perhaps the best feedback I got was at a local ice cream parlor, where I was showing the game to some friends and observing their patterns of play. As they were playing, the employees of the store jumped over the counter and asked to play Wiip. They picked it up quickly, and seemed to greatly enjoy the game. In fact, one of them asked me, 'Did you just buy this next door?' I was confused until I recalled that the ice cream parlor was next to a game specialty retailer, and replied, 'No, we made this game.'"

More games in the Wiip universe are currently in development at the Singapore branch of the GAMBIT Lab.

Wiip was created by Alex Mitchell, Teo Chor Guan, Joshua Wong, Zhou Xuanming, Edmund Teo, Jonathan Johnson, Desmond Wong, Tio Lok Ling, Trey Reyher, contains original music by Guo Yuan, sound effects by "Fezz" Hoo Shu Yi, and voices by Matt Weise. Wiip can be downloaded here.

GAMBIT Highlights a Year of Development & Research: AudiOdyssey

This is part two of a multi-part series reflecting back on the games developed during the first year of the Singapore-MIT GAMBIT Game Lab, a five-year research initiative created to address important challenges faced by the global digital game research community and industry. Today we focus on AudiOdyssey, one of many games developed during the summer internship program.


AudiOdyssey is a rhythm video game which stars Vinyl Scorcher, a DJ in a nightclub trying to get people to dance. By matching various rhythmic sequences, Vinyl adds different tracks to a song to get club goers moving. However, if the party gets too crazy, there's a chance Vinyl's table might get bumped, causing him to lose tracks and forcing him to resynch his music. A single-player PC game, the user can control the game either with the keyboard or with the Nintendo Wiimote.

loadgame_audiodyssey_ss02.jpg

So, what's the research the game is based on? Well, AudiOdyssey is a fun game designed for everyone to enjoy, regardless of their level of sight. What does that mean? A blind individual can play AudiOdyssey just as well as a sighted person, and vice versa; furthermore, if we accomplished our research goal, both groups should enjoy the game with a similar challenge level. This was the original goal of the project – to create a game that both the sighted and non-sighted could play together and share a common gaming experience.

Press play for a video walkthrough of the game.

The game serves as the research for Eitan Glinert's Master's thesis, and Eitan is currently conducting game testing here at MIT to determine how effective it was in achieving its goals (if you are in the Boston area and want to help out with testing, drop him a line at glinert [at] mit [dot] edu.) This coming summer, a spiritual sequel to the game will expand on what was learned in the first version and improve on the weak areas. Most notably, the new game will likely have an online multiplayer element, so that people in remote locations with varying levels of eyesight will be able to play the game together.

AudiOdyssey was created by Eitan Glinert, Lonce Wyse, Dominic Chai, Bruce Chia, Paviter Singh, Mark Sullivan, Edwin Toh, Jim Willburger, Yeo Jingying, and contains original music by Guo Yuan. AudiOdyssey can be downloaded here.

GAMBIT Highlights a Year of Development & Research: Elementalyst

Summer is fast approaching at the GAMBIT MIT-Singapore Game Lab. In a little under two months the second class of GAMBIT summer interns will descend upon Boston to work with MIT faculty, students and staff in pushing the limits of video game research.

Expectations are high. A number of the games developed during GAMBIT's inaugural year have been extremely well received: Backflow was a 2008 Independent Games Festival finalist in two categories (Best Mobile Game and Innovation in Mobile Game Design) and AudiOdyssey was recently chosen to be featured as a postmortem at Gamasutra. The GAMBIT Singapore Lab is currently putting the finishing touches on Backflow and Wiip for their June 2008 release, and AudiOdyssey will undergo a major redesign this summer to prepare it for publication.

The past year has been a whirlwind of Scrum meetings, game development, testing and of course playing as many games as we can (we like to call it "research"). To help us remember it all, over the next few weeks we'll be highlighting some of the games developed at GAMBIT. Today we'll be looking at Elementalyst.


loadgame_elementalyst_ss03.jpg

Elementalyst is a single player casual game modeled after games such as Lumines and Puzzle Fighter. Players build chains of each element while awaiting the arrival of the catalyst block. When the catalyst finally appears it induces a series of chain reactions between the three elements and helps clear the screen. The player's goal is to build larger and larger chains for more combos and more points.

As GAMBIT's first game development team, the main goal of the project was to expose students and staff to the process of game development in early 2007. Students were responsible for evaluating various software packages – including GIMP, an open-source graphics editor similar to Photoshop, and Microsoft's XNA – as well as test drive the Scrum Software Development Methodology, which has now been adopted by all of GAMBIT.

Working on Elementalyst has even persuaded some students to pursue game development as a career. "I love seeing all the different aspects that go into making a game and working alongside other students to produce something great," said Elementalyst programmer Jim Wilberger. "I could definitely see myself doing this for many years to come."

Despite the trials and tribulations of designing a video game for the first time, the majority of students on the Elementalyst team returned to GAMBIT over the summer or during the fall and spring terms. It just goes to show that we here at GAMBIT just can't get enough when it comes to games.

Elementalyst was created by Mark Grimm, Sharat Bhat, Jonathan Johnson, Jim Wilberger, Jamie Jones, Chris Casiano, Ben Decker, and contains original music by Jeremy Flores. Elementalyst can be downloaded here.

GAMBIT Singapore Open House

Last Friday, we had a Open House for the GAMBIT Singapore Lab, where we invited guests from the government, industry and academia to come down and see what we were doing at the lab in the afternoon, and then the previous GAMBIT generation and some friends during the evening for a reunion. It was a very very busy day, decorating (and cleaning up) the lab in the morning, showcasing the games in the afternoon and getting some valuable testing feedback, and then catching up with everyone at night. You can view the pictures at the Flickr blog.

In the afternoon. we showcased the original versions of AudiOdyssey, Wiip and Backflow, as at the end of the MIT summer program, as well as the new and improved versions of Wiip and Backflow. We also showed off the first playable of our new XBLA game, CarneyVale: Showtime. Backflow now has its multiplayer component removed, but expanded single-player gameplay, including a new UI, improved music, and streamlined scoring. Wiip now is shifting to an arcade-style game, with simpler controls and a timer-based scoring system. And Showtime continues to impress people, though a couple of industry guys managed to break our ragdoll character within a few minutes of play.

In the evening, many of the old GAMBIT generation came back for a visit, including those who have just graduated from polytechnics, those who are currently working (including GAMBIT's now-famous new couple), and those who are still studying. Almost two-thirds of the last generation of GAMBIT students came for a visit to the lab, and it was a good time to catch up with what everyone was doing. And now, back to work...

Or, in the words of Warcraft II's infamous Peon: "Work work..."

Violence and Games, One Student's Perspective (Part 1)
Boston State House, courtesy of Snurb on flickr

Earlier this month,I went to the Boston State House to witness a hearing on House Bill 1423. The bill would amend Massachusetts law to explicitly include video games as in the list of media regulated with respect to content, and to additionally include violence that is "patently offensive to prevailing standards in the adult community" as a type of obscenity. Of course, being a public hearing, there was a fairly extensive docket for the Judiciary Committtee that day, including a bill to change access to criminal records (CORI) , judicial appointments, marijuana law reform, and something or other about casinos.

Continue reading "Violence and Games, One Student's Perspective (Part 1)" »

Ubisoft visits Singapore lab

Just a quick news update. In my last update, I mentioned that we were preparing for some very important visitors to our lab. Well, the first one has come and went yesterday. The Managing Director of Ubisoft Singapore visited GAMBIT yesterday as part of his preliminary tour of the Singapore game industry. Ubisoft looks to be setting up a studio in Singapore in July, and so he was here to make contact with the people on the ground. It was a very productive session, and he seemed quite interested in the work that we were doing - both in the Singapore lab as well as the experimental research initiatives and student summer program at MIT.

This may be the start of a beautiful friendship. :-)

GAMBIT Singapore Lab Operational

It's been two weeks since the GAMBIT Singapore lab really got started, with a bunch of new interns and part-time staff who are waiting for their call-ups to join the Singapore National Service. There are still some finishing touches to be made (the signboard with our name still isn't up yet!) but production has begun in the middle of all the renovation and interior decor work. Hopefully, by next week we'll have everything in place - just in time to welcome a whole bunch of distinguished guests who are planning to visit our lab. (But that's another story, for another day...). In the meantime, you can go see some pictures of the lab at our Flickr photo gallery.

Or I can try to describe it in words. (Skip the next two paragraphs if you'll rather look at the pics.)

Continue reading "GAMBIT Singapore Lab Operational" »

Gambit in the News

Things have been busy here at GAMBIT and the news media are taking notice. Here are some articles past and present that have recently come to our attention:

Designing Games That Are Accessible to Everyone, written by our very own Eitan Glinert.

Road to IGF Mobile: Singapore-MIT GAMBIT's Backflow features an interview with Neal Grigsby, Backflow game designer.

Also check out CNM Interns at Massachusetts Institute of Technology (MIT), Cambridge, Massachusetts, for reflections from some of our Singapore summer interns.

For more GAMBIT in the news, visit our In the Press page.

Backflow is a finalist for IGF Mobile 2008

The list of finalists of the first annual Independent Games Festival Mobile competition was announced yesterday, and GAMBIT's game Backflow is a contender for IGF Mobile Best Game and Innovation in Mobile Game design.

We are extremely happy to have one of our games making it to the shortlist, especially because it is our first year and belongs to our first batch of games. There was a tough competition to get to the final, with more than 50 entries submitted from all over the world, mostly commercial games. The winners will be announced on February 20th 2008, during the Independent Games Festival Awards Ceremony at the Game Developers Conference.

Congratulations to Team Maita!

You can download Backflow here.

Vivendi Games-Activision Merger Announced

Rachel Rosmarin wrote in Forbes.com:

In a largely unpredicted move Sunday, Vivendi said it would merge with videogame publisher Activision (nasdaq: ATVI), in a deal that would create the largest independent game company and be worth about $19 billion, according to the companies. By 2009, the companies expect operating income to reach $1.1 billion. The entire videogame industry could generate $47 billion that year, according to DFC Intelligence.

Vivendi's purchase of nearly 63 million newly issued shares of Activision will give Vivendi a 52% stake in the combined company. The new company will be called Activision Blizzard, continue to trade under Activsion's ATVI symbol and Activision Chief Executive Robert Kotick will retain the helm of the combined company.

Earlier in the article, the writer refers to Vivendi Games as a "small but successful gaming division that includes Blizzard Entertainment's 9.3-million subscriber 'World of Warcraft.'" Only Forbes can get away with using the adjective "small" in describing WOW.

Continue reading "Vivendi Games-Activision Merger Announced" »

GAMBIT Makes News at GCA

Watching myself on the evening news in Singapore was a most surreal experience. I had flown in to the country just a few days earlier to help organize and promote GAMBIT's presence at the Games Convention Asia (GCA), and to represent the MIT side of the project as one of the team leaders from our inaugural summer session. I got a sense of just how interested people would be about our project, and the amount of scrutiny our games would receive, when keynote speaker and Singaporean cabinet member Dr. Vivian Balakrishnan described GAMBIT as an important pillar in Singapore's strategy to become a major hub in the Asian games industry. At the mention, a collective shiver of excitement seized our group, which was comprised of GAMBIT executive director Teo Chor Guan, fellow MIT traveler Trey Reyher, and many of the student interns we had befriended during our intense summer of work together.

Continue reading "GAMBIT Makes News at GCA" »

Would You Like to Play a Game?

The first-ever GAMBIT summer session has just ended and the Singaporean students have all returned home, leaving those of us still Stateside with a some great memories, and, oh yes, the games! We're starting to post this summer's creations to our Load Game section for the world to download and try out.

Continue reading "Would You Like to Play a Game?" »

CNN on GAMBIT and AudiOdyssey

One of the summer 2007 GAMBIT teams was just featured on CNN, so please read the following headline in your best James Earl Jones: "Video Games' New Frontier: The Visually Impaired." The game, AudiOdyssey, is a rhythm game designed to be equally enjoyable to both the sighted and the blind. Check out the article and then check out the game!

Summer in Boston!

There's a widely-held belief that things in Boston slow down over the summer, as a huge percentage of the student population takes off for internships, vacations, and family reunions. While there is some truth to this, anyone who opens the door to the GAMBIT Lab will be instantly yanked out of whatever peaceful reverie they might have otherwise attained. Life in our lab is nuts.

The Summer 2007 teams have completed their first sprint, and last Friday we had an internal open house for each team to show off their progress. Most, if not all, of the teams had some playable demo out on the floor accompanied by tons of gorgeous concept art plastered up on the walls, and the lab was abuzz with cheers, hoots of laughter and a cacophony of game music and special effects, including thumping bass lines and cracking whips. Later in the afternoon, our musicians treated the rest of us to a mini-concert of their recent work, which was absolutely astonishing.

Since then, this week's highlights have included the addition of an electric guitar to the audio team's repertoire, visits from various lecturers and consultants, the so-close-we-can-taste-it final approach to moving into our own new offices, a group trip to catch Michael Bay's Transformers and, of course, Boston's Fourth of July fireworks display over the Charles River. The weather keeps yo-yoing up and down, alternating between cool and breezy and hot and sticky, but the energy levels in the lab are still off the charts. There is some seriously, seriously cool stuff percolating in here.

In the meantime, we've posted the first round of bios in our Credits section, including the primary investigators and some of the GAMBIT crew. Stay tuned, as we'll be adding more profiles in the next few weeks – not to mention more information on our games!

Move I: The MIT Architecture Studio
MIT Architecture Studio
While the finishing touches are being placed on GAMBIT's lab space in Kendall Square, we're squatting in the MIT Architecture Studio. Today was our move-in day, as each of our six teams (seven, if you count our crack team of audio specialists) staked claim to a corner of this massive room tucked behind the dome at 77 Massachusetts Avenue. The space is enormous and industrial, with sawdust on the floor, huge wheeled bulletin boards acting as subdividers, and giant glass garage doors lining one of the walls. Through the windows opposite the garage doors we can see the other dome atop building 10, which gives the space the unique feeling of an artist's loft with academia peering in the window.

As I write this, GAMBIT primary investigator and CMS co-founder Henry Jenkins is addressing the students, explaining his vision for the role that GAMBIT will play in the development of innovative game development around the world. There's a palpable sense of excitement in the air here, a little of which is captured in the most recent photos uploaded to our Flickr page. The bulletin boards are mostly empty for now, and the space is still as white as an empty page in a sketchbook, but I fully expect that to change in the next week or so as early concept art, maps and notes begin to appear. Stay tuned!

Pressing the Start Button
start button
This has been a big week for us here at GAMBIT – the Singaporean students from our inaugural class arrived in two waves on Monday (well, one on Monday and one very, very early on Tuesday), and things have barely slowed down since!

This week has been primarily orientation for the Singaporeans and the Americans alike, including lectures on project management (introducing us to Scrum), UI design, experience design, building educational games and casual games. Visiting lecturers included Richard Corredera from Helixe, Brad Edelman and Michelle Woods of PlayFirst, and Frank Espinosa, animator, cartoonist and author of Rocketo. This afternoon the students are being issued their digital toolboxes (17" MacBook Pros loaded with all the software they'll need to work their magic), and tomorrow the students will be taken on a tour of Boston and Cambridge, guided by CMS administrator extraordinaire Gene Fierro and yours truly...

Continue reading "Pressing the Start Button" »

Hiring: MIT Postdoctoral Associate 2007-2008

The Singapore-MIT GAMBIT Game Lab in MIT's Program in Comparative Media Studies is pleased to announce a postdoctoral teaching-research associate position for nontenured scholars and teachers in videogame research and development. Postdocs will be required to fulfill a combination of teaching, management, research, and publishing roles, working with faculty, graduate, and undergraduate students. The position is designed to encourage the academic growth of promising scholars with recent Ph.D. degrees. The appointment is for a one-year period beginning September 1st, 2007, with a salary of $46,000 and a competitive benefits package.

The postdoctoral associate position is available in one or more areas of specialization related to videogame design, development or market analysis.

Continue reading "Hiring: MIT Postdoctoral Associate 2007-2008" »

GAMBIT email contact fixed

We've been having problems with the old "admin" email address, so we've institute another contact email for inquiries about the web site, job applications, and games. Please email gambit-request AT mit DOT edu if you need more information about anything related to the Singapore-MIT GAMBIT Game Lab. Thank you!

MIT, IBM Team Up on First PlayStation 3 Course

From the MIT News Office, May 2, 2007:

MIT's Department of Electrical Engineering and Computer Science and IBM have announced the recent completion of the first course in the United States structured around the capabilities of the Cell Broadband Engine (Cell/B.E.), the microprocessor that powers the new PlayStation®3 computer entertainment system...Throughout the course, students became familiar with the Cell/B.E. and how its design choices compare to other emerging architectures. Students also formed small project teams and participated in a course-long project to develop applications to run on the Cell Broadband Engine using the IBM Cell SDK available from IBM developerWorks.

Read the full article

GAMBIT is hiring!

The Singapore-MIT GAMBIT Game Lab is hiring postdocs and game development staff. Postdocs will have to teach, manage teams, perform research, and submit papers for publication. For game developers, we're currently looking for leads for design, art and programming with at least three years of commercial game development experience in their fields of speciality.

Applications for positions beginning in September should be submitted by June 15. For more information, click Join Game.

Asian Game Developers Summit 2006 videos

Lectures from AGDS 2006, held last December in Singapore, are now available through Google Video. Lots of good presentations from familiar names such as Noah Falstein (The 400 Project), Kristine Coco (Midway Studios), Ragnar Tørnquist (The Longest Journey), Tim Donley (Planescape: Torment), Chris Natsuume (Far Cry), Tracy Fullerton (USC), Raymond Wong (Koei Singapore), Jamie Fristrom (Spider-man 2).

Thanks to Allan Simonsen, coordinator of the Singapore chapter of the IGDA, for making these clips available!

Games Kids Play

The Games Kids Play website is a pretty nifty resource of categories and comparisons of classic schoolyard activities.

Continue reading "Games Kids Play" »

New York Times: Inside Japan's Puzzle Palace

From the New York Times:

Few Americans had ever thought of Japan as a source for puzzles until a little more than two years ago, when sudoku suddenly took the nation by storm, flooding airport gift shops, and even rivaling crosswords in popularity. Now Nikoli, which publishes puzzle magazines and books, is widely regarded as the world's most prolific wellspring of logic games and brainteasers.

Mr. Kaji and the company have had a hand in creating and promoting most of the half dozen or so number puzzles that have taken off after sudoku. But Mr. Kaji says that Nikoli has at least 250 more puzzles like sudoku, the vast majority of them unknown outside Japan.

Wired News article on GAMBIT

Chris Kohler from Wired News wrote up an article about our initiative! We haven't announced the new GAMBIT name yet, so he's still using our unofficial tagline (Singapore-MIT International Game Lab) but it looks like all the details are accurate. He also mentions a number of other new game programs around the US, all focusing intently on the value of actually making games on top of in-depth studies of the medium. Very cool.

Wired News: Today's Homework: Make Good Games

Continue reading "Wired News article on GAMBIT" »

Introducing the HIMG

From Ben Decker:

The Harvard Interactive Media Group, a new student organization at Harvard, is up and running!

What do we do? Lots of stuff...

    Recreational
  • A public gaming space, featuring all 3 next-gen consoles

  • Gaming events (one on the 24th! - see imultiplay.com for details)

  • Game-trading networks, MMOG guilds, and game ladders

    Academic
  • Quarterly journal, featuring contributions from both students and prominent academics/professionals
  • Monthly colloquium, offering great speakers as well as a place for those interested in interactive media to meet
    Both
  • Game-development group, producing actual games

The HIMG is to become Harvard's hub for all things interactive media and its connection to relevant outside networks. If you're interested in the group, please sign up at our website, www.harvardinteractivemedia.org

Other inspiring games

We had another meeting on the 5th of February to do more brainstorming (and have a good meal). The following games and libraries were mentioned, and are linked here after the jump. Eitan transcribed them and emailed them out, and Philip formatted it for the blog.

Continue reading "Other inspiring games" »

Shmups and Beat-em-ups

We had a UROP meeting on January 26th where there was some interest in doing a beat 'em up/shoot 'em up. I'm a big fan of the overhead/side-scrolling type of game, and encouraged the team to think 2D, simply given the amount of time we have. If we go for this genre, we should put an interesting spin on it, because trying to be distinctive in this space is going to be hard. Most of the content out there is designed by diehard fans or industry veterans.

One of the biggest problems with that genre is that you can't see more than 10 feet (figuratively) from the character. Of course, this also means that you don't have to draw so much on screen at once. How might "peripheral vision" work in a top-down perspective?

Right now, the word "casual" is pretty much synonymous with puzzle games, but that's not necessarily a hard-and-fast. "Casual games" have other traits in common... a relatively chill atmosphere, a forgiving system (it's not about losing, it's about how well you can win), short snippets of play, targeted at non-"hardcore" players, and so on. Is it possible to imagine a "casual" shooter/beat-em-up?

(Links to various games after the jump)

Continue reading "Shmups and Beat-em-ups" »

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