Videogames 101 took place on May 5th,. 2011 at The MIT Museum. Many wonderful games were played and there were demonstrations from Owlchemy Labs, Fire Hose Games, Gradient Studios, SCVNGR, Zynga - Boston, the MIT Media Lab, and the Singapore-MIT GAMBIT Game Lab. For those of you who missed the event, here are the lectures that took place during Videogames 101 for your viewing pleasure...Brain Surgery: Artificial Intelligence in Video Games Damian Isla, Moonshot Games. Design: Collaboration: Dean Tate, Harmonix, Graphic Visualization: The UI Art of Dance Central for the KinectAdam Carriuolo, Harmonix Psychology: Causing Fear and Anxiety through Sound Design in Video Games* Ahmed Abdel-Meguid, 38 Studios. Video Produced by Generoso Fierro, Edited by Garrett Beazley
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![]() This page contains all entries posted to GAMBIT in May 2011. They are listed from oldest to newest. April 2011 is the previous archive. June 2011 is the next archive. Many more can be found on the main index page or by looking through the archives. ![]()
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Videogames 101 Event Lectures Now Online!
A Conversation Regarding Design
Abe: Jason: Abe: Jason: Another entry point into the vagaries of "rule" is to ask of a non-digital game or sport, Is a given rule a do or a do not? For example, in football the rule could be "always stay in-bounds" or "do not step out-of-bounds." Either the positive or the negative communicates the idea. But some rules are not susceptible to negation. In Monopoly, that Boardwalk costs $400 is a positive rule, and it is difficult to effectively describe this rule as a negative. In baseball you must hit the ball with a bat, in hockey you cannot throw the puck into the net, and so on. Once again video games are not susceptible to these tricks of language, as the rules are hard-coded. Perhaps the un-debatable nature of video game rules is where the idea of "rules-as-designed-things" comes from. Abe: One of my favorite things to watch is when Matt (the lead designer at our lab) plays a game for the first time. He is always looking for ways to "break" the game - immediately pushing on the boundaries of the game's affordances to find "something else to do." Matt's play is discursive. He may fall into patterns eventually, but he is first exploring the vocabulary and grammar of the system and finding ways to "play" with it. He creates a network between himself and the game (as code, platform, text and context), through play, that defines the game as played. Even a game that has minimal coded affordances can invite creative play. Again, this is one reason why I think B.U.T.T.O.N. is brilliant. It calls the relationship between player and game to our attention. That musical note comparison is very interesting. What does that written note really represent? If I am playing the score on a piano tuned a half step down, am I expressing the same piece of music? Do the relationships between the notes matter more than the relationship between the written note and its physical manifestation? What role does the listener have in this mode of communication? Something tells me we are having a discussion that is part of a larger philosophical discourse that extends far beyond just game studies. I only wish I could somehow know it all, making my writing more thorough. Jason: One thing that continually returns to mind here is the MDA framework, which posits a high degree of designer control over player behavior. That such control is possible becomes apparent in very simple video games, such as Don't Shoot The Puppy. Here the player only has two possible actions: move the mouse (thereby shooting the puppy), or do not move the mouse. In the context of the game, the designers have a high degree of control over my actions simply because they have not given me many choices. Video games are deterministic in a way that other, non-digital games are not. I do agree with you in that this is clearly part of a larger discourse that neither of us are particularly well-versed in at the moment. However, these are important questions to ask, especially when working in an environment that privileges the designer by default. Furthermore, this line of thinking reveals some of the problems with lumping all game-like activities under one banner. Clearly video games, sports and board games have a lot in common, but they are also clearly different, and there is room in game studies for more nuanced inquiries into all of them. Friday 5/20/11 - Jibe demo from ReactionGrid
The talk will start at 4pm Eastern Time at the Singapore-MIT GAMBIT Game Lab, and will be simultaneously livestreamed at https://gambit.mit.edu/live. Here are some more details about Jibe and what you can expect from the talk: Jibe is a multiuser virtual world development platform from ReactionGrid. The Jibe platform is an extensible architecture that uses a middleware abstraction layer to communicate with multiple backend systems (currently SmartFox & Photon) and frontends (currently Unity3D, ready for WebGL). Current deployments of Jibe worlds utilize the Unity3D web plugin, with iOS and Android support under development. Friday Games 5/13/11 - Super Mecha Giant Robot Inertia
Mecha. Mobile suits. Armored troopers. Vertical tanks. Giant freakin' robots. This Friday, we'll have a look at how some games turn weightless 3D polygons into hulking, lumbering giants. Specifically, we'll look at inertia: a giant robot at rest tends to stay at rest, a giant robot in motion tends to stay in motion. Combine that with unusual points-of-view, control schemes, and positional play for ten-storey tall experiences. Join us at 4pm at the Singapore-MIT GAMBIT Game Lab, or watch the live stream at https://gambit.mit.edu/fridaygames! Looking Glass Studios Interview Series - Audio Podcast 3 - Tim Stellmach and Laura Baldwin
Part 3 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief. In this episode I talk with Tim Stellmach and Laura Baldwin. Tim was lead designer on Thief and Thief II, as well as a designer on Underworld II, System Shock, and Terra Nova. Laura was a designer/writer on Thief. She also worked in System Shock 2. Again we are joined on this podcast by Sara Verrilli, QA on System Shock and designer on Thief and Thief 2. The discussion mostly covers Thief, though there is some discussion of other projects. If you want to find out where lingo like "taffer" comes from, or what it means, be sure to check it out! To subscribe to the RSS Feed, enter Student Games in Lobby 10 today
This past Spring, students were challenged to design games with the themes "Mexican Standoff" and "Australia". The teams responded with a large variety of projects, including iOS apps, text adventures, multiplayer games and single-player games. Creating Video Games is an MIT class that introduces students to the complexities of working in small, multidisciplinary teams to develop video games. The joint Computer Science/Comparative Media Studies class covers creative design and production methods, stressing design iteration and regular testing across all aspects of game development (design, visual arts, music, fiction, and programming). Friday Games 5/6/11 - 3 Perspectives on Ikaruga
This Friday is all about Treasure's acclaimed Ikaruga. Part "bullet-hell" style shmup, part puzzle game, Ikaruga is an extremely difficult and intense experience. But of course, for some of us at GAMBIT the game is about much more than dodging bullets and scoring points. This Friday Matt Weise, Mark Sullivan and Jason Begy will each share their own perspectives on the game: what it means, why it matters, and why it's art. On Object Orientation: An Antapologia for Brian Moriarty
This is an antapologia for Brian Moriarty. Antapologia is greek for a formal counter argument to an apologia, which is greek for a formal defense.
I will resist the urge to poke at his house of cards. I will not, in this letter, suggest that he engaged in "pretentious rhetoric" to the point of philosophical obfuscation. I will not argue that he unabashedly rejected wholesale the last 100 years of philosophical discourse about art, intertextuality, mass media, and the collapsed distinction between high and low culture. I will not intimate that in mocking Duchamp, declaring The Fountain to be nothing more than a piss pot, he unwittingly stumbled into Duchamp's magical urinal, reiterating for the entire audience, the artist's brilliant statement. No, if you want to read the myriad ways his argument has been dissected and scrutinized, read twitter transcripts. Better yet, read his apology yourself and make up your own mind. I am far more concerned with how Professor Moriarty framed his argument. I am disturbed by the distorted lens through which he is looking at games, and I am noticing that his vantage is shared by many in the game community. I cheekily call it object orientation, with the full pun intended. Game designers have become obsessed with the artifacts of their supposed creation. I blame digital games. Games have become commodities, not as constrained performances, rather as obscured or even invisible systems, executed by machines, and operated upon by players. Best Buy, Amazon and Game Stop sell them to us as disks and cartridges or even downloaded software, and we engage them on a superficial interface level while far more complex rules and operations act as the Wizard to our conference with the great and powerful Oz. Don't get me wrong, I am grateful for the explosion of interactive possibility afforded by computation. However, I am concerned that our understanding of what a game is and is not has been distorted by an obsession with the "game" as object or artifact, rather than the game as performance. I know, by heart, the rules of chess, and I buy chess sets as a matter of convenience, not necessity. One can play chess with almost anything so long as the parties involved agree upon the signification of the play objects and the space. I dare not even attempt to count the number of times I've played soccer with t-shirts for goals, baseball with a stick and rock, or even charades with nothing but the people with whom I shared some space. Games are not the objects that afford their engagement, they are defined by the engagement itself. A game not played is no game at all. Software does not a game make. Moriarty spent nearly 7,500 words pontificating on the lack of expressiveness in video games. He argued about the imagery, and the sound, and even waxed philosophically about engagement and interactivity, choice and will. All the while he ignored the most expressive act of the medium, that which defines it, which is the playing itself.
The art of dance and music and theater is performance. Sure society has established conventions by which we value and measure that performance, which subsequently gives value to the rules or constraints by which the performance is enacted (sound familiar). However, the act of engaging, of playing, that willful and practiced activity is, in fact, the dynamic evocation of the sublime expressed. For many who make and study games, the artifact of the creation is the essential component to their livelihood. I understand why, especially in our exceedingly commercial and material culture, we want to value the object in hand, and deify its supposed "creators." However, a video game not-played is no game at all. Rules unrealized are not enforced, and cease to exist. Systems uninitiated are chaotic non-things. Designers have grown attached to the perception that they are creators of artifacts. In truth the act of game design is more like composing a musical score or choreographing a dance; the "object" of the creation is not fully realized until it is engaged through performance. This post can also be read at Abe's blog, A Simpler Creature. Video Games 101: Today, 6pm, MIT Museum
For SCIENCE!
6pm - Recess 6:45pm - First bell Brain Surgery: Artificial Intelligence in Video Games Design: Collaboration Graphic Visualization: The UI Art of Dance Central for the Kinect Psychology: Causing Fear and Anxiety through Sound Design in Video Games* 7:45pm - Pop Quiz: Question & Answer session 8pm - Study Hall 8:30 - School's out. * This talk uses examples from a video game rated Mature for Blood and Gore, Intense Violence, and Strong Language. |
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