Archive for Design philosophy

“For a quality experience…” An I Love Bees retrospective

ilovebees It’s been nearly four and a half years since the release of Halo 2 on the original Xbox console. The game is remembered for a number of reasons—online functionality, the story, perhaps even the hype. But for a select group of fans, Halo 2 is remembered fondly not for its play features, but for the Halo 2 ad campaign: The Haunted Apiary, or I Love Bees.

I Love Bees is an ARG, or alternate reality game. What that means specifically is hard to quantify, but ARGs tend to share a few common characteristics. They are played in real time over a finite length of time; they involve group efforts in puzzle-solving, either online or in the real world; their stories are told in rather unconventional ways, ranging from clothing lines to trading cards to false newspapers to in-game websites in games over the years. As for I Love Bees, the main action of the game occurred at the website of the same name.

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DIGAREC’s book on games philosophy and ethics: it’s free!

Last May, the Digital Games Research Center (AKA the Zentrum für Computerspielforschung, AKA DIGAREC), together with the University of Potsdam’s Arts and Media Department, hosted the Philosophy of Computer Games 2008, a three-day conference for which “international speakers and scientists were invited… to discuss the ethics, aesthetics, phenomenology and politics of computer games.”

Now, with the continued assistance of the University of Potsdam Press, DIGAREC has collected, edited, and published the sum total of the May 2008 conference. The result: a finished book, Conference Proceedings of the Philosophy of Computer Games 2008, with keynotes and lectures divided and edited into chapters.

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Essays include “The Concept of War in the World of Warcraft,” “The Space-Image: Interactivity and Spatiality of Computer Games,” “The Rhetoric of Persuasive Games: Freedom and Discipline in America’s Army,” and “Différance at Play: Unfolding Identities Through Difference in Videogame Play.”

Incredibly, DIGAREC opted to publish the book as a free, downloadable PDF—but make no mistake, this is a proper book (with an ISBN and endpages and everything!), suitable for your Kindle or e-reader. It’s a pretty hefty tome. Oh, and yes—it’s all in English. (My German isn’t that good.)

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How to design a game that effects social change

Over at Opposable Thumbs, David Chartier writes,

Nonprofit organization Games for Change (G4C) is continuing its march to save the world through gaming. Aided by some vicarious funding from the AMD Foundation, G4C today launched a new toolkit designed as a crash course to help non-profit organizations learn how to create “social issue digital games.”

The Games for Change Toolkit is primarily a Flash-based presentation containing video, reference material, and links to demonstration games that cover various aspects of game design, from the initial concept to production and distribution. While an actual SDK may not be involved, the toolkit introduces nonprofit organizations to both the broad potential and finer details of bringing an issue-conscious game into reality.

According to Chartier, the design primer’s video resources are culled from footage from the 2008 symposium “Let the Games Begin: A 101 Workshop on Making Social Issue Games,” here reorganized into a logical hierarchy for the G4C site.

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I guess I thought the G4C Toolkit would be kind of a bore*, but I ended up hunting around the flash site for a long time: this kind of game design philosophy absolutely overlaps with the broader genre of edutainment. One of the best moments, I think, is during Karen Sideman’s presentation, when—paraphrasing James Paul Gee—she asserts that games don’t necessarily ‘make’ learning fun. In fact, it’s just the opposite: games are fun because we are learning.

*More social issues games ought to be as addictive as PETA’s Cooking Mama: Mama Kills Animals.

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Avatars, part II of III: Cartooning (or, the Importance of Hair)

Now that my readership has appropriately flatlined, I am permitted to publish the second in a three-part series of journal entries about my quest to create the perfect avatar. In part I, we talked about caricature, and I obnoxiously examined what makes my own face distinctive. Now, we examine what, exactly, makes cartooning effective. Here’s a hint: HAIR.

Seeing in the Abstract

Let’s talk cartooning.

In his wonderful work of literary and visual criticism, Understanding Comics, Scott McCloud explains (emphases his):

...I’m going to examine cartooning as a form of amplification through simplification.

When we abstract an image through cartooning, we’re not so much eliminating details as we are focusing on specific details. By stripping down an image to its essential “meaning,” an artist can amplify that meaning in a way that realistic art can’t.

How do cartooning, caricature, and avatars relate to videogames in a broader sense? The key, I think, is iconography. Take a look at Character Design for Mobile Devices, wherein realistic character design and artistry are pared down to their simplest and most fundamental pixels.

“How did you feel,” 1UP editor James Mielke asked Final Fantasy artist Yoshitaka Amano, “about seeing your elaborate illustrations transformed into such tiny sprites?”

Amano replied with an elegant description that could be applied to any type of icon. ”...Back then, ...my art couldn’t just go into the game without major adjustments,” he explained. “So I looked at the sprites as just a symbol of my art. Here’s an example: when you say ‘Mount Fuji’ and you make a motion like this”—here, Amano makes a peak sign with his fingers—“everybody knows what Mount Fuji looks like, so they get the mental image in their head. So I was in charge of making the master art piece that people would keep in their mind, and people would remember this art because of these symbols in the game.”

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Living Game Worlds at Georgia Tech, Second Life

This is what I’m doing right now.

My Second Life avatar is sitting in my stead, attending the fourth-ever Living Game Worlds symposium, streaming live from Georgia Tech. And right now, Raph Koster is speaking. The symposium focuses on the interplay between, and I quote, “multiplayer games and virtual worlds.”

You too can attend Living Game Worlds via Second Life (fitting!), if only you click here. Of course, if you wouldn’t be caught dead in Second Life, you may also participate by opening the live streaming video in one window and keeping IRC open in the other.

I think I want to talk more about this soon, but right now I’m really just enjoying it.

edit: It’s over! Until tomorrow.

What’s really neat is, the IRC channel and the theater in Second Life are ‘bridged,’ so that everything the kids say in IRC pop into Second Life, and at the same time, Second Life users appear as users in the chat room. Neato.

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No, but seriously, what makes a horror game scary?

The last time I played Cosmology of Kyoto, my whole apartment began shaking. I remember thinking, at first, that the sensation of the room bending and lurching was a product of my own imagination, of too much time spent dying at the hands of evil Japanese ghosts, being reborn, dying again, trying to figure out what the game was all about. But then I heard a crash upstairs—something like dishes and silverware smashing onto my ceiling—and so I ran (still cradling my laptop!) into a doorway for cover. Verdict? Memorably frightening game.

But, writes blogger Akela Talamasca, “none of these games [Cosmology of Kyoto, Phantasmagoria, Silent Hill] left me with that nearly indefinable feeling of having experienced true horror, the kind that calls into question your perceptions and expectations of what it means to truly be alive, and how tenuous your existence might be. In fact, what these games trade on is their ability to startle, not scare.”

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How to save survival horror

When I was a fiction writing undergrad, our class was visited by the great Lee K. Abbott. I felt at odds with him, I remember. He told my class that it was wrong to write a story with certain facts concealed. He told us that when the facts of the full story are only gradually uncovered, the process is, to the readers, unfair.

Annoyingly, Lee K. Abbott was not wrong. There are stories we tell that are very deliberately ‘unfair’; it is now obvious to me that Abbott is not a fan of horror.

In the horror genre, and especially in Japanese horror, real fear comes from the thrill of discovery. And Japanese horror itself takes a cue from, not just the principles of Asian cinema and plotting, but also the very distinctly Japanese design philosophy. Japanese design is less about agency, and more about uncovering a plot. Lee K. Abbot would be furious with it.

Recently Leigh Alexander published this intriguing feature at Kotaku, about the history of survival horror. Apart from being an excellent overview of the genre, it wisely compares Western and Japanese game design philosophies. Most importantly, Alexander asks this question: does survival horror still exist? She writes,

Don’t Fight, Just Run! Titles like these all have distinct differences, of course, but they all tend to have a few traits in common. First, they largely de-prioritize combat mechanics, favoring challenging the player through elements like on-location puzzles, mazelike game areas, using the environment itself against enemies, and even fleeing and hiding instead of direct combat.

It’s true. Alexander names Siren and Fatal Frame as two of the finest examples of using vulnerability to create horror and panic. In the Fatal Frame canon, you do not use weapons or ‘defeat’ anything, per se—rather, you are a young woman wielding a camera.

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Zen and the Art of Galaxy Maintenance: Orbient vs. Orbital

Spencer at Siliconera points out that today’s surprise WiiWare downloadable, Art Style: Orbient, is pretty much bitGenerations: Orbital. Since there are at least two more Art Style games scheduled for release via WiiWare, Spencer rightly speculates they’ll be updates of bitGenerations games. Maybe.

The bitGenerations series of games were high concept/low-bit carts for Game Boy Advance, released only in Japan, in 2006 or so. Each bitGenerations game is essentially a tiny, playable art installation with a retro bent.

Including Orbital, I own three bitGenerations titles, which I play exclusively on my Game Boy Micro. This is to say, I don’t play anything else on my Micro; I only play these three bitGenerations games on it.

Stranger still, I’ve never played a bitGenerations game on my DS, my GBA SP, or even on my Game Boy Player. I think this is because at some point I read, somewhere (God knows where), that the bitGenerations games were specifically created to better market the Micro. I believe it. To me, GBAs are decidedly SNESy little 16-bit handhelds. My Micro, however, is disguised as a Famicom; therefore, only 8-bit games will suit it.

Of the three titles I own, Dotstream has the best music. It’s chippy and forceful. Dotstream is a racing game, except that each of the racers is just a pulsing line, sort of like a heartbeat.

There’s Soundvoyager, which Kohler gave me. I don’t remember his logic in gifting it to me, exactly, but it had something to do with how we are each deaf in one ear, which in turn makes the game nearly impossible to play.

Not least, there is Orbital, my favorite.

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Bookwatch: The Legend of Zelda and Philosophy

Another one for the Backburner. And what a find! 61 Frames Per Second’s Cole Stryker located a real gem of a book title, The Legend of Zelda and Philosophy. Stryker notes that this is actually just one title in a larger series in which essayists hunt for deeper meanings in ubiquitous pop culture icons (The Matrix, Battlestar Galactica).The Legend of Zelda and Philosophy

Amazon gives the book’s description thusly:

With both young and adult gamers as loyal fans, The Legend of Zelda is one of the most beloved video game series ever created. The contributors to this volume consider the following questions and more: What is the nature of the gamer’s connection to Link? Does Link have a will, or do gamers project their wills onto him? How does the gamer experience the game? Do the rules of logic apply in the game world? How is space created and distributed in Hyrule (the fictional land in which the game takes place)? How does time function? Is Zelda art?

To which Cole Stryker responds:
Ugh. If these musings are any indication as to the content of the upcoming book, count me out. It will sell thousands of copies while real philosophy languishes on the shelves of your library. I’m not saying video games aren’t fertile ground for philosophic discussion, this one just seems…a bit surfacey.

Now, while I can certainly appreciate Stryker’s lack of enthusiasm, for my own part, I just added the book to my Amazon wishlist. It sounds like comparative lit to me! I sure hope there’s an essay about the workings of time and choice versus determinism!

The Legend of Zelda and Philosophy is scheduled to hit booksellers in late November.

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Crayon Physics creator buys a 360 so he can download Braid

In 2006, I marched into my then-workplace and crowed that I had finally purchased an Xbox 360.

A coworker was suspicious. “Is this so you can play Geometry Wars at home?” he asked.

I glowered. “Yes,” I said quietly.

In short, I own a 360 so’s to download things.

Jumpman - from Braid

Last Wednesday, Crayon Physics creator Petri Purho announced he had purchased a 360 specifically so he could buy and play Braid. Is there any more glowing a compliment?

Yes, there is. Earlier in the day, Purho wrote:

...[A]fter playing the game I got somewhat depressed because of it. So if you’re an aspiring game designer and you think you know something about game design, don’t play this game. You will get depressed, sad, and fanboyish towards [lead designer] Jonathan [Blow].

There is nothing so bittersweet as loving something so much, you wish you had made it yourself.

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