All of us who have been struggling to work out how to make meaningful games and interactive narratives can rest easy. The problem has been solved.
Elliot McGucken has applied for a patent for a system which, in his words, is: (more…)
All of us who have been struggling to work out how to make meaningful games and interactive narratives can rest easy. The problem has been solved.
Elliot McGucken has applied for a patent for a system which, in his words, is: (more…)
Dan Ariely has given another TED talk this time addressing our everyday irrational behaviour.
I have volunteered to hold the Australasian Interactive Entertainment Conference (IE2009) at UNSW this December. Here is the Call for Papers:
[Please forward to your networks as appropriate.
Apologies if you receive multiple copies.]
========== IE2009: CALL FOR PAPERS ==========
IE2009: The 6th Australasian Conference on Interactive Entertainment
14-16 December 2009, Sydney, Australia
http://ieconference.org/ie2009/
*** Important Dates ***
Paper Submission: 21 Aug 2009
Short Papers/Demo Submission: 1 Sep 2009
Author Notification: 1 Oct 2009
Camera Ready Papers: 1 Nov 2009
Conference: 14-16 Dec 2009
The Australasian Conference on Interactive Entertainment, in its sixth year, is a cross-disciplinary conference that brings together researchers from artificial intelligence, audio, cognitive science, cultural studies, drama, HCI, interactive media, media studies, psychology, computer graphics, as well as researchers from other disciplines working on new interactive entertainment specific technologies or providing critical analysis of games and interactive environments.
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As a CS academic getting into games, I am of course concerned with publishing legitimate research and having it recognised by the academic community. Every discipline has its established conferences and journals with their own protocols for publication and standards for what constitutes valid research. As the academic study of games is still relatively new, I have found that we are still trying to find out feet in this area. Games researchers come from a variety of different backgrounds — computer science, critical theory, psychology, education — and the expectations of one group may not be the same as those of another.
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Even if we agree that we want to make art of some variety, there is a very real question as to whether games can do the things we want to do. Jason Rohrer says he wants to make games with depth, which continue to speak to the audience over many playings and many years, in the same way that a significant piece of literature, theatre or visual art can. Even the best ‘art games’ do not achieve this; they generally don’t offer many different interpretations and replaying the game doesn’t often yield much in the way of additional insight (beyond, perhaps, a second playing).
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I’ve been to several talks recently at GDC, GDX and various universities about games as “art”. Some say that games are already art, or have always been art; some say that games aren’t yet art and maybe can never be; and there are many views in between. There is a push for game designers to better understand art history and their position within it.
To me the whole term “art” is problematic. (more…)
In which we discuss
placing limits on our play
so we have more fun.
I was visiting Jesper Juul at the MIT Gambit lab today and we got into that trusty old “what is the definition of a game?” debate. While I know that greater minds than I have attempted to address this question, I have often found the answers dissatifying and too heavily focused on the idea of “winning” and goal seeking behaviour in general.
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I’ve just been to visit the MIT Museum where there is currently an exhibition of Arthur Ganson’s kinetic sculptures. Ganson describes himself as “a cross between a mechanical engineer and a choreographer”. His sculptures are all about creating unusual qualities of movement, and he makes a point of showing off the mechanism. In some cases the mechanism is all there is.
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The Tale of Peter Rabbit
, by Beatrix Potter.
I know that this may seem like an unlikely title for game designers, but I firmly believe that anyone who wants to work in the area of Narrative or Expressive AI should become intimately familiar with this story and regularly ask themselves the question “Could my storytelling system possibly produce works as richly complex as this?” I’ve found it to be a valuable exercise in humility.
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I have spent the last week since GDC visitng Michael Mateas and Noah Wardrip-Fruin in the Expressive Intelligence Studio at UCSC. I am considering attending UCSC as a student in the DANM Master of Fine Arts program, and I felt quite at home. The UCSC campus is huge and mostly open land. Most of the buildings are hidden up above the tree-line among the glorious redwoods. (more…)