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Tale of Tales have done it again: The Observational Immersionist Style

fataleTale of Tales just released a new game or rather “experimental play experience” (a phrase surely concocted to appease those who don’t accept their repurposing of the word game).  Anyhow, it’s called Fatale and it is awesome.

Starting with The Endless Forest, Tale of Tale’s have consistently created environments that exist for the purpose of being looked at and explored.  This may not sound all that unique as most 3D games have environments that are explored, but the difference is that these games exist solely for this purpose.  To them, game environments are not containers for gameplay, but rather are the reason for gameplay.  By only affording the player navigation controls, the player’s mind is free to embark on a journey of induction and introspection.  In their own words, Fatale “offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.”

Tale of Tales are not alone in creating games for this purpose.  Games that encourage observation and consideration of their environments can be said to form an art movement that I am referring to as the observational immersionist style.

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EIS Hosts the Procedural Content Generation Symposium

On Monday, October 12th, UCSC’s Expressive Intelligence Studio will be hosting a symposium on Procedural Content Generation. Please join us to see interesting talks by speakers Julian Togelius (ITU Copenhagen), Mark Riedl (Georgia Tech), and Kate Compton (EA/Maxis). There will also be a panel on “The Future of Procedural Content Generation”, moderated by Michael Mateas (UCSC), and a number of demos by students in EIS. All events will occur on the UC Santa Cruz campus. We hope you will be able to come!

Further information on talks and scheduling information is after the cut.

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Using StarCraft as a Game AI Testbed

StarCraft

StarCraft

I’ve been interested in developing AI for StarCraft for several years now. I recently came across the Broodwar API project, which provides hooks into StarCraft. It enables developers to query game state as well as issue orders to units. The Broodwar API makes it possible to write custom AI bots for StarCraft.

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Stunning Monkey Island/Crysis Mashup

Fantastic Monkey Island 2 render in Crysis.

If anyone is yet to be convinced on the power of a great portfolio, I bet the creator, Hannes Appel, can look forward to an inbox stuffed with job offers in the coming weeks.

[Via Offworld, .tiff]

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The Cycle Completes: Game Studies Scholars in Games

Ian Bogost

“Hi, my name is Ian Bogost” (press Click to Play in the top right).

I’m glad there’s no English translation of the web site, I like not knowing why he’s there. It’s like when you see Matt Damon on Japanese commercials, and you have no idea what he’s selling.

Ian Bogost = Matt Damon. You heard it here first.

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The Magic of Magic

MagicCard

Recognize this? Of course you do.

I started playing Magic: The Gathering when I was in 5th grade.  Like all things from that age, it was a fad, and quickly faded behind the next hot toy.  However, I have been amazed with the frequent resurgence of the game in my life.  Multiple times, I have witnessed people with little in common admit that they were fans of the game, usually reluctantly or in jest, only to see enthusiasm snowball until a community has formed around the game, happily dishing out large sums of money for the latest cards.

Magic has survived for more than fifteen years, and shows no signs of dying or even slowing down.  New sets are released several times a year, and with them celebratory events.  A serious competitive community exists around the game that spans the globe and is vibrant enough to support professional players.  While its appeal is probably more limited than games like World of Warcraft, it certainly has a powerful niche appeal, and will likely remain the prototypical collectible card game for the foreseeable future.

What makes Magic so appealing, and what gives it its lasting power?  The short answer, of course, is good design, in combination with good marketing and good timing.  For the rest of this article, I will take a closer look at some of the high level design features of the game that I think have made it the phenomenon that it is.

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