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Game Design as a Science

In my recent PhD thesis proposal I described how I am going to tackle game design as a new domain for automated discovery.  A key piece of this is figuring out game design might be explained as the kind of knowledge-seeking effort you might expect from science or mathematics.  With successful systems performing discovery (such as Simon Colton’s HR system which contributed some new and interesting knowledge in pure mathematics) and new projects beginning to automate the process of exploring a space of games (such as Julian Togelius’ Automatic Game Design experiment), the idea of mashing these together into a “game design discovery system” seems quite attractive to me.

But hold on a second, game designers don’t often think of themselves as scientists or mathematicians any more often than painters or musician do.  What’s going on here?

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Warning: Value of Games May Go Down as Well as Up

Feel Good Hit of the Summer: Battlefield 1943

Feel Good Hit of the Summer: Battlefield 1943

Battlefield 1943 is one of a number of games hitting Xbox Live Arcade and the Playstation Network this summer, countering the traditional summer lull. For just $15 (or £10 for my UK brethren, or 1200 Microsoft Space Bucks for everyone else), one of the most perfect knockabout multiplayer experiences can be had. Want to fly planes into tanks? How about flying a plane above a tank and parachuting on top of it? How about flying a plane into a tank, jumping out at the last second, and watching debris shower over your head? This is gaming, my friends.

At $15, it is one of the best bank per buck games one can purchase, described by John Davison as an “evergreen” title, destined to be supported with fresh maps and gameplay for many, many hours.

With such value to be had, what happens to the $60 game (or the criminal £55 game)?

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Edutainment and Lessons “Learned” from Commercial Video Games: Jazz Band Revolution

rock-band“Jazz Band Revolution” …. Trust me, this is a great idea. A fellow EIS labmate recently gave a class presentation about the “Edutainment Fail.”  To its credit, edutainment is responsible for my first interactions with desktop computers.  Games such as Oregon Train, Logo Writer, some lemonade stand game, and that typing game were widely used in my early primary school years.  I suppose as games became more commercially available, the novelty of games in education were upstaged.  Still, it’s apparent that there is a great deal of learning that goes into playing some of the most popular games today, so it begs the question… Why aren’t games used for educational purposes more? Many bridges are in process being built to overcome the gap between the motivation to be entertained and the motivation to learn.  Similarly, there are many educational avenues from the experiencing to building of interactive experiences– whether it is to learn about the technology itself or to be engaged by the technology to learn.  Let’s be honest, everyone knows that games are more than just entertainment, yet why are they mostly seen as entertainment– If I am willing to learn for the sake of being entertained, surely, I am willing to learn USEFUL things for the sake of being entertained (if nothing else).  Being entertained should be assumed for all games; asking for a game that can entertain is like asking for a drink that will quench thirst.  Albeit, not all drinks will quench thirst, but we have more options than just water to quench our thirsts.  So listen up Activision, Harmonix, and Konami: Games are for more than just quenching my thirst for entertainment.

The main point I’d like to discuss is that games could be far more useful than they currently are.  Now, I can believe that it’s tough for games with non-lucrative purposes to catch up to the popularity of top commercial games today, but is it really that hard to have popular games today with a little more educationally purposed content?  I don’t think so… In fact, it wouldn’t take much to impact or enrich the gaming experience, if only we’d be more intentional about it.

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Kosmosis – Procedural rhetoric gone wrong (as usual)

kosmosis_gameplayMolleindustria recently created a new game prototype called Kosmosis: “A COMMUNIST SPACE SHOOTER AS AN ARCADE GAME FROM AN ALTERNATE PRESENT WHERE NON-DEGENERATED SOCIALIST VALUES ARE HEGEMONIC.”  The game was created as an entry for the Experimental Gameplay Project competition titled “Unexperimental Shooter.”  Molleindustria are known for tackling controversial subjects including free culture and religious hatred and are some of the few people who create games from the “message up” (i.e. design with procedural rhetoric in mind).

Interpreting game mechanics is a passion of mine and thus I have strong opinions about the faults and outright failure of most attempts at wrangling procedural rhetoric.  Unfortunately, Molleindustria ‘s recent attempt at creating a shmup that subverts the war machine ended up with unconvincing and problematic procedural messages that almost completely rely on verbal rhetoric (i.e. skinning as usual).

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Call For Papers: Foundations of Digital Games

Foundations of Digital Games is a fantastic “big tent” games conference that focuses on both technical and humanistic games research. If you’re looking for a one-stop-shop for submitting your games research to a high-quality, peer-reviewed venue, look no further. Hope to see you at Asilomar next June!

FDG 2010: The 5th International Conference on the Foundations of Digital Games 19-21 June 2010, at Asilomar Conference Grounds, Monterey, California.
http://fdg2010.org/

Important Dates
Workshop Proposals: 18 Sep 2009
Paper and Poster Submission: 5 Feb 2010
Doctoral Consortium Submission: 12 Feb 2010
Author Notification: 29 Mar 2010
Demo Submission: 2 Apr 2010
Registration for Authors: 9 Apr 2010
Camera Ready Papers: 23 Apr 2010
Conference: 19-21 Jun 2010

FDG 2010, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play.
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Learning in Games

Kodu Game LabThis summer, I’m working with Matt MacLaurin at Microsoft Research on Kodu Game Lab.  For those of you who aren’t familiar, Kodu is an environment for people with no programming experience to quickly create games.  Its visual programming language is designed to be intuitively understandable and its library of characters and objects facilitate rapid game development.  If you’re interested in checking it out yourself, it’s currently available for the very reasonable price of $5 through X-Box Live Arcade.

 One of my goals for the summer is to introduce some interesting AI features to the characters of Kodu.  Among those features is learning.  We want Kodu characters to be able to adapt their behavior based on their experiences. Read More »

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