Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

Indie Game Challenge #3

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Aug 192011
 

Got this in the mail, and thought some of you might be interested!

The third annual Indie Game Challenge is now open for entries! Don’t miss your chance to showcase your skills and catapult your professional gaming career to the next level.

Presented by the Academy of Interactive Arts & Sciences (AIAS), GameStop and The Guildhall at Southern Methodist University, the competition offers almost $250,000 in prize monies and scholarships, including a $100,000 grand prize for the winning game. Finalists will also receive national exposure and be eligible for additional prize money by having their pitch videos posted on GameStop.com and GameStop TV for People’s Choice Award voting.

Individuals or teams are asked to submit game betas and pitch videos by Oct. 3, 2011. Finalists will get the opportunity of a lifetime, will be flown to Las Vegas to attend the prestigious D.I.C.E. Summit, have a chance to showcase their games to top publishers in the video game industry set up by the IGC, and will be invited to attend the Indie Game Challenge Awards in February 2012.

If you have a game that you/your team would like to submit, or to simply support independent game developers, visit www.indiegamechallenge.com. For questions about the registration process or game submissions, please email [email protected].

Good luck!

New Bartle video interview

 Posted by (Visited 8159 times)  Game talk  Tagged with: , ,
Aug 152011
 

Got this in the mailbox:

Hello Mr. Koster,

I’m a big fan of your work and reader of your blog. You probably don’t remember me but I briefly met you at GDC Online last year. I was looking for Dr. Richard Bartle, who I did find and conducted an interview with.

A few months ago I released the interview on my Youtube Partner account but forgot to mention to you that I had done so. I thought you might be interested in it.

http://www.youtube.com/watch?v=hGg4dx0DlFI

It’s divided into multiple parts because it was so long and I felt this would be a good way for people to keep track of each segment. Thanks for reading! Hope you enjoy!

I should be at GDC 2011 so perhaps I’ll see you there?

Carey

Interested indeed, and I am sure that others may be as well, so I’ve embedded them below the fold:

Continue reading »

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Am I a game neoconservative?

 Posted by (Visited 10852 times)  Game talk  Tagged with: , ,
Aug 022011
 

I love arguing with Ian Bogost in public. 🙂

Every now and then someone objects to game design methods by arguing against “historical aberrance.” This line of reasoning claims that a particular trend is undesirable on the grounds that it is new and abnormal, unshared by historical precedent.

First, a few years ago Raph Koster invoked this argument about single player games. As Koster put it, “the entire video game industry’s history thus far has been an aberration. It has been a mutant monster only made possible by unconnected computers. … Historically speaking, single-player games are indeed an aberration.”

…following Koster’s retort, we could fault Heavy Rain for replacing human storytellers and listeners — who are good at making rapid judgments and improvisations based on different actions and their possible outcomes — and replacing them with a much coarser narrative simulation system that operates only according to the limited interpretations possible by a computer.

…Video games aren’t science. They are not a mystery of the universe that can be explained away via testable predictions and experimentation. We need to stop looking for answers

Gamasutra – Features – Persuasive Games: From Aberrance to Aesthetics.

 

Oddly, I am a fan of both Heavy Rain and Sleep is Death. The context of my original remark was at a business conference, not a design conference, and was aimed much more at shaking up preconceptions about the game industry than anything else.

I do believe firmly that single-player is fighting the tide, in that it works against some fundamental characteristics of the *real* canvas on which we work, which is the human brain. And I say this as a huge fan of single-player games. I think it is inevitable that single-player gaming drifts towards two poles: the interactive narrative and the puzzle, precisely because of this canvas. I also think it is inevitable that they will come to be wrapped, at all times, with multiplayer and social components — and I suspect that in the years since my original statement, this has gotten a lot less controversial than it once was!

That said, I will disagree with this statement: “Video games aren’t science. They are not a mystery of the universe that can be explained away via testable predictions and experimentation.”

I think they are, and this doesn’t preclude them also being an art. I think they are a mystery of the human brain that can be explained with greater knowledge of ourselves, and can have hypotheses proven or disproven by testable predictions and experimentation.

What’s more, I think that said predicting-and-hypothesizing is happening today at a very rapid pace, and that we are in fact learning more and more every day about an emerging science of game design.

The artists among us — a group in which I count myself! — can be and rightly should be troubled by this, because it evokes the spectre of a time when the market comes to be dominated by mathematically derived pablum designed to appeal to the lowest common denominator hindbrain triggers in our psychology, much like film (link, or see the orange-and-blue phenomenon) or music (see the soundwave analysis firms that predict hit-worthiness of music algorithmically) or graphic design or or or.

See, I am not advocating these positions. I am observing things, and arriving at conclusions. In fact, when I have engaged in advocacy, it has been to argue the case of art, for aesthetics, for broader influences and diversity — in fact, this exact topic is one I wrote about five years ago in a post called “The Algorithm or Art?” When I said at Project Horseshoe a few years ago that “I think games are math, and it worries me,” I really mean it.

I don’t think that greater understanding of color theory, golden sections, and perspective necessarily preclude there being art in the process of making paintings, though. It may well be that by taking up a given medium, though, we are choosing our shackles, choosing which constraints we limit ourselves with. Game grammar, theory of fun, social mechanics, etc, are just my attempt to explicate to myself, what the building blocks of this medium are.

That means I can enthusiastically sign on for Ian’s call “Let’s make games. Let’s make good ones. Let’s try to figure out what that means for each of us. Let’s help our colleagues and our players and our critics understand it.” But it also means that I disagree with Clive Bell, whom he cites at the end of the article, inasmuch as I do regard the tensile strength of clay as a essential and yes, exhaustible quality of the art made with said clay. My goal would be to turn that to strength rather than weakness.

Jul 212011
 

Title slideThis was my talk delivered yesterday at Casual Connect Seattle — somewhat shorter than my usual, as it was a 25 minute slot. The topic was designing for games-as-a-service; a lot of folks are migrating from casual games into social games right now, and need to know more about what the design best practices are.

I ended up reaching back to the Laws of Online World Design and many other older materials both mine and of others, on the grounds that it was likely to be new and perhaps educational for many who have been doing fire-and-forget software in the casual space.

I am fairly sure that the conference will be posting video of the presentation — they normally do — so keep an eye out for that. In the meantime, here’s the deck in a few formats:

I did try uploading it to Slideshare, but boy, did it mess up the fonts. I take a lot of care with the graphic design of my decks, and it was just too ugly to tolerate. 🙂 I am sure I could figure it out given time, but I don’t have said time. So if someone else wants to take the PPT and get it uploaded in a way that actually resembles the PDF, go for it.

The slides should be pretty self-explanatory, but the core message is not unlike the much more detailed version of things I put forth in my recent blog on on Marketing.

Jul 192011
 

I’m speaking at Casual Connect tomorrow at 11:30, in the Recital Hall. Topic:

Ten Lessons from Game Design for Games-As-Service

Designers design inside of contexts: the business model, the distribution channel, the platform, the intended audience. Sometimes, these change, and the change profoundly affects how we create games that players like to play and pay for. Few changes have been as profound as the move from games as fire-and-forget products to services played for months if not years. Raph Koster, VP of Creative Design at Playdom, has been working exclusively in games-as-services for over fifteen years, and in this talk he’ll present to you the top ten lessons you need to learn for this environment: What does “service” really mean? What mechanics always work? Why and how do you measure things differently? And what, in the end, makes the games fundamentally different?

I’m only at the conference for one brief day — fly up in the morning, and back in the evening. As usual, I will have slides posted up here after the talk.

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