Showing posts with label History and Analysis. Show all posts
Showing posts with label History and Analysis. Show all posts

Wednesday, 26 November 2008

I want to get physical... physical

I wanted to share another game that i've been following the development of for a while, it's called Crayon Physics Deluxe.
It is a physics base puzzle game developed by Petri Purho, an extension of the original Crayon Physics which was a freeware release on June the 1st 2007 and was inspired by the manifesto of the Experimental Gameplay Project...

1. Each game must be made in less than seven days,
2. Each game must be made by exactly one person,
3. Each game must be based around a common theme i.e. "gravity", "vegetation", "swarms", etc.

"The Experimental Gameplay Project is about discovering new forms of gameplay. Each game must be made in less than 7 days by 1 person, and show off something we've never seen before."

Crayon Physics Deluxe won the Seumas McNally Grand Prize at the Independent Games Festival in February 2008, and you can preorder a copy for $15 from the website http://www.crayonphysics.com/


Crayon Physics Deluxe from Petri Purho on Vimeo.

The original Crayon Physics can be downloaded from softonic


http://uk.youtube.com/watch?v=hDwAAckxOkc

Wednesday, 19 November 2008

The Lovers

I thought that this was quite an interesting game concept in terms of spatiality and the puzzle game. It is by SHUSHgame, so Barry Atkins, writter of More Than A Game: Computer Games as Fictional Form and Videogame, Player, Text (and blogger SHUSH!). It is a nice example with what can be developed as a simple flash game that plays with space.

YoYoGames
Screensplash

The Lovers
Added: 15 August 2008
By: Shushgame

Seeing Genre

I thought that it would be useful for you to know about this article by Rune Klevjer - Genre Blindness http://www.digra.org/hardcore/hc11 as it looks at Genre Studies in the field of Game Studies (or the lack there of) and is a call to arms to re-evaluate the usefulness of Genre Studies as a topology.

“… we need to take genre more seriously because we need to take the games themselves more seriously. We need to look for the significant difference before we settle for the well-formed generalisation. Genre blindness means game blindness.”

hc11: Rune Klevjer - Genre Blindness http://www.digra.org/hardcore/hc11 (accessed 13/11/08)

Rune Klevjer's website has a list of his publications which might be useful to you http://folk.uib.no/smkrk/ and something that might be useful to people studying FPS' for their essay is his paper Way of The Gun: The aesthetic of the single-player First Person Shooter

Monday, 10 November 2008

As Real As Your Life

Below is the trailer for the film "As Real as Your Life" which started as a freshman project by Michael Highland a self confessed game addict. His film brings some debates to light that we will be discussing further in H&A4, not around game addiction but around games as an augmentation, creating the cyborg body. I thought I'd give you the link as a teaser for some of the discussions that will follow next term.


Highland, M. As Real As Your Life, 2009
http://uk.youtube.com/watch?v=Jr2p5eyjko0

Friday, 7 November 2008

Playing Research


This weeks reading is Espen Aarseth's - Playing Research:Methodological approaches to game analysis given at the MelbourneDAC, the 5th International Digital Arts and Culture Conference. May 19 - 23, 2003.
We will be doing quite a large feedback session on this text next week so make sure you read it, make notes and bring you discussions to class.

A Game In The Hands Of A Player

This weeks session focused on a video lecture by Jesper Juul given on 28/11/06 at MIT, a presentation of his research post Half Real.


What happens when a player picks up video game, learns to play it, masters it, and leaves it? Using concepts from my book on video games, Half-Real: Video Games between Real Rules and Fictional Worlds, I will argue that video game players are neither rational solvers of abstract problems, nor daydreamers in fictional worlds, but both of these things with shifting emphasis. The unique quality of video games is to be located in their intricate interplay of rules and fictions, which I will examine across genres, from casual games to massively multiplayer games.

Tuesday, 4 November 2008

Understanding Genre

It is important for us to understand that just calling a game by a tag word such as "RPG" or "shooter" is not enough to analyse a game and understand how it both fits within the matrix or taxonomy of genre and how genre works both as a category and a framework to understand games and their development. Genre is an important aspect of game analysis, many frameworks and methods of categorisation have been established throughout the development of game studies as a defined discipline, some are helpful in understanding the development of games and some are somewhat ludicrous!

Genre frameworks work both as an analytical tool and a marketing tool and it is important to understand what frameworks to use and what purposes they serve.

Costikyan, G. 2005 Game Styles, Innovation, and New Audiences:An Historical View
Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
http://www.darkshire.net/jhkim/rpg/theory/styles.html

Apperley, T. H. Genre and Game Studies: Towards a critical approach to video game genres
http://sag.sagepub.com/cgi/content/abstract/37/1/6
(This will have to accessed from within the university firewalls on a student computer/athens login)

Thursday, 23 October 2008

"I HAVE NO WORDS"

This week’s reading is a two parter, but unlike a TV series, there is no “to be continued...” so if you wish to read the full text this week then feel free. The text is…

Costikyan, Greg "I Have No Words & I Must Design: Toward a Critical Vocabulary for Games" Computer Games and Digital Cultures Conference Proceedings, Tampere: Tampere University Press, June, 2002


(Greg Costikyans keynote speak from the 2002 Computer Games and Digital Cultures Conference all papers from the conference can be found
here)

And we will be looking at the first section pages 9>26 (up to the “LEBLANC’S TAXONOMY” section). This text although long is a great read and shouldn’t be a struggle. We will be feeding back on our thoughts in the session so it is imperative that you read this text before the session.

For those that are keen on the term gameplay and want to read some more then this article is good - Attempting to Define Gameplay

Monday, 20 October 2008

There and Back Again

This week we will be reading "There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces" by Peter Berger. The text is taken from the book Computer Games as a Sociocultural Phenomenon: Games Without Frontiers - War Without Tears. The essay looks at mapped spaces and signifiers.



The book is an amazing collection of essays about games and game culture and way published earlier this year. It is expensive (£48) but i will be researching how to get the library to buy in copies into Salford as we will be using it as a key text in the module next term (H&A4). A sample of the book can be found here, it has the books contents and one of the essays "The Aesthetic Vocabulary of Video Games" by Joost van Dreunen, which is another great essay that you should look at.

Friday, 17 October 2008

Searching for Articles

I thought that i would put something on the blog to help you go through step by step how to find articles through Google. It's a tool/skill that I stumbled upon, and not a lot of people know it, so i thought I’d write a small tutorial for you and it will help you do your research and make sure you end up with some good outcomes from your search... (hopefully)

A lot of papers from conferences and articles from journals get thrown up onto the internet, hidden away under the piles of trash. Sometimes people put things up as a form of storage so they don't link from their website to it and it sits on a server as a back-up, Academics are notoriously unorganised so the tech savvy ones know this is a good way to keep things safe. GOOGLE BOTS AND SPIDERS FIND EVERYTHING, and a lot of people don't realise that even if it's not linked to it's still there to find, it just takes the bots longer, that's their job, to trawl the internet finding stuff. Most of this stuff gets .pdf'd to try and cut down on size and to try and stop people copying it (which doesn't work unless your really clever about it)

OK... so without further ado how to use advanced search in Google to get good results...

Instead of just using the normal Google search bar and button on http://www.google.co.uk/ click on advanced search

Enter in the search terms, i usually use the "all these terms" box unless I’m looking for an article i want that i know a sentence from and I’ll put it into the "exact words" box. The exact words box is great if you have a text that you think people might have quoted from in their work and you want other opinions or someone might be writing or have used the same paper. Some lecturers also use this to see if your work is plagiarised as an initial search before we start feeding your work into the system and bring out the big guns (software that sniffs out plagiarism). Plagiarism is easy to spot, Lecturers have probably read the work you’re copying from and it's easy to spot the change in tone or language you’re using. Lecturers are sent on training courses to sniff it out... don't do it, you will get caught.


Anyway, enter you search words and in the "file format" drop down box, pick "Adobe Acrobat PDF" and click the advanced search button


You can skip all that though and streamline your search by typing "filetype:pdf" after your search in the normal Google search bar or website. If I’m trawling through looking for lots of different stuff I’ll just cut and paste that bit, keep it on my clipboard and just paste it after each search.

Hope this is helpful and it should improve your research skills and what sort of work your referencing.

Maybe we can start sharing links through the blog that you have found using your newly learned skills...

Wednesday, 8 October 2008

Semiotics: in and out of a game space

Thursday’s session will focus on structural linguistics, semiotics, semiotic structures and semiotic domains in video games, we will be looking at a couple of texts to help us understand what semiotics is and what it might offer you in terms of game analysis.

One of the main texts we will be using is “
Understanding Comics: The Invisible Art” by Scott McCloud which we will be going through in the session. Hopefully it will help us crack the nut of what semiotics is and how it works.

One of the sections we will be looking at focuses on a piece of art by
RenĂ© Magritte entitled Ceci n’est pas une pipe (trans. This is not a pipe)


You can view these pages online here

You might be interested in this page as well which is a very short piece by Michel Foucault about
Ceci n’est pas une pipe which might be useful in helping you further understand the picture.

McClouds book has become a seminal writing in the practice of sequential arts (comics) and looks at how we understand comics, investigating the structures and tools of the comic book to open up the realm of the sequential arts.


Some more of the book that we are using can be found here (which is a power point presentation on digital comics)

I have dug out some interesting links for you that you might like to look at for further understanding of the book

How comics can invigorate your storytelling

iFanboy – video review of the book Understanding Comics


Further Reading on Games and Semiotics

Chandler, D. - Semiotics for Beginners

Lindley, C. - The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design computer game research , Game Stdies, Volume 5 Issue 1, October 2005

Behrens, J. Frezzo, D. Mislevy, Kroopnick, M. and Wise, D.- Structural, Functional, and Semiotic Symmetries in Simulation-Based Games and Assessments

Friedman, T. – Semiotics of SimCity

Lemke, J.- MULTIMEDIA SEMIOTICS and DIGITAL GAMES

Neiva, E. and Romano, C. - The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies, The Public Journal of Semiotics Volume I No. 2 July 2007

Saturday, 4 October 2008

An Opening Statement

As part of the continuing development of the History and Analysis module of the CVG course at The University of Salford, I will be running this Blog (as discussed in the introductory session of the module).

I should first make an opening statement, that this Blog is not an official or mandatory part of the H&A3 module and is not officially linked The University of Salford in any way. It is an experiment in course development and a place for members of the course to share ideas, links and feedback on ideas discussed in class.

This Blog will run alongside the course and is a way for us to continue to share research, hypotheses about games and their analysis and development, as we develop our ideas as an open research community.

I think as this is not my Blog but a Blog or our Blog, I must catch you up on a few choices that I have made towards it. I have chosen for the Blog to be a blogger blog as apposed to the wordpress Blog discussed in the introductory session. This is for a number of reasons, firstly it is a system that I have used before so it was easier for me to set up instead of having to start from scratch, secondly after chatting to a number of people that consider themselves bloggers they suggested that it would be easier to manage and lastly it is faster and easier for me and others to post to.

I feel that it is important that this experiment grows organically, so we will discuss when we next meet how to manage the content/posts/comments of the blog and how we want it to develop as we progress with it.


(please add any suggestions for the development of the blog to the comments section of this post)