Showing posts with label Links. Show all posts
Showing posts with label Links. 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

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.

Student Presentations

The time is almost here for your marked student presentations, as your PA2 states…

This image is a link to a copy of your PA2


It has been students responsibilities to assign their own groups (of no more than 3) to present their arguments. As the PA2 states this is 40% of your 10 credits, so it is important that you all pose a coherent argument and prepare yourself for the questions and answers that will follow. Don’t forget that if you are arguing for one school of thought that there will probably be people in the audience that are there to argue the other so be prepared.

You can book suggested slots for your presentation here using doodle


I have tried to help you assign groups but it seems to be increasingly difficult week by week to keep track of your groups so… can people please add a list of group members to the comments of this post so I can try and keep track of them and try to help those not in groups to find people to work with.


Here is a link to a video debate on Game Studies hosted at HumLab between Henry Jenkins and Espen Aarseth which might be interesting for you to watch for your research…

http://www2.humlab.umu.se/video/speldebatt.ram


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

Wednesday, 22 October 2008

The Narrative Design Exploratorium

Here is a link to a site I accessed through the IGDA website. It's a great little resource called The Narrative Design Exploratorium. For those on the Narrative Skills module, this is a tool you should all be taking advantage of. I also think it is going to be useful to anybody with even a passing interest in game narratives and game writing.

So check it out and if anyone finds an article of particular interest, post it here and let us know about it and I will do the same.

Cheers all.

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.

Monday, 6 October 2008

Ludology VS. Narratology

As part of the Module requirement you will need to present an argument to support either one of the two of the schools of thought within game studies, either Ludology or Narratology. We looked at some defining quotes in our first session and tried to sketch out a sense of what these words mean. As the module progresses we will discuss some of the standpoints on these two fields of research. I think it is important to lay out the battlefield for this argument and see where we all stand in what has been described as a “polemic” argument or “binary” positions (an argument with two defined apposing sides).

There has been a lot of work looking at these two schools of thought and more recently work done to try and find a middle ground through approaches such as looking at games through spatiality (games as a space) such as Henry Jenkins Game Design as Narrative Architecture in The Game Design Reader (which has been photocopied for you as part of the Narratives Module with Vee Uye) and Peter Bergers There and Back again: Reuse, Signifiers and Consistency in Created Game Spaces in Computer Games as a Sociocultural Phenomenon.

BUT…

We need to focus on the Ludology vs. Narratology debate.


Here are some links that you might find useful; as you scour the internet for useful resources it would be good to share your links with the group. If you post comments with URL’s we can start to share our resources and research. It would be good if you could drop in something along with the URL so we know what to expect from the link (and maybe an opinion on the content)


Blog Posts:

Game Studies: Narratology v. Ludology

Ludology v. Narratology: it lives!

"No Justice, No Peace": No Truce in the Narratology/Ludology War

N&L: I Can’t Take it Anymore!

Articles and Papers:

Juul Jesper “Games Telling stories? -A brief note on games and narratives”

Frasca, Gonzalo “Ludologists love stories, too: notes from a debate that never took place”

Cavazza, Marc; Pizzi, David "Narratology for Interactive Storytelling: A Critical Introduction"

Gomes, Renata "The Design of Narrative as an Immersive Simulation"

Kücklich, Julian "The Playability of Texts vs. the Readability of Games: Towards a Holistic Theory fo Fictionality"

Lindley, Craig A. "The Gameplay Gestalt, Narrative, and Interactive Storytelling"

Mateas, Michael; Stern, Andrew "Build It to Understand It: Ludology Meets Narratology in Game Design Space"

Pearce, Celia "Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate"

Tronstad, Ragnhild "Defining a Tubmud Ludology"

Murry, Janet “The Last Word on Ludology v Narratology in Game Studies – A damning of the binary.