Avant Gaming:
avant-gaming
-noun
1. an advanced group in game design whose works are characterized chiefly by unorthodox and experimental methods.
-adjective
1. of or pertaining to the experimental treatment of games and play styles.
2. unorthodox or daring game designs; radical.

Archive for August, 2007


1700 Game Manuals, To Go Please…

Wednesday, August 29th, 2007
If you were saying to yourself “Now, where can I browse over 1,700 arcade manuals in PDF format?“, your prayers were just answered. This is over three gigabytes of manuals, schematics, and general information about arcade machines, scanned in by an anonymous army of dedicated people, and going back up to 30 years.

Via Waxy, Jason Scott has published a variable Library of Alexandria.


Tonight @ 5, Faceball!

Wednesday, August 29th, 2007

CBS 5, of the Bay Area, reports on Faceball. Flash video included, but un-embeddable??? Interesting.

[via Waxy]


Bogost on Cobert

Thursday, August 9th, 2007

Here’s the interview. My first thought was, “Wow…Ian is wearing a suit.”


The Montola Letters 2

Wednesday, August 8th, 2007

This is a response to this email from Markus:

Hi Markus,

I whole heartedly agree that the question is, “What is the purpose of classification?” My response is that, “we must classify in order to do more specific work.” It seems that everyone who works in our area has their own definition for ‘these games,’ and my primary concern is that the bulk of these definitions make good sound bites, but are thoroughly unusable when attempting to construct a greater theoretical framework. For example, a lot of definitions say that there is something intrinsically urban about these games and I disagree with that notion entirely.

Interestingly enough, I don’t see that IPerG’s approaches as being in any great conflict with my own- although I may be getting a head of myself. I believe that this genre of appropriative games are defined by the fact that they are designed for places/environments that were not originally intended to accommodate them. Now this definition can be approached through both schemas that you mentioned (issues of culture & distribution).

Culturally, these games are taking place in places where game generally aren’t supposed to be played. We see this in Norman Douglas’ London Street Games and when the NYPD requests that a checkpoint for Journey to the End of the Night relocates from the steps of a federal building. I realize the cultural implications reach much further than that, but they are not my immediate focus. Distribution is an interesting approach, but if you’ll bear with me I don’t think that it falls to far from my sub-genres (big game, pervasive game, ubiquitous game).

All games are at their core rule-based constructions. I really don’t anyone would argue with that. The distinction I have tried to base my sub-genre divisions on is who or what is administering, executing, and enforcing the rules of the game. The line that we like to draw at Georgia Tech is that an artifact (ludic or otherwise) is either computational or not. In my model, “the not” would be big games. I then divided the computational games into pervasive and ubiquitous games.

While this seems to be a simple question of tech, it is actual a question of cultural adoption of technology. Mobile technology is a great example to draw upon. In the US the cultural adoption of mobile tech lags far behind Northern Europe and Asia. As such when I design a “pervasive game” in the US that uses cellphones, I cannot rely upon anything beyond a voice connection and SMS. Without being an expert in Northern European mobile culture, I know for a fact that I could at-least MMS to that list for a game in your neck of the woods. In my view, pervasive technologies are naturally found in the area a game is to take place- which makes distribution a greatly simplified task. Ubiquitous technology, on the other hand, is tech that hasn’t been culturally adopted…which makes distribution/playability a far more daunting of a task. If we were to design a game using handhelds, GPS, and custom software, the chance of someone wandering along and being able to join in without being given equipment is zero.

I really don’t think anything (history or contemporary design) needs to be scrapped in order to move forward. I would love to see more encompassing models (as mine attempts to be), but people seem unwilling to generate them.

Best,
Dakota

P.S. For my own purposes I have defined an alternate reality game as an appropriative game that occupies two or more different types of environments concurrently (i.e. a real world location & a virtual world location).


The Montola Letters 1

Wednesday, August 8th, 2007

Recently Markus Montola wrote a mini-review on my thesis as part of his on-going dissertation work in Pervasive Games. Markus is one of the driving forces behind IPerG and is one of the proverbial heavyweights in the area of appropriative gaming. Markus and I have struck up a dialog on the subject, and as long as he consents (which he has) I will be posting the exchanges here in unedited forms.

Hi Dakota,

We’ve been discussing genres a lot lately within IPerG, and found out two sensible approaches to “pervasive game” genre classification. Either you study existing games and gaming cultures and discuss the existing historical and popular ways of classifying the games, OR you build your own categories from scratch in order to inform design. The question is: What is the purpose of the classification?

Due to distribution issues, the former one is really hard to do with “pervasive games”: They’ve been reinvented SO many times over and over. You have locally born game groups like big games, alternate reality games and pervasive larps, which are partially overlapping, partially similar and have bunch of strange features other groups consider irrelevant. You end up with a game like Momentum, which perfectly belongs to all three groups, and game like Majestic, which looks like an alternate reality game but is not due to not being part of the ARG movement. Computer games have had easy and fairly global distribution, so genres such as platformers and rally games have crystallized very early. The ways of playing larps and “pervasive games” are too many to count or distinguish.

So you can take the design approach, asking what are the prototypical feature compositions that best serve as a basis for a designer trying to think about this new stuff. If you go this way, you may scrap most of the historical influences from your classification, and build an entirely new one. (Of course old practices, games and groupings should help you along). But if you go this way, I don’t think your three groups are informative enough.

So… where do you stand, in either of these approaches or elsewhere?

Best,
- Markus


Around the Horn: 1 Button Games, Bogost on Cobert, iPhoneNES etc.

Tuesday, August 7th, 2007

ITEM: Bogost on Cobert

Bogost on CobertIan Bogost will be on the Cobert Report tonight. This is cool. Ian’s style of rockstar academics should have some interesting chemistry with Cobert’s interview style. I’ll link the Youtube video when it shows up.

…image borrowed from Joystiq.

ITEM: 1 Button Games

I got some interesting responses to my 1 Button Games rant (mostly from the Northern European mobile community). First of all, everyone needs to remember that the US mobile industry is a joke compared to Europe and Asia. I’ve gotten a lot of “You should really look at [name of game].” Sadly, I can’t. I’ve found a couple of cracked J2ME versions of suggested games, but for the most part a lot of these games just can’t be found in the US.

Of the games I’ve gotten a hold of, I’ve devoted most of my attention to what I’ve been calling multi-session games. Generally speaking if I invest 5 minute play sessions here and there into a game, I would like those investments to amount to more than me quiting the game during the second Space Invaders or Pac-Man board. Most of the RPG-ish titles I’ve looked at require around 10-15 minutes to do anything meaningful in the game. Mobile games need streamlined gameplay as well as streamlined interfaces.

Remember not necessarily casual games, but games that can be played casually.

Here’s a couple links:

ITEM: iPhoneNES

iPhoneNESI’ll admit I’m eagerly awaiting Apple’s official response to the #iphone-dev people. They’ve asked that blogs not link to their wiki, so I’ll take you 1/2 way there. Maybe Apple will take the nice approach that Nintendo has taken with DS Homebrew (more on DS stuff in a sec) or maybe we’ll get security update after security update.

iPhoneNES is a native NES emulator for the iPhone. Although early, the project certainly looks promising. Aside from optimizing code, the project’s owner admits that control is the biggest problem. If you do an usability evaluation strictly based on the Youtube video, the first thing that I would do to improve the control interface would be to have the emulator run in landscape mode and orient the controls in more of a PSP-esque configuration.

ITEM: NDS Motion Pak

Slightly older news, but I just saw a demo and was floored. The NDS Motion Pak is a combo accelerometer/gyroscope for DS Homebrew projects. If you’re a Homebrewer, this one is really worth it. Now I need this combined with a DS GPS in order to design a few crazy appropriative games.