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 the ‘big games’ Category


Come Out & Play 2007

Thursday, September 20th, 2007

Come Out & PlayIn about a week and a half, Come Out & Play 2007 will kick-off as part of PICNIC ‘07 in Amsterdam. Unfortunately I am not able to make the festival due to scheduling issues, but past collaborators David Jimison and Jeff Crouse have a game so Georgia Tech will be proudly represented. Hopefully my accepted entry Disavow! will find its way into to CO&P ‘08 this coming spring in NYC.

Out of curiosity I surveyed this year’s entries based on my sub-genres for appropriative games (list below), and was surprised at what I found. Given the perceived mobile sophistication of Europe compared to the US, I expected a large percentage of games to heavily leverage mobile and fall into the realm of pervasive prototyping/ubiquitous gaming. Now while a few of the games do leverage higher end mobile features (the Nokia N95 seems popular), just as many employed no computation at all. In fact, I would go as far as to wager that the big games will be the stars of the festival.

I’m hoping to get a few on site reports, and will post them if they come in.

Big Games

Pervasive Games

Ubiquitous Games

Alternate Reality Games




Sparring with Montola

Friday, July 20th, 2007

Markus Montola, who might well be described as the Godfather of European Pervasive Appropriative Games, had a few kind words for my thesis Pervasive Games Are Not A Genre! (They are a sub-genre.).

Other than the fact that the curse of Dakota Fanning has struck again (he refers to me as a she), Markus raised a few points of contention that I would like to address. Unfortunately, Markus’ website doesn’t allow for comments so I’ll address his concerns here.

Of course I disagree with many things presented in here. One of them is the classification of appropriative games to big, ubiquitous and pervasive games. I agree with the argument that we need to classify these things into more elaborate sub-groups, but I don’t agree with the division made here; Brown’s categories basically boil down to “no tech”, “user-owned tech” and “game operator provided tech”. The distinction is useful, but not sufficient as a genre classification.

The speed at which one can be bogged down while discussing genre is amazing, so I will keep this a brief and as to the point as possible. A genre is simply a category of composition belonging to a greater taxonomy. In constructing my genre system, I tried to answer two questions:

  1. What do these games do?
  2. How do they go about doing that?

These games erect a representational layer of play over existing space without significantly altering the physicality of that space. Everything one might layer on top of this (real vs. virtual space, 1 player vs. many players, etc), are really well-passed the core of the experience. These games appropriate space and then relinquish it physically unaffected by the gameplay.

This “representational layer of play” is either constructed through computation or non-computational means. I choose the term big games to represent the non-computational ones. I’ll admit that this term isn’t optimal, but this application reflects the rhetoric of its popular usage. The non-computational games big games received the least amount of attention in my treatment, and really do warrant a greater investigation.

I devoted most of my efforts to the games that constructed their “representational layers of play” computationally. For a starting point, I relied greatly on Jane McGonigal’s This Might Be A Game. I became fairly invested in looking at how game theorists on the humanities side of things viewed the terms “pervasive” & “ubiquitous” versus how game theorists / computer scientists viewed the terms. I’m not going summarize that section here, but it did allow to me arrive at what I think is a valuable distinction.

Pervasive games are games that rely upon computational technology that has already been dispersed through the appropriated environment. On the other hand, ubiquitous game rely upon computational technology that must first be introduced to said environment.

Not to be short, but reducing this distinction to “user-owned” and “operator-provided” completely disavows the historical computational context through which the terms “pervasive” & “ubiquitous” were derived. I find that a lot of work done in this field relies too heavily on convenient adjectives and verbs. Definitions constructed in this manner often make great sound bites & blog posts, but fall apart under the slightest of theoretical scrutiny.

Which leads me to:

P.S. On page 49 Brown sees some unintended implications in my model of pervasive game: In fact I tried to express pretty much the same stuff she writes here. I suppose this is an unfortunate side effects of metaphorical models: They inspire creative readings.

I can’t blame Montola for calling me out here. The first part of my agenda was to call out and debug a few of the popular metaphoric models. It isn’t so much that I disagree with Markus as much as I disagree with several conclusions I have seen that drew upon his work in question.

Unfortunately, the second part of my agenda had to be cut from the thesis. It just wasn’t going to be ready. I’m hoping to be able to address it soon (I really need to finish Ian’s Persuasive Games first). Ian argues:

…that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. [He calls] this new form “procedural rhetoric,” a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation.

I believe that appropriative games operate similarly, but distinctively differently due to the confusion in regards to the magic circle we are referring to. I refer to this new form as “procedural dialectic,” and will be expounding about it further in the future.

So…comments?


Stencil Stories: She Loves the Moon

Friday, July 13th, 2007

Stencil Stories: She Loves The MoonWow. Brilliant. Does anyone know whose work this is? The concept is just beautiful. I’ve placed an email to Whydoesshelovethemoon@gmail.com in hopes of finding out. Also, no chatter yet over at the ufiction forums. So I really have no idea whether this is one-shot art or part of a larger campaign.

Via Stencil Archive:

“She Loves the Moon” is an interactive, choose-your-own-adventure story that takes place on the sidewalks of the Mission district in San Francisco. It is told in a new medium of storytelling that uses spray painted stencils connected to each other by arrows. The streetscape is used as sort of an illustration to accompany each piece of text.

It’s a love story involving two characters who start in different locations. His story starts at 16th and Valencia, in front of the Crown Hotel / Limon Restaurant with the text “He Leaves his Lonely Apartment.” Her story starts at 21st and Guerrero in front of a Victorian mansion with the text, “She Leaves her Lonely Apartment.” Eventually their paths merge in front of Tartine Cafe at 18th and Guerrero, where they meet, and their paths travel together until relationship drama pulls them apart. Eventually their paths remerge, at which point there are two possible endings, happy and tragic, and two other points where the story can end unexpectedly if the viewer chooses the wrong ending. All in all, there are 4 possible endings.

Stencil Stories: She Loves the Moon has been added to the Avant Game List.

Two more links for you:
Doej15’s Flickr Photo’s
Stencil Story @ New York Magazine

Thanks for the link Al.


Why I don’t like Big Games…

Monday, June 18th, 2007

So even though I employed the term “big games” in my Masters project, I’m not a fan of it- especially when it is used to describe an entire genre (which I call appropriative games). In order to illustrate my hesitance with this term, I thought it best to examine a fairly composite definition of “big games.”

The particular definition I am using is from New Media Literacies Media Producer Profile Series. The 7th edition of the series”Learn About Big Games!,” includes interviews with appropriative gaming luminaries Ian Bogost, Jane McGonigal and Mattia Romeo. The definition itself, is found in a linked Word document.

Big Games:
Games for big groups of people in real world spaces (such as a park or the
streets) that use mobile communication technologies like cell phones to link
people together in gameplay.

Big groups of people… I have yet to be presented with compelling reason as to why the participation “big groups” of people would be a defining characteristic of play. How many is big anyway? If big is 20 people and only 18 show up, do you lose your big game license? I understand that 100 or so people doing something “weird” in public adds to the spectacle, but spectacle isn’t gameplay. If spectacle is something you are concerned with, I might suggest that you are more interested in performance than play.

Additionally, I believe that there is largely unexplored potential for single-player and small group appropriative gaming experiences. Let’s face it when the big companies come along and want to market appropriative games, the single player experiences are going to be the moneymakers.

In real world spaces I’ve heard often heard the appropriative gaming movement referred to a “return to playing in the real world!” …some of us never left. By simply defining this gaming movement by saying its games take place in the “real world,” the primary operational quality of this medium is ignored. These games appropriate space. They are played in environments not originally designed to accommodate them, and do so with significant alteration to that environment. Whether this happens in New York City or in World of Warcraft is of little consequence to gameplay.

use mobile communication technologies… I think computation (well, the designer’s use of technology/computation) is a key attribute of appropriative games. Particularly, there are non-computation appropriative games which I will call “big games” until I can come up with a better term. “Pervasive games” are appropriative games that employ technology and computation that individuals most likely carry with them or have access to on a day-to-day basis. Finally, “ubiquitous games” are appropriative games that make use of technology and computation that most people don’t have daily access to.

Ultimately I think that most definitions / frameworks that attempt to frame appropriative games make good sound bites, but fail when one attempts to do more specific work with them. Furthermore if appropriative games are to deliver on some of their immense potential, more specific theoretical and conceptual work definitely needs to be done.


Pervasive Games Are Not A Genre! (They are a sub-genre.)

Friday, June 8th, 2007

My Masters project “Pervasive Games Are Not A Genre! (They are a sub-genre.)” is now online. Falling somewhere in-between a thesis and design document, the project addresses the recent emergence of what has been called (among other things): Pervasive games, ubiquitous games, street games, big games, alternate reality games, mobile games, location-based games, total games, cross media games, augmented reality games, ambient games, location-aware games, mixed-reality games, etc. The primary failing of existing work done in this area is that it fails to identify and address the primary characteristic of this gaming genre: the appropriation of space for play.

As such, “Pervasive Games Are Not A Genre! (They are a sub-genre.)” is an examination of the genre of appropriative games and its three sub-genres ubiquitous games, pervasive games, and non-computational big games.

Excerpt:

Appropriative gaming is a genre of games that are designed for environments not originally intended to accommodate them. Appropriative game designers study an environment (city streets, rural fields, virtual worlds, etc.) and create innovative methods by which to temporarily reallocate the environment’s natural affordances in the service of focused gameplay. The genre of appropriative gaming encompasses such works as Assassins, Pac-Manhattan, and ARQuake.

The frameworks that are developed to facilitate these gaming experiences are typically not permanent. An infrastructure for an appropriative game is often erected for a single game session and torn down as soon as play has concluded. It would be inappropriate to attempt to characterize this guerilla tendency as being either positive or negative for the genre. These flashpoints of activity may appear to inhibit the genre’s proliferation while posing a significant design challenge, but they remain principal to the genre’s aesthetic. Additionally, this pro tem inclination does not prevent the design of persistent appropriative games. However if the presence of an appropriative game significantly alters the permanent physicality of an environment, it ceases to be an appropriative game.