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.

The 1st Pervasive Game for Google Android?

November 30th, 2007

Below is one of the Android Developer videos release by Google about two weeks ago. I didn’t pay too much attention to these at first, mostly due to time constraints, but I finally got around to watching it the other day. The video shows SkyPop principals Bruce Leak and Timo Bruck presenting what their company was able to do with Android during their first few days of exploratory development.

At one minute in, Bruck demos what he describes as a ‘team geo-caching game,’ that falls in line with our definition of either a pervasive or ubiquitous game. I still haven’t had time to get deep into the SDK, but if per/ubi game development is as easy as Bruck implies, Android might truly be the catalyst to the public proliferation of pervasive/ubiquitous gaming.

/awesome


Turn left at 4th St, Swim across the Atlantic Ocean

November 29th, 2007

Turn left at 4th St, Swim across the Atlantic OceanI’ve been jumping back into Google Maps as game engine mode, and was made a aware last night that a fun little bug/easter egg still exists in the API. Around 8 months ago, it was a pretty big deal for a day or two when it was discovered that Google suggested swimming the Atlantic Ocean in order to drive from Chicago to London. Soon after, the bug was closed and Google Maps is now unable to calculate routes from the Americas to Europe.

I just found out that the bug/easter egg isn’t completely gone. If you query any driving directions from North America to South America, the API still suggests taking a dip.


…stupid game.

November 27th, 2007

As you can see below, xkcd is funny.

xkcd Breakout


Trigger Happy for Free…

November 21st, 2007

Trigger HappyI’d be remiss if I didn’t point out that Steven Poole has had his book Trigger Happy available as a free download. While I greatly appreciate the sentiment being expressed here, I doubt this act of altruism will make the book any better.


Guild Banks Mean More Emergent Play in World of Warcraft

November 16th, 2007

Guild Bank CheckersWorld of Warcraft’s latest content patch provided players with Guild Banks, a feature long sought after by players. Interestingly enough this new common space has already been appropriated for new forms of emergent play.

WoW Insider  has posted about players using the Guild Bank space for a checkers board, and stated that it is a shame that each column is only 7 cells deep. If there were 8, Chess would be a simple extension.

Connect 4, Tic-Tac-Toe, and even Pictionary are are playable in this space. Reversi is as well, but I can’t imagine would would have the patience to keep changing all those pieces.

I need to check out the new version of the WoW Add-On API to see how this shiny new space can be used for appropriative gaming within Azeroth as I mentioned in my thesis: Pervasive Game Are Not A Genre! (They are a sub-genre).


What I’m Reading: ELSE/WHERE: MAPPING

November 14th, 2007

ELSE / WHERE: MAPPINGI know I am way late to the party on this book, but I’ve been busy and it is clear that ELSE / WHERE: MAPPING isn’t getting the attention it deserves. I’m not calling out my beloved Digital Media program, but there are a number of classes where this book should be a core reference and it isn’t even listed in supplemental reading.

That being said, I’ve found that the problem isn’t that people don’t know about this book. The problem is that people can’t find it. ELSE / WHERE was published in an extremely limited run by the University of Minnesota Design Institute. Not to besmirch the Design Institute, but this book really belongs in the MIT Press catalog…or at least that level of distribution.

I’m loving what I’m reading so far. My only criticism is that editors Janet Abrams and Peter Hall have a tendency to be a little meek in places. Here’s an example from the intro:

This book contends that mapping is an increasingly vital activity, one that undergirds diverse disciplines and transcends the supposed physical/digital divide. It is the conceptual glue linking the tangible world of buildings, cities and landscapes with the intangible world of social networks and electronic communication.

Personally, I would have upped the ante:

Mapping is an essential function. From animal to human, from infant to elderly, there is a fundamental need to understand the space around you, and understand yourself in relation to that space.

Anyway, that’s just me. I’ve also acquired a new favorite phrase from the book:

…playful psychogeographical meanderings through urban space.

I love that quip, but my usual rants directed at urban bias in this sphere apply.


Did Android kill OpenMoko?

November 13th, 2007

Google vs. OpenMoko 2As I’m finally getting down to reviewing the Google’s mobile Android SDK, I’m wondering if this is the nail in the coffin for OpenMoko (it isn’t a very big coffin and would only need 1 nail).

My thinking is this: I’ve been working on a appropriative /pervasive game toolkit, and have been holding off on moving into the dev stage until I had a chance to get my hands on the consumer version of the Neo1973 to what I could really do with it. The fact that the device has been continuously delayed has not helped OpenMoko in this case.

You might ask why would I even bother with OpenMoko in the first place. Well the pervasive game toolkit requires a fairly high level of API access to a device’s hardware functionality. While I realized that any OpenMoko version of the toolkit would only be demoware, I was prepared to use it until the mobile community came to their senses.

Now it appears that Google may have lead them there. I’m putting a lot of stock into the optional low-level hardware APIs that have yet to be released but based on what I am reading now, it looks Android will allow me to have my demoware and deploy it too.

…I still might get a Neo1973 when it is finally available, but I certainly won’t be developing for it.

Did Android cause anyone else to close the book on OpenMoko or am I the only one who ever bothered to open the book?


Collision Detection in the Real World

November 12th, 2007

One of the biggest challenges in appropriative game design, is computational quantification of action. How do you prove something happened, and to a lesser extent, how can you objectively inform a computational structure that something happened?

It all comes down to the tag problem. Observe any game of tag, at some point there will be a disagreement about whether or not a tag was made. When I teach on this topic, my student’s first assignment is to develop a method to quantify a tag and then inform a computational shell of the tag. Their second assignment is to then have the shell inform all players that the tag has been made.

Typically I see different riffs on the same methods, but I’m always looking for more. I’ve also been trying to abstract those methods into general approaches. Now I’m biased towards pervasive gaming and utilizing mid to high-end consumer mobile devices so this list is influenced by that. …this is also a very raw, and incomplete, draft.

Approaches to Collision Detection in the Real World

Network Proximity: Essentially if while scanning for connections over an ad-hoc network, if Device A can “see” Device B for X amount of time, a tag is made.

I’ve nicknamed this method “missile lock.” While using mobile devices and Bluetooth, I’ve found that the tag radius is ~30 yards and a time period of ~30 seconds of continued presence to establish the tag works fairly well.

Optical Recognition- Scan: If Player A is able to optically scan a barcode/glyph on Player B with his/her mobile device, a tag is made.

I’ve played with this one a lot, and have observed some interesting emergent behaviors. Before I get ahead of myself, I generally use Shotcodes linking to Php/AJAX websites to make the mechanic work.

The interesting emergent behaviors I mentioned generally are all a reaction to the Shotcode client’s effective range on mobile devices. First of all, the client doesn’t support zoom. A colleague of mine hacked the client and enabled zoom, but doing so greatly degraded scanning performance. Regardless, the effective scanning range of a Shotcode-enabled device is ~2 feet or less for a Shotcode with a 1-2 inch radius. As you would imagine, range increases as the size of the Shotcode increases. I haven’t worked out a specific size to range relational table yet, but how big are you going to make a Shotcode if you are planning to stick it on a player?

So in an interesting reaction to the limited effective scan range of the majority of Shotcode-enabled devices, innovative players actually used digitial SLR cameras to take snap photos of targeted shotcodes from long range and then scanned them off of the SLR’s LCD screen. Rather than outlaw this mechanic, I’ve decided to embrace it in my games.

Optical Recognition- Photo Recognition: I’m including this because it inevitable gets brought up in conversations. The base mechanic is that if Player A is able to take a recognizable picture of Player B, a tag is made.

I’m not a fan of this method because simply because it is in-exact. I’ve yet to work with affordable and/or reliable facial recognition software with which to automate this task. You can leave it to a human referee, and that is a legitimate low-tech approach, but I just haven’t found it to be a very interesting mechanic in practice. Granted after a few mundane tests I’ve pretty much shelved the idea, but I haven’t seen anyone else do it in an interesting fashion.

Physical Tag- “The Button”: A few times we had the idea of attaching a button of sorts to players. The idea was a tag would be made if some chased them down and pushed the button. After this resulted in a gang tackle or two, we moved one.

Physical Tag w/ Consensual Reporting: Saving the best for last (in this post at least), this tagging mechanic has worked the best in the most situations I’ve tried it in. Under this model, players tag each other in the same way they’ve been tagging each other since they started playing tag…physically, with their hands.

So Player A chases down Player B and tags him/her. Player A sends an SMS to the game server that reads, “Tagged B.” The game software then moves both players into a ‘purgatory’ queue until the tagged is resolved. If Player B agrees that a tag was made, he/she would SMS the server “Tagged By A.” If Player B disagreed with the tag, both players remain in purgatory until Player B consents to the tag or Player A withdraws the tag by texting “Untag B” to the server.

…so that’s my short list, does anyone have any other interesting mechanics they are experimenting with?


The Last Star Fighter: Homebrew FTW!

November 7th, 2007

The Last Star FighterThis is everywhere this morning. If you aren’t familiar with The Last Star Fighter, shame on you. Much like Enemy Mine, it is one of those early 80’s Sci-Fi flicks that just nailed their concept while not attempting to be Star Wars. Anyway, the guys over at RogueSynapse have developed a homebrew version of the game featured in the movie complete with cabinet.

This leads me to wonder…what other non-existent games (from movies, etc.) do we wish existed. None are coming to mind right now, unless I can get the Wargames version of Tic Tac Toe, but I’d love to get a running list going.


Come Out & Play 2007

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