tag:blogger.com,1999:blog-71562342008-06-17T21:21:23.000+02:00Models for Life in Virtual Game WorldsMirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comBlogger138125tag:blogger.com,1999:blog-7156234.post-50738912037627284552008-06-17T21:03:00.003+02:002008-06-17T21:21:23.055+02:00Gotland Game Awards 2008<p class="MsoNormal"><span style="" lang="EN-US">Gotland Game Awards is a yearly event where the game students at Gotland University present and exhibit the games they have produced during the year. The games are evaluated by an invited jury where the majority with members from various game production companies (this year from </span><a href="http://mainweb.hgo.se/adm/eng.nsf/%28$all%29/DB52D035D82A2107C1256E2900471081?OpenDocument%3EGotland%20University%3C/a%3E%20had%20gotten%20a%20lot%20of%20people%20together%20from%20the%20all%20over%20the%20industry,%20including%20%3Ca%20target=" target="_blank"><span style="" lang="EN-US"></span></a>Starbreeze, Streamline, PixelTamer, Avalanche, Deadline Games, 3 Lives Left, JadeStone, Funcom, TripWire, Avaloop, Crytek). The winners get fame/money/stuff/travels/thing-to-put-in-shelf<span style="" lang="EN-US">.</span></p><p class="MsoNormal">The competing games: <a href="http://www.hgo.se/gga/">http://www.hgo.se/gga/</a></p> <p class="MsoNormal"><span style="" lang="EN-US">The cornerstone of GGA is to focus the attention on the work of the students. Ie, instead of the students listening and learning they get a highly competent jury who focuses on <b style="">the students </b>work, creating a space for discussion that pointedly is about learning from the specific (the produced game) rather than from abstract principles. <span style=""> </span><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">The first day of GGA the students presented their games for the audience, in 10 – 20 minutes time slots. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">A presenter<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><span style="text-decoration: underline;"><a href="http://www.flickr.com/photos/reality/2563889787/" title="IMG_4691 by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3188/2563889787_70206795cd_m.jpg" width="240" height="180" alt="IMG_4691" /></a></span><br /><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">An audience<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><span style="text-decoration: underline;"><a href="http://www.flickr.com/photos/reality/2564760768/" title="IMG_4747 by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3166/2564760768_bb612475f7_m.jpg" width="240" height="180" alt="IMG_4747" /></a></span><br /><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/search/?q=presentation%20gga08&amp;w=96233787%40N00&amp;m=tags">Link to more pictures of presentations.</a><o:p></o:p></span></p><p class="MsoNormal"><span style="" lang="EN-US"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">The second day of GGA was playtime. The games were exhibited in the new congress center.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">A game being played<br /></span></p><p class="MsoNormal"><span style="" lang="EN-US"><span style="text-decoration: underline;"><a href="http://www.flickr.com/photos/reality/2563975823/" title="IMG_4936 by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3273/2563975823_4a91246171_m.jpg" width="240" height="180" alt="IMG_4936" /></a></span><br /><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/search/?q=arcade+gga08&amp;m=tags&amp;w=96233787%40N00&amp;s=int">Link to more pictures from the game show</a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">In the evening: Awards Ceremony. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><span style="text-decoration: underline;"><a href="http://www.flickr.com/photos/reality/2563991715/" title="Don Geyer initiating Gotland Game Awards Ceremony by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3139/2563991715_7227fd5d76_m.jpg" width="240" height="180" alt="Don Geyer initiating Gotland Game Awards Ceremony" /></a></span><br /><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">In the night: Celebration!<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">But I was too busy celebrating for taking pictures. Needless to say I had a blast during the whole event. Having been at USCS in California for most part of the previous year it was such a joy to visit and meet all the ones I missed, and to get this warm glowing feeling of pride seeing the work of the students (not that I can claim any of that pride whatsoever, but I can’t deny having that glowing feeling).<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/photos/reality/sets/72157605515006268/">Link the 261 the photographs I took during GGA</a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><br /><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><span style="font-weight: bold;">Links to other blogs about GGA:</span><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.designersnotebook.com/News/2008/06/gotland-game-awards.htm">Ernest Adams: post on <span style=""> </span>The Designer’s Notebook</a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"></span></p><a href="http://www.lai.as/?p=44">Gorm Lai: post on I love it, I feel like Sisyphus</a> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://jasmin.orthbandt.de/?p=64">Jasmine Ortbandt: post on Jasmine O’s Webworld</a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://tlundmark.blogspot.com/2008/06/gotland-game-awards-2008.html">Tobias Lundmark: photos at Through the Looking Glass</a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><br /></span></p><p class="MsoNormal"><span style="font-weight: bold;">The Winners</span><br /></p><p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">The Red Cross Antidiscrimination Bureau Sponsored prize: </span></p> <p><span style="font-size:8;">The Award for for Human Rights and Antidiscrimination</span></p> <p> </p> <p><span style="font-size:8;">2 winners: Monks of Sangrrael &amp; Insats Afrika</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">The Almedalen Library Award</span></p> <p> </p> <p><span style="font-size:8;">winners: Fairytale</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">JADE Project Award</span></p> <p> </p> <p><span style="font-size:8;">winners: Fairytale</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best Presentation</span></p> <p> </p> <p><span style="font-size:8;">winners: In Other Words</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best Serious Game</span></p> <p> </p> <p><span style="font-size:8;">winners: Gamerider</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best CG Animation - Theme Park</span></p> <p> </p> <p><span style="font-size:8;">winners: In Harmony with Nature</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best CG Animation - Commercial</span></p> <p> </p> <p><span style="font-size:8;">winners: Wacom in Motion</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best Cinematic - Open and Invitational</span></p> <p> </p> <p><span style="font-size:8;">winners: Perfekt</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Alumni of the Year Award</span></p> <p> </p> <p><span style="font-size:8;">winner: Anders Ekermo</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best Arcade Game - Theme Park</span></p> <p> </p> <p><span style="font-size:8;">winners: Deep Ocean</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best Game - Big Game Project</span></p> <p> </p> <p><span style="font-size:8;">winners: Planetaria</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best Game - Open and Invitational</span></p> <p> </p> <p><span style="font-size:8;">winners: Dark Room</span></p> <p><span style="font-size:8;">*****************************************************************************************</span></p> <p><span style="font-size:8;">Catagory:</span></p> <p><span style="font-size:8;">Best at show all catagories</span></p> <p> </p> <p><span style="font-size:8;">winners: Vertigo</span></p><p class="MsoNormal"><br /><span style="" lang="EN-US"><o:p></o:p></span></p>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-24954197492584563472008-06-05T15:56:00.002+02:002008-06-05T16:00:57.833+02:00GGA08 preparations<p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.hgo.se/gga/">Gotland Game Awards</a> starts tomorrow! An intense week for the HGO game department: students and faculty in full crunch!<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/photos/reality/2553684856/" title="GGA08 Poster by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3193/2553684856_b3347752a4.jpg" alt="GGA08 Poster" height="500" width="375" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/photos/reality/2552966881/" title="gga preparations by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3279/2552966881_dfe9cf571d_m.jpg" alt="gga preparations" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/photos/reality/2553719196/" title="Nicklas, our guide in the crypt of crunch by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3036/2553719196_40786be048_m.jpg" alt="Nicklas, our guide in the crypt of crunch" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US"><a href="http://www.flickr.com/photos/reality/2553711672/" title="Susan Gold visiting students in crunch by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3011/2553711672_4683081c36_m.jpg" alt="Susan Gold visiting students in crunch" height="180" width="240" /></a> <o:p></o:p></span></p>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-19927399626212705592008-03-20T01:01:00.001+01:002008-03-20T01:01:01.890+01:00concept pic for playtest of wom<div style="float: right; margin-left: 10px; margin-bottom: 10px;"> <a href="http://www.flickr.com/photos/reality/2345841845/" title="photo sharing"><img src="http://farm3.static.flickr.com/2178/2345841845_91cc2afaec_m.jpg" alt="" style="border: solid 2px #000000;" /></a> <br /> <span style="font-size: 0.9em; margin-top: 0px;"> <a href="http://www.flickr.com/photos/reality/2345841845/">concept pic for playtest of wom</a> <br /> Originally uploaded by <a href="http://www.flickr.com/people/reality/">mimmi</a> </span></div>josh and the owls<br clear="all" />Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-46789869411132241692008-03-05T02:21:00.001+01:002008-03-05T02:21:48.953+01:00IPIP NEO you say?<div style="float: right; margin-left: 10px; margin-bottom: 10px;"> <a href="http://www.flickr.com/photos/reality/2310752821/" title="photo sharing"><img src="http://farm4.static.flickr.com/3085/2310752821_989f080efd_m.jpg" alt="" style="border: solid 2px #000000;" /></a> <br /> <span style="font-size: 0.9em; margin-top: 0px;"> <a href="http://www.flickr.com/photos/reality/2310752821/">IPIP NEO you say?</a> <br /> Originally uploaded by <a href="http://www.flickr.com/people/reality/">mimmi</a> </span></div>Soon I will ask for test subjects in the lab. <br /><br />There is a number of stages in the implementation that i need to paper prototype. Wizard of Oz, here i come.<br clear="all" />Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-81421294708053182822008-02-27T02:36:00.003+01:002008-02-27T04:16:23.073+01:00GDC 2008 Diary Day 5 (friday)On the last and fifth day of GDC my energy started to run out, but i managed to bounce up early enough to get to<br /><br /><span style="font-size:130%;"><span style="font-weight: bold;">Designing Conflict Resolution without Combat</span></span><br />Gordon Walton<br /><a href="http://www.flickr.com/photos/reality/2290139815/" title="Designing Conflict Resolution without Combat by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2043/2290139815_ae1abe26f7_m.jpg" alt="Designing Conflict Resolution without Combat" height="180" width="240" /></a><br />...and to:<br />Hitting the Jackpot in the MMO Game Space<br />Allen Partridge<br /><a href="http://www.flickr.com/photos/reality/2290942580/" title="Hitting the Jackpot in the MMO Game Space Allen Partridge by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2004/2290942580_a55f374f97_m.jpg" alt="Hitting the Jackpot in the MMO Game Space Allen Partridge" height="180" width="240" /></a><br /><br />... but didn't really wake up until<br /><span style="font-size:130%;"><span style="font-weight: bold;">Defeating Designer's Block, Tools to Boost Creative Output – Part 2: Putting the ideas into Practice</span></span><br />Graeme Ankers<br />This was an excellent session. My notes won't do it justice so i recommend downloading their presentation when it comes online. I photographed <a href="http://www.flickr.com/photos/reality/tags/defeatingdesignersblocktoolstoboostcreativeoutputpart2puttingtheideasintopractice/">some slides </a>for my own memory.<br /><br /><a href="http://www.flickr.com/photos/reality/2290152201/" title="IMG_2195 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2155/2290152201_4efa446b1f_m.jpg" alt="IMG_2195" height="180" width="240" /></a><br /><br /><br />At 12.00 I faced the difficult decision of either going to listen to rants, or to go listen to what Damien Shubert had to say about writing game design documents. In the end i figured that the rant would probably be live blogged anyway so I could read what was said later, and I really wanted to hear Shubert. I heard a speech by him at the Austin game conference in 2005 with was excellent (about what VW designers can learn from casinos) so i found myself hobbling towards west 2001.<br /><span style="font-weight: bold;font-size:130%;" ><br />Writing Great Design Documents </span><br />Damion Schubert<br />I was not disappointed, Shubert's speech was practical, down to earth, and very sensible. A lot of it may seem like common sense and "hey I already knew that" but how come not all GDDs are prefect then? Shubert has been kind enough to<a href="http://www.zenofdesign.com/?p=1017"> share his slides here</a>.<br /><br /><a href="http://www.flickr.com/photos/reality/2290957774/" title="Damion Schubert by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2142/2290957774_fa38ed3f1a_m.jpg" alt="Damion Schubert" height="180" width="240" /></a><br /><br />Regarding the rants, Liz Lawley posted<a href="http://terranova.blogs.com/terra_nova/2008/02/gdc-2008-game-d.html#more"> extensive notes about the rant on Terranova!</a> Thanks for that!<br /><br />After a very quick lunch (picking out the meat from one of them lunch boxes) I tried to hurry off to the hotel for a power nap. I wasn't sure if my throat was sore from speaking in loud environments or if i had a flue coming (it was a flue). But I ran into Victor, also tired, and we came to the rational conclusion that one might never rise from a nap, and that a screwdriver contains c-vitamins.<br /><a href="http://www.flickr.com/photos/reality/2291002442/" title="Victor and me by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2268/2291002442_821e587bab_m.jpg" alt="Victor and me" height="180" width="240" /></a><br /><br />Next i had a meeting with the company HumanNature and the team behind a gorgeous personality test game for the DS. I fell in love. So instead of listening to Raph Koster's speech about Meta Place (<a href="http://www.raphkoster.com/2008/02/25/gdc2008-yet-more/">again trusting in Koster's own documentation to be available later</a>) i just played and played and asked and asked.<br /><a href="http://www.flickr.com/photos/reality/2290209463/" title="Team behind personality game for DS by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3139/2290209463_710a357b1a_m.jpg" alt="Team behind personality game for DS" height="180" width="240" /></a><br /><br />The AI Dinner in the evening was very enjoyable. I both got to talk to people I wanted to speak to and to people I there and then realized i wanted to have conversations with.<br /><a href="http://www.flickr.com/photos/reality/2291005016/" title="AI Dinner by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3127/2291005016_6178b49507_m.jpg" alt="AI Dinner" height="180" width="240" /></a><br /><br />Later on I joined a bunch of people who knew how to end the conference in style:<br />by playing.<br /><a href="http://www.flickr.com/photos/reality/2291060104/" title="IMG_2321 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2124/2291060104_37266541db_m.jpg" alt="IMG_2321" height="180" width="240" /></a>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-44200389129901829532008-02-26T23:26:00.004+01:002008-02-27T07:54:04.469+01:00GDC 2008 Diary Afternoon Day4 (Thursday)On my way to lunch I ran in to Olivier Lejade who agreed with me on the lameness of the Future of MMO panel, but who said that Chris Hecker's speech on Structure vs Style had been fantastic. I missed out on that - Michael Mateas had also recommended Hecker's speech. That will be the first one I check out when all the slides are put online next week.<br /><br />For lunch i was in for a historic moment. Michael Mateas and Mike Sellers are on my top-two list of the most intelligent persons in the world who not only in thought focus on the most interesting topics in there world but also hands on build things that will be crucial for the future of mediated experiences. There you have it, and I'm not exaggerating.<br /><a href="http://www.flickr.com/photos/reality/2290899424/" title="Mike Sellers and Michael Mateas by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2106/2290899424_7af568ddcb_m.jpg" alt="Mike Sellers and Michael Mateas" height="180" width="240" /></a><br /><br />As i was about to scoot off to the next session on my list i gave Elina Ollila a call to see how she was doing with her flue. Not too well, so i went to buy some thai food for her. She had been too sick to deliver her keynote for the mobile track on Tuesday and had missed out on the whole conference. That should not be allowed to happen!<br /><a href="http://www.flickr.com/photos/reality/2290902616/" title="Elina with flue by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3015/2290902616_402d523893_m.jpg" alt="Elina with flue" height="180" width="240" /></a><br />Here Elina is showing the video parts of her presentations that wouldn't port over to my computer. Everything i know about user testing i have learned from her in some way or another, and i continue to learn from her work. She my guru!<br /><br />Next I went to the AI roundtable<br /><span style="font-size:130%;"><span style="font-weight: bold;">Artificial Intelligence in Computer Games (Day2)</span></span><br />Neil Kirby and Steve Rabin<br />which was so popular it had flowed over to a second room.<br />Topics that were thouched upon:<br /><ul><li> gesture recognition</li><li>NPL</li><li>reasoning under uncertainty</li><li>reputation systems</li><li>middleware (if any uses them)</li><li>LOD</li><li>Emotion </li><li>Multiagent coop such as squad behavior (Fear was mentioned)</li><li>game theory economics</li><li>storytelling <---> simulation</li></ul><br /><a href="http://www.flickr.com/photos/reality/2290895780/" title="ai roundtable by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2286/2290895780_99e3cba6a3_m.jpg" alt="ai roundtable" height="180" width="240" /></a><br /><br />Dinner gave me the chance to catch up properly with Sam Lewis who I haven't met since ACE06 in Hollywood.<br /><a href="http://www.flickr.com/photos/reality/2290905232/" title="sam lewis by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2208/2290905232_6535322549_m.jpg" alt="sam lewis" height="240" width="180" /></a><br />Sam was kind enough to accompany me to the speaker's party - i hate entering parties alone - those few first minutes of disorientation you know.<br />Turned out to be another night of great conversations and good laughs. And we got balloons!<br /><a href="http://www.flickr.com/photos/reality/2290909298/" title="me and bob has balloons by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2193/2290909298_1ffb44d3ef_m.jpg" alt="me and bob has balloons" height="180" width="240" /></a>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-42930329987508021532008-02-26T21:41:00.004+01:002008-02-27T06:02:20.315+01:00GDC 2008 Diary Morning Day4 (Thursday)I started out with a breakfast meeting with Mike Sellers from Online Alchemy. This was one of my highlight of the conference. You probably know that feeling of meeting a universe of ideas that is chillingly familiar to ones own but yet different. I get that when speaking to Mike.<br /><br />I made it to the second half of<br /><span style="font-size:130%;"><span style="font-weight: bold;">The Next 20 Years of Gaming </span></span><br />Ray Kurzweil<br /><br /><a href="http://www.flickr.com/photos/reality/2290891872/" title="keynote, singulariites by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2184/2290891872_2f61b8fdd1_m.jpg" alt="keynote, singulariites" height="180" width="240" /></a><br /><br />A few random notes:<br /><ul><li>RK showed a number diagrams with similar curves. (exponential growth)<br /></li><li>Do we have the SW to simulate the human brain?</li><li>uncanny/creepy valley</li><li>first phase - demented (simulated) humans</li><li>turing test was based on language</li><li>language + intelligence</li><li>Brain Scans -> can we understand the data.</li><li>Maybe our brains can't understand themselves?</li><li>Visual cortex, cerebellum, skill formation, the calculations needed to catch a flying ball. </li><li>In 20 years we will have more knowledge about our brains. Means to simulate human intelligence. Our learning will happen through virtual environments.</li><li>Self organizing systems. Speech synthesis. </li><li>Ended session with a speech synthesis, translation of the words "In a few years everyone will be able to talk to anyone"</li></ul>The extensive use of diagrams showing exponential growth reminded me of Kelly who was so popular a few years ago. I noted down the word Singularity and thought about the Hello Kitty Singularity in one of C Stross's books. I thought about one of Marvin Minsky's texts where he too wondered whether we humans are capable of understanding our own brains. I thought about the fact that USC recently hired Damasio. I also realized I haven't read RKs books, so I ordered them - one is on singularity, the other on spiritual mashines.<br /><br />Next I made it to<br /><span style="font-weight: bold;font-size:130%;" >Future of MMOs </span><br />Jack Emmert, Min Kim, Ray Muzyka, Mark Jacobs, Rob Pardo and Jon Wood<br /><br /><a href="http://www.flickr.com/photos/reality/2290099253/" title="future of mmos by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3029/2290099253_92f94015df_m.jpg" alt="future of mmos" height="189" width="240" /></a><br /><br />I took extensive notes listening to this panel, but now when I read through them I dont find them very interesting. The panelists were asked the following questions:<br />1. There is a trend to use existing IPs. Will it be possible to dev without IP?<br />2. Platforms, consoles. Is it necessary to make cross-platform development?<br />3. Micropayments or subscriptions in the US?<br />4. It is getting more and more expensive to build MMO's. Will it be possible to dev without a monster budget?<br /><br />Well doh. We all know the the answers tho those questions so i won't write down the obvious answers. The panelists did the best what they could with those lame questions. Such a waste of a good panel to not go beyond the obvious.<br /><br />...But that's just me.<a href="http://terranova.blogs.com/terra_nova/2008/02/gdc-2008-the-fu.html#more"> Liz Lawley put her notes up on Terranova</a>, and ill read those later to see if i have missed something.<br /><br />Personally i would have found themes that went outside the sphere of revenues, IPs and platforms more interesting for the future of MMO's, such as:<br /><ul><li>The future develempment of the avatar - online personas (and maybe touching on the rights of avatars)</li><li>The future of meaningful experiences tied to thematic content in MMOs (individual stories etc)</li><li>The future of game mastering in MMOs </li><li>The future design of conflict resolution without combat (the topic of Gordon Waltons Roundtable)</li><li>...etc...etc..</li></ul>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-46346488448906243612008-02-26T04:48:00.004+01:002008-02-26T07:05:49.784+01:00GDC 2008 Diary Day 3 (wednesday)I ended up having an enjoyable social morning, starting with a breakfast at Lauries with Mike, Patricia, and papa Mike,<br /><a href="http://www.flickr.com/photos/reality/2290671020/" title="Patricia, Mike and Mike by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3171/2290671020_9ff9d11597_m.jpg" alt="Patricia, Mike and Mike" height="180" width="240" /></a><br />Once I reached the convention centre i ran into George,<br /><a href="http://www.flickr.com/photos/reality/2290672948/" title="George by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3126/2290672948_42d6e629a1_m.jpg" alt="George" height="180" width="240" /></a><br />and we continued an old conversation about hedgehog mating rituals, concluding that we all are but humping soufflés. One of my favorite conversations of the day.<br /><br />After some more random conversations I made it into the session<br /><span style="font-weight: bold;font-size:130%;" >Rules of Engagement: Blizzard's Approach to Multiplayer Game Design</span><br />Rob Pardo<br /><br /><a href="http://www.flickr.com/photos/reality/2289959909/" title="Rules of Engagement: Blizzard's Approach to by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2138/2289959909_4de73d7504_m.jpg" alt="Rules of Engagement: Blizzard's Approach to" height="180" width="240" /></a><br /><br />Pardo stressed the importance of using the Beta for design iterations, and recommended boosting features to start with. That way players really use them, so there is feedback. Easier to downplay them later than the opposite. He also recommended to not make changes to often. To not panic - players often find their way around features that at first seem impossible from the player's perspective.<br />He made an example of battleground balancing. Alliance players win the battleground Alterac Valley 95 times of hundred, and loose Arathi Basin 90 times of 100. Therefore players are rewarded honor points also when they loose, though not as much as if they had won. I guess that an obvious question to this would be - why not balance the battlegrounds so players don't have to go in there knowing that they will loose? But since the question is so obvious I am sure it is thought of already.<br />When it comes to maps Pardo and his team prefer pre-made maps to generated ones - it gives more control and players can learn them more easily.<br />On match making Pardo recommended "fewer buckets". If there are too many criteria to fill for match making players may end up not finding anyone to play with.<br /><br />Pardo showed <a href="http://www.flickr.com/photos/reality/tags/rulesofengagementblizzardsapproachtomultiplayergamedesign/">many colorful slides which I photographed.</a><br /><br />I had lunch with Ghodrat and Kenton from Distil Interactive that are doing some very interesting stuff which i will dip into.<br /><span style="font-weight: bold;font-size:130%;" ><br />Pollinating the Universe: User-generated Content in SPORE</span><br />Caryl Shaw<br />Caryl Shaw showed web features that let spore players share their inventions through webpages. What blew my socks of was when she showed the music editor.<br /><br />I couldn't concentrate properly since Gamestudies Download 3.0 was at the same time, so i surrendered and ran over to that session.<br /><br /><span style="font-size:130%;"><span style="font-weight: bold;">Game Studies Download 3.0 </span></span><br />Jane McGonigal, Ian Bogost and Mia Consalvo<br /><br /><a href="http://www.flickr.com/photos/reality/2290048937/" title="Game Studies Download 3.0 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2382/2290048937_0c24ab0c3b_m.jpg" alt="Game Studies Download 3.0" height="180" width="240" /></a><br /><br />I didn't get there in time to hear the whole presentation, but luckily the slides can be found online at <a href="http://www.avantgame.com/top10.htm">Jane McGonigal's website.</a><br />I recommend browsing through the slides, the selection of research results is spot on. I was especially glad they included the work of Aki Järvinen, and work by the people at the Hypermedia lab, it deserve a bigger audience. And I got to add to my reading list, always welcome.<br /><br />Between sessions I ran into Sam Lewis, who is not only a friend but one of my advisors. We hopped into<br /><span style="font-weight: bold;font-size:130%;" >Collaborative Writing and Vast Narratives: Principles, Processes, and Genteel Truculence</span><br />Ken Rolston and Mark Nelson<br /><a href="http://www.flickr.com/photos/reality/2290054007/" title="Collaborative Writing and Vast Narratives: by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2353/2290054007_7ffbf3f2b6_m.jpg" alt="Collaborative Writing and Vast Narratives:" height="180" width="240" /></a><br />Rolston and Nelson had a lot if interesting things to say, and I photographed some slides, but again I found it diffucult to concentrate. I was so curious to see the MMO Sam has been designing for Cartoon Network, so eventually i surrendered to that and we scurried away to the press room so I could try it out.<br /><a href="http://www.flickr.com/photos/reality/2290674614/" title="Sam Lewis by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3001/2290674614_1ac272c8df_m.jpg" alt="Sam Lewis" height="180" width="240" /></a><br />It was pretty amazing to see the game design i first tried on pen and paper 2 years ago form on the screen.<br /><br />For dinner I met up with my colleagues from Gotland University again, our professor Steven Bachelder had arrived, and I was eager to get to talk to them again. This is Steven:<br /><a href="http://www.flickr.com/photos/reality/2289901713/" title="Steven Bachelder by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2247/2289901713_45a05bc867_m.jpg" alt="Steven Bachelder" height="240" width="180" /></a><br />After dinner my jet lagged colleagues went for a nap while i scampered away to the Marriot for a quick drink with Ren and friends of his before the evening party.<br />I found them deep in conversation about zombies and bottled water:<br /><a href="http://www.flickr.com/photos/reality/2290696168/" title="Bottled water menu by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3181/2290696168_dbc1ea8bb5.jpg" alt="Bottled water menu" height="500" width="375" /></a><br /><br />The Nordic game party featured a concert by Skid Row<br /><a href="http://www.flickr.com/photos/reality/2289908101/" title="Skid Row Concert by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3040/2289908101_d2b842c41a_m.jpg" alt="Skid Row Concert" height="180" width="240" /></a><br /><br />Among others I found Jesper Juul there, and TL, and my former colleague Johan Peitz who is here to show his new game with his company Muskedunder (coolest company name ever in my opinion.)<br /><br /><a href="http://www.flickr.com/photos/reality/2289906821/" title="Jesper Juul by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2082/2289906821_3661d524d7_t.jpg" alt="Jesper Juul" height="75" width="100" /></a> <a href="http://www.flickr.com/photos/reality/2290697600/" title="Johan Peitz by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2314/2290697600_1cf8ae7dcb_t.jpg" alt="Johan Peitz" height="75" width="100" /></a><br /><br />I listened a little while until i scooted off to a bar where the EIS lab had settled down.Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-22024462469608157542008-02-26T03:48:00.003+01:002008-02-26T07:06:17.182+01:00GDC 2008 Diary Afternoon Day 2 (tuesday )I caught the last minutes of<br /><span style="font-weight: bold;font-size:130%;" >Learning to Love Virtual Item Sales</span><br />Speaker(s): Andrew Schneider (Live Gamer), Steve Goldstein (Ping0)<br />Time: 3:30pm - 4pm<br /><br />QA<br />Q: Loans?<br />A: Nooo!<br /><br /><a href="http://www.flickr.com/photos/reality/2289971962/" title="Hallmarks of a Legitimate Secondary Market by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2259/2289971962_892e562e38_m.jpg" alt="Hallmarks of a Legitimate Secondary Market" height="180" width="240" /></a><br /><br /><br /><span style="font-weight: bold;font-size:130%;" >Socioeconomics in Online Worlds</span><br />Moderator: Michael Zenke (Slashdot Games)<br />Panelist(s): Eyjólfur Guðmundsson (CCP Inc.), Craig Sherman (Gaia Online), John<br />Bates (MindArk)<br />Time: 4:15pm - 5pm<br /><br /><span style="font-weight: bold;"><a href="http://www.flickr.com/photos/reality/2289182527/" title="Socioeconomics in Online Worlds by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2011/2289182527_0e6f2bc894_m.jpg" alt="Socioeconomics in Online Worlds" height="180" width="240" /></a></span><br /><br />QA<br />Q: Is RTM (Real Money Trade) a cover-up for bad design? Players paying their way out of boredom?<br />A: The market is big... Look at the number of Youtube users vs WoW. //answer didn't make much sense to me, but there it was.<br />Q: The three most important factors of success for Gaia?<br />A: 1)Listening to the users. And making changes that we think are "wrong", taking the advice from players //exact opposite of what Bartle recommends<br />2)Communication with the players. For example we needed to explain why we needed to have in-game advertising. The players understood, but needed the discussion.<br />3) Luck. Users found us despite we didn't advertise much.<br /><br /><br /><span style="font-weight: bold;">Evening</span><br />I found my colleagues from Gotland University and had a wonderful reunion. How I have missed them!<br /><a href="http://www.flickr.com/photos/reality/2289201013/" title="Jacob, Marcus, Don Fredrik by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2409/2289201013_76ff428be6_m.jpg" alt="Jacob, Marcus, Don Fredrik" height="180" width="240" /></a><br /><a href="http://www.flickr.com/photos/reality/2289208091/" title="IMG_2016 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2313/2289208091_58c9d385d0_m.jpg" alt="IMG_2016" height="180" width="240" /></a><br /><br />After dinner i went to the Marriot to catch up with the wonderful bunch of people i got to know at project horsesoe - it turned out to be a nice evening with lots of game grammar!Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-13244825716786210432008-02-26T02:56:00.004+01:002008-02-26T07:06:38.873+01:00GDC 2008 Diary Morning Day 2 (tuesday )I wanted to go to listen to Jeffrey Steefel at Turbine since i am still impressed by the social system that was built into Acheron's Call. It was pure genius to use experience points as a carrot for encouraging "old" players to help out new players. The social system was pyramidical. Each player chose a patron. The patron on top became the guild leader. This meant that each patron had to earn the trust of his of her followers, creating a guildstructure based on individal trust in layers. This is probably a bad explanation, but it is so many years since i played AC. You who built it and played it know what I mean. Anyway, this is why I was so curious about listening to:<br /><br /><br /><br /><span style="font-weight: bold;">Gaming's Future Via Online Worlds</span><br />Speaker(s): Jeffrey Steefel (Turbine)<br />Time: 10am - 11am<br /><span style="font-size:85%;">LORD OF THE RINGS ONLINE developer Turbine has been quietly implementing some best-of-breed virtual world and social networking elements into its fantasy MMO for some time, and the company's passionate about evolving the multiplayer experience based on lessons on user engagement, connectivity and user-generated content that have come out of the virtual worlds movement. Executive producer Jeffrey Steefel will provide some exciting examples of how users in any sphere can respond to and invest in these innovative ideas.<br /><br /><a href="http://www.flickr.com/photos/reality/2289968582/" title="IMG_1991 by mimmi, on Flickr"><img src="http://farm4.static.flickr.com/3102/2289968582_e7ea6006c3_m.jpg" alt="IMG_1991" height="135" width="240" /></a><br /><br /></span><br />I listened to the speech, but part of me is wondering if I missed something, because after some initial comments about the nature of virtual worlds MMO's and sandboxes, and the sweetspot between structure and freedom, Stefeel went on to describing how Turbine in the LOTR have enabled players to use web pages. Ie tied in a wiki like structure of player created information into the game. He also described the music system where player can choose an instrument and play it on the keyboard.<br />This was of course very cool, and I clearly had the wrong expectations when i started to listen. An interesting feature though that was highlighted during the QA, was that players could through multiple character gather "destiny points" that could be used on a character of choice.<br /><br />In the break i ran into 3 exceptionally talented people:<br /><a href="http://www.flickr.com/photos/reality/2289186963/" title="Mike, Chris and Raph by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2289/2289186963_f21949b31e_m.jpg" alt="Mike, Chris and Raph" height="135" width="240" /></a><br />and Mike had the courtesy to take some time off his very busy schedule to give me a reality check on an endeavor I'm planning to undertake.<br /><br /><a href="http://www.flickr.com/photos/reality/2289983168/" title="IMG_1997 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2149/2289983168_a4552054e9_m.jpg" alt="IMG_1997" height="180" width="240" /></a>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-54588910465149157862008-02-26T02:10:00.003+01:002008-02-26T07:07:00.792+01:00GDC 2008 Diary Aftenoon Day 1 (monday)I made it to<br /><br /><span style="font-size:130%;">Multiverse: From the Field</span><br />Speaker(s): Corey Bridges &amp; Rafhael Cedeno (Multiverse)<br />Time: 4:45pm - 5:30pm<br /><br />I have been following Multiverse's work since i first got to know about them through a press release, i think it may have been two years ago. I am fond of their philosophy and approach: the revenue model is based on sharing future income from a game when it starts to gain revenue, not before. There is also a preparation for trading of media assets between developers.<br />Here is a slide showing a few games currently under development on the Multiverse platform:<br /><a href="http://www.flickr.com/photos/reality/2289922346/" title="multiverse slide by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2010/2289922346_2ee0b47497_m.jpg" alt="multiverse slide" height="180" width="240" /></a><br /><br />Besides multiverse i find Raph Kosters Meta Place intersting, as well as the Unity engine.<br />In the QA after the speech it was mentioned that Militverse are putting a special effort into the avatar parts, which renewed my interest.<br /><br /><br />Immediately next:<br /><span style="font-weight: bold;font-size:130%;" >Habbo's Huge Success</span><br />Speaker(s): Sulka Haro (Sulake)<br />Time: 5:30pm - 6pm<br /><br />I remember so well when I, a few years ago, spoke to someone from Sulake who humbly explained that Habbo Hotel was a retro inspired virtual world for teenagers and that people do a lot of role playing there... so that I might find it interesting from that point of view. Coming home i created an account and did some web searching... finding that, at that point in time, they had 10 millions users. I couldn't believe my eyes - how could i have missed something so huge!?<br />Today it is even more huge. Sulka Haro told us that Sulake expect to break the 100 million user wall during 2008.<br />Habbo Hotel started in Finland, and now basically 100% of the Finnish teenagers at some point log in to Habbo. I wonder how that will impact the future culture, to have such a generally shared cultural experience. People who, later in their life, find that they can bond with strangers by locating each other in the memory of the virtual space of Habbo.<br />Sulka Haro affirmed that the inhabitants of Habbo do spend much more energy role playing than players of MMOs such as WoW.<br /><a href="http://www.flickr.com/photos/reality/2289929070/" title="IMG_1952 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2370/2289929070_a7ab47239a_m.jpg" alt="IMG_1952" height="180" width="240" /></a><br /><br /><br /><span style="font-weight: bold;font-size:130%;" >In the evening</span><br />we went to some parties (microsoft and zeemote) that had open bars but very loud music, so we quickly dashed off to dinner. Ended the evening at Marriot with interesting discussions and giggles.<br /><a href="http://www.flickr.com/photos/reality/2289944500/" title="IMG_1957 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2404/2289944500_262530c0a7_t.jpg" alt="IMG_1957" height="75" width="100" /></a> <a href="http://www.flickr.com/photos/reality/2289946386/" title="View from Marriot 39 by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2124/2289946386_f90f566766_t.jpg" alt="View from Marriot 39" height="75" width="100" /></a>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-65697242701462511422008-02-26T01:07:00.004+01:002008-02-26T07:07:25.222+01:00GDC 2008: Our Panel: Cross-Institution Projects to Broaden Projects and CoursesAfter lunch on monday I was part of the panel:<br /><br /> <p class="MsoNormal" style=""><span lang="EN-GB" style="color:black;"><span style="font-weight: bold;"><br />Cross-Institution Projects to Broaden Projects and Courses</span><o:p></o:p><br />Speaker: </span><span style="color: rgb(246, 0, 140);" lang="EN-GB">Stephen Jacobs </span><span lang="EN-GB" style="color:black;">(RIT)<o:p></o:p><br />Panelists: </span><span style="color: rgb(246, 0, 140);" lang="EN-GB">Drew Davidson </span><span lang="EN-GB" style="color:black;">(</span><st1:place><st1:placename><span lang="EN-GB" style="color:black;">Carnegie</span></st1:placename><span lang="EN-GB" style="color:black;"> </span><st1:placename><span lang="EN-GB" style="color:black;">Mellon</span></st1:placename><span lang="EN-GB" style="color:black;"> </span><st1:placetype><span lang="EN-GB" style="color:black;">University</span></st1:placetype></st1:place><span lang="EN-GB" style="color:black;">), </span><span style="color: rgb(246, 0, 140);" lang="EN-GB">Ann DeMarle<o:p></o:p></span><br /><span lang="EN-GB" style="color:black;">(Champlain), </span><span style="color: rgb(246, 0, 140);" lang="EN-GB">Mirjam Palosaari Eladhari</span><span lang="EN-GB" style="color:black;">, </span><span style="color: rgb(246, 0, 140);" lang="EN-GB">Mary Flanagan </span><span lang="EN-GB" style="color:black;">(</span><st1:place><st1:placename><span lang="EN-GB" style="color:black;">Hunter</span></st1:placename><span lang="EN-GB" style="color:black;"> </span><st1:placename><span lang="EN-GB" style="color:black;">College</span></st1:placename></st1:place><span lang="EN-GB" style="color:black;">),<o:p></o:p></span><br /><span style="color: rgb(246, 0, 140);" lang="EN-GB">Stephane Natkin </span><span lang="EN-GB" style="color:black;">(ENJMIN), </span><span style="color: rgb(246, 0, 140);" lang="EN-GB">Andrew Phelps </span><span lang="EN-GB" style="color:black;">(RIT)<o:p></o:p></span><br /><st1:time minute="0" hour="14"><span lang="EN-GB" style="color:black;">2-4pm</span></st1:time><span lang="EN-GB" style="color:black;"> · Room 122, North Hall<o:p></o:p></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="color:black;"><span style="font-weight: bold;">Session Takeaway:</span> A challenge for many institutions is creating a complete game<o:p></o:p> project in a program that does not have all of the elements required to produce one<o:p></o:p> (CS Programs with no artistic educators or talent, for example). Building relationships<o:p></o:p> between game education institutions (or across departments within a given<o:p></o:p> institution) would allow students to work to fill in the facets of a complete game they<o:p></o:p> might not otherwise might not have access to. Beyond just filling in gaps,<o:p></o:p> collaboration across departments and/or institutions offers new points of view, new<o:p></o:p> energy, a broader set of students to draw on and many other benefits. This first half<o:p></o:p> of this session will feature a panel of representatives talking about successful models<o:p></o:p><br />and the second half will be opened to the group to discuss how they might be<o:p></o:p> replicated and to develop an on-line resource for facilitating cross departmental and<o:p></o:p> institutional collaboration.<o:p></o:p></span></span></p> <p class="MsoNormal"><span lang="EN-GB" style="color:black;">I did not use slides for what i wanted to say, instead i wrote down key words on big sheets of paper. In short, this was my contribution:</span></p><p class="MsoNormal"><span style="font-weight: bold;font-size:130%;" >Gathering our resources towards the complete polished game project in education and research</span><br /><span lang="EN-GB" style="color:black;"><o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-GB" style="color:black;"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="font-weight: bold;font-size:100%;color:black;" lang="EN-GB" ><span>A personal observation of sprawling success critera:</span> </span><span style="" lang="EN-GB"><o:p></o:p></span></p> <table class="MsoTableGrid" style="border: medium none ; border-collapse: collapse;" border="1" cellpadding="0" cellspacing="0"> <tbody><tr style=""> <td style="border: 1pt solid windowtext; padding: 0in 5.4pt; width: 153.5pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span lang="EN-GB" style="color:black;">2000</span><span style="" lang="EN-GB"><o:p></o:p></span></span></p> </td> <td style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 153.55pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span lang="EN-GB" style="color:black;">Working in the games industry</span><span style="" lang="EN-GB"><o:p></o:p></span></span></p> </td> <td style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 153.55pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">Success Critera:<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">1. playable game.<o:p></o:p></span></span></p> </td> </tr> <tr style=""> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 153.5pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">2002 <o:p></o:p></span></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 153.55pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB"><o:p>Working in applied research - game production team. </o:p></span></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 153.55pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">1. Playable game<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">AND <o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">2. publications of research results<o:p></o:p></span></span></p> </td> </tr> <tr style=""> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 153.5pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">2005<o:p></o:p></span></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 153.55pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">Working in EU funded research project with multiple academic and industrial organisations<o:p></o:p></span></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 153.55pt;" valign="top" width="256"> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">1. Playable game<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">2. publications of research results<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">AND<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">3. Possible commecialisation of technologies/producs<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB">4. Learning – for involved students.<o:p></o:p></span></span></p> <p class="MsoNormal"><span style="font-size:85%;"><span style="" lang="EN-GB"><o:p> </o:p></span></span></p> </td> </tr> </tbody></table> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Alas, in project with multiple partnes, such as many academic institutions and industrial parners we get <b style="">multiple goals</b>:<o:p><br /></o:p></span></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span style="" lang="EN-GB">research result (in form of papers)<o:p></o:p></span></p><p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span style="" lang="EN-GB">playable product<span style=""> </span>(game prototypes)<o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span style="" lang="EN-GB">student learning (for student learning is more important than end product)<o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span style="" lang="EN-GB">commercialization (often needed for industry to legitimize involvement)<o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span style="" lang="EN-GB">cooperation between organizations (a goal in itself)<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">The primary challenge in cooperations in consortium with a heterogeneous group of organizations as members is the different traditions of success criteria. Added to that geographical distance, lack of knowledge of each other, multiple mandates or lacking mandates creates a lot of minor challenges. Crucial to remember is the responsibility the organizations have to the possibly participating students. They may <b style="">never</b> be used as cheap labor. Such a cooperation need to be monitored closely to make sure that the student has a learning experience. It is often necessary <span style=""> </span>that the student is capable of taking on responsibility and is able to communicate early and clearly. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">In the morass of multiple goals, success criteria and challenges projects for education and research has a BIG PROBLEM:<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><span style="font-weight: bold;">The lack of resources for game production.</span><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">For students the finishing thesis in the form of text often take precedence.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">For researchers the publication of a paper takes precedence.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><span style="font-weight: bold;">Result</span><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">The complete (polished) game projects produced are few!<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">(With a lot of good exceptions, some shown by members of this panel.)<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">In the short run there may not be so much to do about the traditions that gives different success criteria, and in consortium driven project lots of challenges can be met by project managers from hell. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><span style="font-weight: bold;">But WHAT WE CAN DO is to gather our recourses. </span>There are good models to borrow from indie development. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">We could for example create resources for<o:p></o:p></span></p> <table class="MsoTableGrid" style="border: medium none ; border-collapse: collapse; margin-left: 5.25pt; margin-right: 5.25pt;" align="left" border="1" cellpadding="0" cellspacing="0"> <tbody><tr style=""> <td style="border: 1pt solid windowtext; padding: 0in 5.4pt; width: 230.3pt;" valign="top" width="384"> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Forming teams<o:p></o:p></span></p> </td> <td style="border-style: solid solid solid none; padding: 0in 5.4pt; width: 230.3pt;" valign="top" width="384"> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Students and researchers from different organisations could search for others with their passion in particular niches.<o:p></o:p></span></p> </td> </tr> <tr style=""> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 230.3pt;" valign="top" width="384"> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Sharing assets<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 230.3pt;" valign="top" width="384"> <p class="MsoNormal" style=""><span style="" lang="EN-GB">A database giving a matrix of assets sorted according to media type and terms of use.<o:p></o:p></span></p> </td> </tr> <tr style=""> <td style="border-style: none solid solid; padding: 0in 5.4pt; width: 230.3pt;" valign="top" width="384"> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Sharing experiences<o:p></o:p></span></p> </td> <td style="border-style: none solid solid none; padding: 0in 5.4pt; width: 230.3pt;" valign="top" width="384"> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Collections of Post Mortems and pointers to downloads.<o:p></o:p></span></p> </td> </tr> </tbody></table> <p class="MsoNormal" style="margin-left: 130.2pt; text-indent: -130.2pt;"><span style="" lang="EN-GB"><span style=""> </span><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p><p class="MsoNormal"><br /><span style="" lang="EN-GB"><o:p></o:p></span></p><p class="MsoNormal"><span style="" lang="EN-GB"><o:p><br /></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">OTHER WAYS TOWARDS HELPING ON THE WAY TO THE COMPLETE GAME PROJECT?</span></p><br /><br />All the other panelists showed amazing stuff done at their institutions. If I can locate where the slides are I will link them in here.<br /><br />As a personal note - when I see what students can accomplish with the limited resources at hand I am always humbled. On Gotland University our students are making tons of games, some of them you can see here:<br /><a href="http://www.hgo.se/game/indexgameproject.htm">http://www.hgo.se/game/indexgameproject.htm</a><br /><br /><p class="MsoNormal"><br /></p><p class="MsoNormal"><br /><span style="" lang="EN-GB"><o:p></o:p></span></p>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-79836472365075979162008-02-26T00:42:00.006+01:002008-02-26T07:07:46.209+01:00GDC 2008 Diary Morning Day 1 (monday)We drove up from Santa Cruz early enough that I could catch the few last minutes of Raph Koster's speech. (Why Gamers should Care about Virtual Worlds)<br />Totally out of context since i didn't hear what led up to it:<br />"VW's are a lot of windows"<br />" Don't only think of the hammer, but what you can build with it. "<br />Luckily Raph Koster is a master documentalist, so i could update myself on his site:<br /><a href="http://www.raphkoster.com/2008/02/18/gdc08-worlds-in-motion-keynote-coverage/">/gdc08-worlds-in-motion-keynote-coverage/</a><br /><br /><br />I also hopped into...<br />Entertainment Content Convergence in Online Worlds<br />Speaker(s): Reuben Steiger (Millions of Us)<br /><br />...and...<br /><br />Heeding the Lessons of Bartle in Socially-Driven Spaces<br />Speaker(s): Erik Bethke (GoPets.com)<br /><br /><a href="http://www.flickr.com/photos/reality/2289833184/" title="IMG_1933 by mimmi, on Flickr"><img style="width: 398px; height: 299px;" src="http://farm3.static.flickr.com/2360/2289833184_00c39d29a2.jpg" alt="IMG_1933" /></a><br /><br />...but had difficulties concentrating since i was mentally preparing for being in a panel in the afternoon.<br /><br />Social:<br /><br /><a href="http://www.flickr.com/photos/reality/2289143911/" title="danc by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2287/2289143911_b778881033_t.jpg" alt="danc" height="75" width="100" /></a> <a href="http://www.flickr.com/photos/reality/2289939928/" title="TL and me by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2053/2289939928_4d63f2f66c_t.jpg" alt="TL and me" height="75" width="100" /></a> <a href="http://www.flickr.com/photos/reality/2289937736/" title="Ren and me by mimmi, on Flickr"><img src="http://farm3.static.flickr.com/2386/2289937736_593ed95019_t.jpg" alt="Ren and me" height="75" width="100" /></a>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-89331185247814927812007-11-24T07:13:00.000+01:002007-11-24T07:15:50.126+01:00Santa Cruz, Tokyo, Texas and Sweden<p class="MsoNormal"><span style="" lang="EN-US">I haven’t blogged for a while …<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-US">These <span style=""> </span>are the post I would like to have written: <o:p></o:p></span></p> <ul><li><!--[if !supportLists]--><span style="" lang="EN-US"><span style=""><span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="" lang="EN-US">How great it was to move to Santa Cruz in California in the end of august. The EIS lab at the university (UCSC) is very nice place to bee at. Not only is Micheal Mateas there, there is also ten other people who do so interesting stuff I just could faint.<o:p></o:p></span></li><li><!--[if !supportLists]--><span style="" lang="EN-US"><span style=""><span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="" lang="EN-US">Summary of the Digra Conference in Tokyo in the end of September. I have written some about it here, but there was so much to write, so this is where fell behind in blogging.<o:p></o:p></span></li><li><!--[if !supportLists]--><span style="" lang="EN-US"><span style=""><span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="" lang="EN-US">The Project Horseshoe in Texas in the beginning of November. That’s a think tank dedicated to solving difficult game design problems. It was one of those experiences it is hard to find words for – good or great sounds lame in comparison to the actual feelings.<o:p></o:p></span></li><li><!--[if !supportLists]--><span style="" lang="EN-US"><span style=""><span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="" lang="EN-US">That I’m now back in Sweden to visit family and friends. In two weeks I’m heading back to the sunny California again.<o:p></o:p></span></li></ul>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-80160292446994677702007-10-26T03:27:00.000+02:002007-10-26T03:50:51.135+02:00DiGRA notes day 3 Edward Castronova: Perfidious Oeconomy<p class="MsoNormal"><span style="" lang="EN-GB">Edward Castronova: Perfidious Oeconomy<br /><br />Castronova's keynote the third day of the DiGRA conference stirred up reactions among the audience. The rhetoric of the performance was threefold.<br />First Castronova enacted a series of games played by people in the audience who went up to the stage. For each round a rule was added, and in a very neat way illustrated a way of statesmanship.<br /></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Result:<o:p></o:p><br />In anarchy the resource pool was depleted.<o:p></o:p><br />In the dictatorship one can take tax and make sure the pool grows.<o:p></o:p><br />In democracy players could also negotiate so the pool would grow.<o:p></o:p></span></p> <p class="MsoNormal"><a href="http://www.flickr.com/photos/reality/1539679778/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2023/1539679778_de14c6069b_m.jpg" width="240" height="180" alt="2007_09_24-29-digra-japan 293 copy" /></a><br /><span style="" lang="EN-GB"> <o:p></o:p></span></p><p class="MsoNormal"><span style="" lang="EN-GB">Then he went on to show some slides with the bottom line that the magical circle should be protected - in this specific case by not allowing real money trade in MMOs. After this he went on to describe the tragic childhood of an unknown person that we in the audience then recognised as JR Tolkien. It was a very effectfull speech, and it became personal when Castronova showed a picture of himself with his baby child, there is no distance in the eye in a situation like that. Bottom line: protect the magical space of escapism. Or Refugee from this harsh world. I got totally immersed in his speech, it felt very emotional. So when the speech was done I almost got annoyed when people in the audience questioned the personal approach, and how he could make that bridging. Several colleagues pointed out that the rhetoric used was very inspired by preaching, and so the response. I don't have much experience of being preached to, so I didn't recognise it as a pattern. It was interesting to first be so emotionally immersed and then immediately getting to question this feeling. One friend also made the argument that one does not make the world better by not engaging in it, by fleeing into a refuge of fantasy. This in relation to Castronova's reference to terrorism.<br />EC said, showing terrorism slide: “This is not how we were supposed to live. The road to middle earth is the way to home. Is not an escape.”<br />Then, referencing to real money trade in MMOs:”We have to protect the forest from the shopping mall, not the other way around. It is the market that invades. Fantasy too needs to be protected.”<br /><br />I haven't made up my mind about the speech as a whole, and I probably won't. I, like many others, use fiction as a refuge and I have done so as long I can remember. But it doesn't mean that I spend all my time disconnected from others and the societies I'm part of. Thus a refuge - not a permanent withdrawal.The line of course has changed the past ten years since we have started to spend time in shared fantasies (stolen expression from Fine). Protecting this refuge from the power of market - I saw that as EC's main point, and I agree with that. But I think he would have gotten the point across also without being so personal. On the other hand I had an immersive experience while listening, and that was nice. I think what one can react to is that the same patterns of rethoric' has been used to manipulate large groups of people.<br /></span></p><p class="MsoNormal"><a href="http://www.flickr.com/photos/reality/1538917229/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2327/1538917229_b72e8ef35a_m.jpg" alt="2007_09_24-29-digra-japan 324 copy" height="180" width="240" /></a><span style="" lang="EN-GB"><br /></span></p><p class="MsoNormal"><span style="" lang="EN-GB">He also made a disgression from the magic circle of the DiGRA conference, which is about game research, by bringing in the explosive subject of terrorism, unavoidably colored by subjectivity.<br /></span></p><p class="MsoNormal"><a href="http://www.flickr.com/photos/reality/1539784498/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2399/1539784498_8f29302979_m.jpg" alt="2007_09_24-29-digra-japan 325 copy" height="180" width="240" /></a><br /><span style="" lang="EN-GB"><!--[endif]--><o:p></o:p></span></p>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-30528601108471248002007-10-10T00:18:00.000+02:002007-10-10T00:20:27.303+02:00DiGRA notes Day 2 - Player Character Dynamics in Multi-player Role playing games.<h3><span style="" lang="EN-GB"></span><b style=""><span style="" lang="EN-GB">Player Character Dynamics in Multi-player Role playing games. Anders Tychsen, Ken Newman, Thea Brolund and Michael Hitchens.<o:p></o:p></span></b></h3> <p class="MsoNormal"><span style="" lang="EN-GB">This paper is of immediate use for my own research. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">The empirical study supports that the player’s engagement in the player character is key for enjoyment in a multi player role playing game that highly complex player characters are not a problem for the player, and that players in fact, despite complexity, tend to use all features of the player character. Furthermore the results of their study indicate that likeness between the player’s own personality and the avatars doesn’t have impact on the experience: both avatars very alike the players themselves and very different was fun to play. That’s something I have wondered for years, if it is so or not. There are studies showing that people tend to create avatar that are visually alike themselves in virtual worlds, though but that trend doesn’t say anything about the actual enjoyment. I have used the design stance to let the player choose whether s/he makes the character alike or not, assuming that it depends on the mood of the day, the game, <span style=""> </span>and on whether the player want to role play or not.<o:p></o:p><br />I’m happy that this study was made – now I can lean on it and make my previous assumptions to more supported statements. Whee!<o:p></o:p><br />I realize thought, after having read the paper in the proceedings, that I took for granted that the personality was actually implemented into the character stats, but in the paper it says it was used as role playing notes and as material in the description part of the character sheet. (//meaning I can’t use the results straight away since didn’t use a functional integrated avatar personality in the CRPG) So ill need to email Anders about that, and also ask him about some figures in the tables to make sure I haven’t misunderstood their findings. <span style=""> </span><o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"> <a href="http://www.flickr.com/photos/reality/1507037125/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2241/1507037125_f1ebacbb44_m.jpg" width="240" height="180" alt="2007_09_24-29-digra-japan 175" /></a><o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="font-weight: bold;" lang="EN-US">Freeform notes I threw down while listening</span><span style="" lang="EN-GB"><span style="font-weight: bold;">:</span><o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Results of the study. Focusing on typical games.<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Using EPAQ model for defining personality (of the real player? How use. Ok – just said: using those in the game story in the game world. Then exactly the same character template. D20. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Example characters. Polarised and rounded. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Tried different model, long evaluation. FUN model modified from Newman worked best in their setting. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">No correlation between personality of character and player!<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Not negative if very different!<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">No indication that complexity was negative!<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Player-character relationship is key influence!<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1507188443/" title="Photo Sharing"><img src="http://farm1.static.flickr.com/239/1507188443_dbc4fae1a7_m.jpg" width="240" height="180" alt="2007_09_24-29-digra-japan 191" /></a><o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Use: they used all features they could find. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">No role play in the digital setting. However! If there is background info on character it is always used! <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">When they communicate with gm in digital – then they role-play! Only lasts as long as gm is present. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Larger set of character features enhances engagement. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">//actually: Maybe make a GM:d test of WoM? <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"> QA<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Q: you mean game designers are wrong. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">A: nonono<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">//..But how transcribe EPAC model to d20?<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Michael Nitsche: to what extent did the study look at the quality of the RPG? Abstraction layer? <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Jaakko: how do you measure player-character relationship? <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">A: in the paper. We tried to capture as many variables as possible. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Tanya: Fable. Would be interesting to look at single player games too. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Michael, yes Planescape Torment<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/tags/playercharacterdynamicsinmultiplayerroleplayinggames/">The slides I photographed</a> <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><br /><o:p></o:p></span></p>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-47428943605682838512007-10-09T23:43:00.000+02:002007-10-09T23:45:43.972+02:00DiGRA notes Day 2 - Cross-format analysis of the gaming experience in multi-player role-playing games.<h3><span style="" lang="EN-GB"></span>Anders Tychsen, Ken Newman, Thea Brolund, and Michael Hitchens:<span style="" lang="EN-GB"><br />Cross-format analysis of the gaming experience in multi-player role-playing games<o:p></o:p></span></h3> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1506799475/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2155/1506799475_0326c23b0d_m.jpg" alt="2007_09_24-29-digra-japan 151" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="font-weight: bold;">Freeform notes I threw down while listening:</span><o:p></o:p></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Statement by Crawford – is it true, investigate.<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Game masters. NWN. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Also recorded chat logs. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Players enjoyed pen and paper more than the digital. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1507018985/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2195/1507018985_2b54ff3649_m.jpg" alt="2007_09_24-29-digra-japan 173" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">GM presence enhances the game. Age and gender not an important question. <o:p></o:p></span></p> <p class="MsoNormal" style=""><b style=""><span style="" lang="EN-GB">QA<o:p></o:p></span></b></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Marcus M: How did you recruit test players? Differences re Australian and Danish players?<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Anders: 8 of the ten people who had most fun were girls. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">MH: some players limited experience of the forms, but it didn’t have a statistical impact.<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Jaakko Stenros: In what order did they play? Digital or pen and paper first?<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Anders: We put it on different days to avoid influence. <o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">JS: Cultures emerging, transported to platforms?<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">MH: yes, different playing styles.<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">Michel Nitsche: fun-model of questionnaires across different games?<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB">…use of the questions.<o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/tags/crossformatanalysisofthegamingexperienceinmultiplayerroleplayinggames/">Link to he slides I photographed, uploaded to Flickr.</a><o:p></o:p></span></p> <p class="MsoNormal" style=""><span style="" lang="EN-GB"><br /><o:p></o:p></span></p>Mirjam Palosaari-Eladharihttp://www.blogger.com/profile/06305962737937579746noreply@blogger.comtag:blogger.com,1999:blog-7156234.post-8181959490961508272007-10-08T21:25:00.000+02:002007-10-08T21:34:19.404+02:00DIGRA notes Day 2 – mad dashing between sessions<p class="MsoNormal"><span style="" lang="EN-GB"><span style="font-weight: bold;">I spent part of the second day of the DiGRA conference madly dashing between sessions in a futile attempt to catch all that I found interesting. The notes I took in the sessions I only heard parts of doesn’t make sense to me, but I post them here anyway, giving into my obsessive documentalist side and in the unrealistic hope they may make sense to someone else.</span></span></p><p class="MsoNormal"><br /><span style="" lang="EN-GB"> <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span lang="EN-GB" style="font-size:130%;">Petri Lankoski and Staffan Björk:<br />Gameplay Design Patterns for Believable Non-Player Characters</span><b><span style="" lang="EN-GB"><o:p></o:p></span></b></p> <p class="MsoNormal"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1500363655/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2290/1500363655_d38fb13580_m.jpg" alt="2007_09_24-29-digra-japan 114" height="180" width="240" /></a></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Intentional Stance. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Pattern example //photo<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Emotional Attachment. An example from the paper. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><span style="text-decoration: underline;"><a href="http://www.flickr.com/photos/reality/1500372489/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2160/1500372489_5257b4e5ff_m.jpg" alt="2007_09_24-29-digra-japan 115" height="180" width="240" /></a></span><br /><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">//sentiment. Must remember to ref this.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">2 screenshots. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Conclusion: different games need different stuff.<span style=""> </span><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1500390871/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2138/1500390871_271bc2d265_m.jpg" alt="2007_09_24-29-digra-japan 117" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">QA:<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Jose Zagal: but believable characters and narrative?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Guy in green t-shirt: prioritising of goals for NPCs? Could take oblivion and add that, see what happen?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Petri: hmm. Events in past doesn’t affect the NPCs in oblivion. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Green: annoying they don’t have individual memory of player.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Staffan: we looked at the shopkeepers in the different games and also looked at what they didn’t do.<o:p></o:p></span></p> <p class="MsoNormal"><b><span style="" lang="EN-GB"><o:p> </o:p></span></b></p> <p class="MsoNormal"><span style="" lang="EN-GB">//….session clashed with:<o:p></o:p></span></p> <p class="MsoNormal"><b><span style="" lang="EN-GB"><o:p> </o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB">Deborah A. Fields and Yasmin B. Kafai:<br />Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World<o:p></o:p></span></b></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1501392144/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2276/1501392144_ca7326c720_t.jpg" alt="2007_09_24-29-digra-japan 119" height="75" width="100" /></a> <a href="http://www.flickr.com/photos/reality/1501387156/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2378/1501387156_cb67f1b316_t.jpg" alt="2007_09_24-29-digra-japan 118" height="75" width="100" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">//loved the title’s ref to Turkle’s stuff, but only saw a few minutes of the end of the QA.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><b><span style="" lang="EN-GB">Martin Pichlmair and Fares Kayali<br />Levels of Sound: On the Principles of Interactivity in Music Video Games<o:p></o:p></span></b></p> <p class="MsoNormal"><span style="" lang="EN-GB">//missed largest part of the talk again.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Lots of games based on music, ddr, guitarhero singstar, various DS games. The guitar hero controller. Not about making music, rather letting the music continue. Guitar freaks (Japanese original). Synaesthesia.<span style=""> </span>Kandinsky. Electroplankton. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Magy chairing. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1501592032/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2381/1501592032_4fcc91e522_m.jpg" alt="2007_09_24-29-digra-japan 129" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><b><span style="" lang="EN-GB">Simon Niedenthal<br />Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests<o:p></o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB"><o:p> </o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1507598632/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2275/1507598632_fce1a2fa43_m.jpg" alt="2007_09_24-29-digra-japan 147" height="180" width="240" /></a><o:p></o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB"><o:p> </o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB">QA</span></b><span style="" lang="EN-GB"> //I missed out the actual talk<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Q: differences in the testing of single-and multiplayer?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SN: in the sweet spot test there were to teams of four.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Q: one can read it in two ways. Using it as part of game design, and also demonstration to publishers marketers etc. Designer might want to keep it private in certain stages.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SN: There is definitely that kind of tension. Big awareness about this. Scepticism of the rating of the success of the test. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">TL Taylor: you said testing facilities were moved off site: effects?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SN: security issue, good question, not sure.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Clara: What about focus tests, other kinds of test? What about testing levels, smaller tests? <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SN: no in-house test except everyone playing it. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Q: what perspective did the designers have on the play testers? Did they tell the players what to look for? <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SN: testing now in this company’s culture. Didn’t tell the testers, just listening. New for them. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">William Huber: Unit values, behaviours, was the UI fixed after this testing?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SN: they had it quite far at the test for the level, almost finished, more a test bed for trying the other features. No big changes in UI. No deliberate usability testing. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Q: Other genres of play testing? The halo 3 play testing. Millions into it. And players saying its “too tested”. <o:p></o:p></span></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><span class="pt11bstyle14"><b><span style="" lang="EN-GB">Panel Session : Women in Games 2007</span></b></span><b><span style="" lang="EN-GB"> <o:p></o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB">Suzanne de Castell, Jennifer Jenson, Helen W. Kennedy, Doris C. Rusch, Marianne Selsjord, Emma Westecott<o:p></o:p></span></b></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1517869310/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2157/1517869310_1f15748712_m.jpg" alt="2007_09_24-29-digra-japan 211" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">// I missed out the presentations but heard the discussion.<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Emma W: Future directions? <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Jennifer Jenson: What happens if we don’t ask what women and girls want? What if we do it in another way? Players constrained by work, family regulations? Guilty pleasure taking time for playing? Inverse promise?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Helen Kennedy: Emerging now girls do do. Engendered taste. Keyed to understand. Is girls play novice play?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Susanne de Castel: Maybe stop being surprised. A feeling of repetition. What prosthetic devices to use to see world differently. Leftoutness. Trap. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Marianne Selsjord. Both men and women. Share same future. Concerning aesthetics. The trend of production in same aesthetics. TV show were discussion was that the more realistic characters are, the more zombie like that Are: aerie, corpses. Now to make people cry, to really feel. Only emotions fear and aggression. What about sympathy and love? Maybe an awakening now? <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Barry: as a father of daughters. Not the male gamer I used to be. To what extent has the industry surprised us? Particularly Nintendo. No need to say what if anymore. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Jennifer Jenson: Tournament, girls playing with boys, girl outplayed the boys on guitar hero. The controller made it possible. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Susanne de Castell: Jenkins said digital games more important since we don’t have the space. The 50 hour games not available for girls that are constantly interrupted and don’t have the option to say no. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Emma W: play of a lifetime. Times, as when adolescent. Patterns in lifetime, generational difference. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Q: if girls and boys play different, how does it apply to you and your work?<o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">JJ: Range of behaviour for cooperation for example. Attributions of novice play. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">SdC: configurations depending of year one two three. Not paid enough attention to the conditions of people. Not just how ppl “are”. Different behaviours dependent on conditions. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Celia Pearce: Space, rotation… “girls not good at space” Not what the data says, rather which tasks they prefer in games. Alzheimer’s test on men and women, finding the same thing. Baby boomer gamers. Differences go away after a certain age. Big differences in adolescence, but they lessen. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Emma W: industry efforts to involve women. Women put in positions of power at publishing companies. Wider work force. Attract and retain. <o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span class="pt11bblue"><b><span style="" lang="EN-GB">Symposium : </span></b></span><st1:city><st1:place><span class="pt11bblue"><b><span style="" lang="EN-GB">Tokyo</span></b></span></st1:place></st1:city><span class="pt11bblue"><b><span style="" lang="EN-GB"> Drift: Imports to the Japanese Developer Community (IGDA Session) </span></b></span><b><span style="" lang="EN-GB"><o:p></o:p></span></b></p> <p class="MsoNormal"><b><span style="" lang="EN-GB"> Jason Della Rocca, John Abrehamson, Dylan Cuthbert, Robert Ota Dieterich, Kees Gajentaan, Bart Sekura, Colin Williamson<o:p></o:p></span></b></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1517876168/" title="Photo Sharing"><img src="http://farm3.static.flickr.com/2208/1517876168_ebca5ae757_m.jpg" alt="2007_09_24-29-digra-japan 212" height="180" width="240" /></a><o:p></o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="" lang="EN-GB">Male domination in comparison?<o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 36pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span dir="ltr"><span style="" lang="EN-GB">DS has changed a lot. A game for girls and their moms. Team at Sega who makes it is mostly women.</span></span></p><p class="MsoNormal" style="margin-left: 36pt; text-indent: -18pt;"><span style="" lang="EN-GB"><a href="http://www.flickr.com/photos/reality/1517041479/" title="Photo Sharing"><img src="http://farm1.static.flickr.com/237/1517041479_5d9ba39ab7_t.jpg" alt="2007_09_24-29-digra-japan 214" height="75" width="100" /></a></span><span dir="ltr"><span style="" lang="EN-GB"> <o:p></o:p></span></span></p> <p class="MsoNormal" style="margin-left: 36pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span dir="ltr"><span style="" lang="EN-GB">Nichannel<o:p></o:p></span></span></p> <p class="MsoNormal" style="margin-left: 36pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style=""> </span></span></span><!--[endif]--><span dir="ltr"><span style="" lang="EN-GB">Going to siggraph and gdc. <o:p></o:p></span></span></p> <p class="MsoNormal" style="margin-left: 36pt; text-indent: -18pt;"><!--[if !supportLists]--><span style="" lang="EN-GB"><span style="">-<span style="">