Archive for August, 2008

Transformers! London Buses In Disguise… ?

Once again, I spent the weekend up London way, though this time it was in the company of the rest of the ex-Kauffman Global Scholars, as George hosted the first of our reunions. It was great catching up with everyone, seeing how everyone’s progressing and re-adjusting to “real life”, and generally spending time with the old crew again.

Yesterday, a few of us headed into central London for the Olympic Closing Celebrations/Handover, which was fun. I do think it’s great we’re hosting the Olympics in 2012, though I’m personally just a little bit cynical (warning: may be an understatement) about how we’re going to do as hosts. Maybe my cynicism is entirely misplaced; I certainly hope I’ll be proved wrong!

I did rather enjoy our delightful little 8 minute slot though. A funky little video (much later edit: this one, in fact), a bizarre interpretive dance, a sweet little girl, an inaudible Leona Lewis, and David Beckham. What more could I ask? Okay, so it wasn’t completely brilliant, but it’ll do. (Though how British is that attitude!)

[Watching the Olympic Closing Celebrations / Handover from Trafalgar Square, London]

I especially liked the transforming bus. I was, however, disappointed it didn’t turn into a giant robot. Now that would have been cool.

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i’m doing this, you should too.

Blog Action Day 2008 – October 15th. Theme: Poverty.

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design fragments #1

Recently, I rewatched Makoto Shinkai’s Hoshi no Koe (‘Voices of a Distant Star’), for what may be the five billionth time. I find it incredibly touching, it’s probably one of my favourite pieces of anime, and along with the extra short on the DVD, Kanojo to Kanojo no neko (‘She and Her Cat’) has always managed to make me feel very emotional and pensive afterwards. Anyway, I had this thought afterwards: “I want to play a game that can make me feel how that film makes me feel“.

My next thought was what if a game were actually adapted from Hoshi no Koe – would the play experience elicit the same emotions as the watching experience? It does have elements which would traditionally work well in a game (mech space battles anyone?) – but really, that’s inconsequential to the point of the film. Therefore, the real ‘meat and potatoes’ of the game would have to be huge cut scenes, would they not? And, whilst I haven’t quite figured out where I ultimately stand on cut scenes (though don’t mind playing games where cut scenes are used sparingly), having huge great big stonking ones are not where games should be headed.

Okay, so what if the interactions between the protagonists (Mikako and Nobaru) were, well, interactive? Could there be some sort of manipulation of choices one or the other makes? Well, the answer to that, if we’re trying to end up with “a game that can make me feel like the story of Hoshi no Koe does”, is no. This is because to get those emotions, the choices would have to lead to the ‘correct’ ending, thus, you’re only providing the illusion of choice. Which, although it is a typical concept in many games, is again, not where games should ultimately be heading. You’re left with this entirely linear experience which really has no point. In short, you might as well just watch the film, right?

So this then got me thinking – moving away from the direct story of Hoshi no Koe, how could a game “make me feel like that”? There needs to exist something in the play mechanics itself that can give rise to those particular dynamics. Of course, part of this involved breaking down what emotions the film was making me feel, exactly. Good thing my research makes me think about emotions a lot; I’m getting quite good at doing that! Anyway, so I started writing some brief private notes about what could give rise to those emotions and that experience.

(I just realised what I’m describing here is a kind of crazy internalised version of the MDA process where I’m both the designer thinking about the mechanics and and the end user looking at my aesthetic experience wondering how to work backwards towards the dynamics. Hmm.)

Then tonight in my procrastination, I re-happened upon Steve Gaynor of Fullbright‘s Call to Arms 2008 to design a game to convey some kind of meaningful experience or expression. Therefore, I’ve decided I’m going to not only design but also actually prototype a game to do just that. I took my existing brief notes and reshaped them slightly (it’s not necessarily that Hoshi no Koe-esque anymore!), and wrote some more ideas down.

I’m not revealing exactly what the theme is yet (and I realise I’ve been very fluffy/fuzzy/whatever in describing what I’m trying to convey – but that’s intentional!), but I will do soon enough.

My working title is Collide.

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Meaningful Play 2008

I’ve just been notified that my poster submission for the Meaningful Play Conference 2008 has been accepted for presentation, hurrah. (This was my first submission as a PhD candidate; so far, so good.)

The conference is in East Lansing, Michigan, USA from October 9-11, and I’m very interested to see what else will be presented and discussed there. Let me know if you’re planning on being there, too.

(Sidenote: Hmm, my charity half-marathon is on 12th October in London. So I may have to leave the conference a day early to fly back to the UK in time and get at least some rest before race day.)

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Mitu.nu, 2.0.

Welcome to a new and revamped Mitu.nu – vee two point oh. Yes, I’m back here, and, thanks to the mad skillz of the lovely Vixx of Geek Goddess, with a brand new design. I was toying with the idea of getting rid of my old WordPress installation, as since the inception of this blog a year ago, all I’d been doing was vaguely reposting links and apologising for massive gaps in updating. Well that is, no longer, my friends.

Especially since I’m now back into the full swing of being a doctoral student – this means that there’s lots of procrastination to be done, and it shall be done here. Oh yes.

So, apart from this lovely new redesign by Vixx (she conceptualised this whole thing from my few vague details – she knew what I was after even better than I did. Now there’s a good designer – and a good friend!) I’ve also switched the comments system over to Disqus, deleted all my old outdated links and imported everything straight from my latest Feedreader OPML file (look over there in the sidebar), and rewrote the section about me. And umm, that’s about all the content there is for the moment. So there.

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