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.

Tags: , , , , , , , ,

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.)

Tags: , , , , ,

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.

Tags: , ,

Umair Haque on rethinking the economy and capitalism

Those of you following me on Twitter may have caught my tweets about how I rather wanted to attend 2gether08, but alas, I could not. Nevertheless, I’ve been keeping a close eye on the festival through it’s live stream and the inevitable a-twittering and a-blogging that’s been coming out of it.

I just wanted to post a link to this particular bit of 2gether08 bloggage: http://2gether08.com/2008/07/03/borrowing-ben-from-channel-4-to-interview-umair/

It features an interview with Umair Haque, Director of the Havas Media Lab, “a new kind of strategic advisor that helps investors, entrepreneurs, and firms experiment with, craft, and drive radical management, business model, and strategic innovation”. What’s interesting about this is not only the content of the discussion by Umair (on rethinking the economy, and the need for a more constructive, altruistic form of capitalism), but also, the fact that it seems to be an inpromptu interview, happening to feature Channel 4 News Tech Correspondent Ben Cohen, and streamed live to the interwebs using a mobile phone, thanks to the very nifty Qik. Indeed, they touch on this in the interview – that is, the way in which technology is helping to shape media and our relationship with it.

(Incidentally, I set up my own Qik account here: http://www.qik.com/mimik – possibly considering doing a little bit of lifecasting with it. Or something a bit more interesting, maybe. ;))

The UK games industry, talent, and gender barriers.

So, I am going to somewhat mirror Stephen Fry’s most recent blog post in declaring that, ladies and gentleman, boys and girls, “I’ve just returned from America”, where, as most of you know, I spent the last 6 months on the Kauffman Global Scholars program.

I actually feel rather terrible for not blogging more regularly throughout that time as I’d originally intended – however, I do owe this blog a summary post of some sort, so rest assured that will be up soon! For examples of fellow Global Scholars who weren’t quite as inept as me at keeping up with their personal blogging duties, visit Stuart‘s and Tony‘s blogs. They’re good.

Anyway – interestingly, as I sat in Terminal 4 (Starbucks, of course) upon my arrival, using the wifi (free only when limited to the BBC website!), I happened across this brief report by Rory Cellan-Jones on the state of the UK video games industry and the current shortage in talent it faces – causing it to fall behind in the international market: The report is here: The UK Games Industry Needs Brains.

“The games industry should be a posterboard for the UK’s future economy.”, says one developer he interviews.

It then goes on to describe computer games technology courses offered by many universities now – and how Northumbria University “struggles to find students with the right kinds of skills”.

I find this an interesting point, especially given the rise in the number of specific computer games technology-focused undergraduate courses on offer at UK universities today – whilst I’m unable to find specific figures, so many courses didn’t even exist five years ago.

Courses such as this are very popular – indeed, I am waving the flag for the University of Portsmouth‘s very well-regarded set of games-related courses, parts of which I’m closely involved with.

However, whilst the enthusiasm is clearly there – after all, isn’t it the dream of every video-game playing child to end up in a career developing games? – is there indeed a lack of real, quality talent, and people with the right skills?

Later that day, another post hit me, by Keith Stuart of the Guardian Games blog: “Is UK game development in trouble, and can women save it?

“When talent emerges,” Keith reports, “it’s being tempted out of the country.” Indeed, as also claimed in Rory Cellan-Jones’ report – the tax breaks given to game developers in Canada, and Michigan and Georgia in the US, are named as factors luring our British talent away.

However – he goes on to acknowledge that indeed, perhaps there is a lack of real fundamental skills in science and mathematics, which needs to be addressed earlier. Indeed, is this something that games-related degrees cannot do anything about?

Keith writes:
“David Braben of Frontier Developments and spokesman for Games Up said last week, “95 per cent of video gaming degrees are simply not fit for purpose.”

…Again, this is something developers talked to me about. It seems university courses are often far too broad, offering a range of skills, but not enough depth in any of them.”

Clearly, some sort of enthusiasm for games development exists amongst the increasingly high numbers of eager students taking such courses – however, what’s happening to the talent?

Does the talent lie, as the Keith’s post suggests, with those not in the traditional ‘geek’ demographic? Does it lie with girls? Girls who are shying away from, – or not even considering – entering games development, particularly programming – despite the fact that girls are outperforming boys at GCSE-level mathematics? Is it seen as ‘too geeky’, or perhaps even too male-dominated for them to think about as a career choice?

Obviously, this is a topic which is fairly close to home for me – so I can’t address such issues without sharing my own personal experiences. I’ve been fortunate enough to be raised not to see gender as a barrier to anything I wish to pursue in life, whether it be in terms of career or hobbies – indeed, I’ve secretly always had a desire to decidedly smash any gender barriers I encounter. :)

Unfortunately, this isn’t the case for many girls, of course. So how can this be solved? As mentioned by Keith in his blog post, the ‘mainstream’-ing of gaming in general is definitely helping in dispelling the myth that games are just for geeks. So, it stands to reason, then, that as more girls are becoming interested in gaming as a whole, the more girls will also become interested in actually developing games too?

I think that further to this however, girls need to be shown that games developers – not just gamers – aren’t necessarily of the stereotypical “geek” demographic. What the UK games industry, and the games industry in general, needs, in my opinion, are more strong female role models. Women who do not fit the traditional ‘geek’ mold – and, perhaps, even, can show that being a geek is not necessarily a bad thing. (After all, geek can be chic, and even glam, as this upcoming Hollywood documentary shows).

I really look forward to discussing these issues further at the Women in Games Conference this September – how we can convince more of us girls that it’s okay to want to get into games development is something I feel very passionately about!

Edit: In fact, I want to open this out to the floor for discussion – what do you think on the issue? Why isn’t there already enough talent in the UK? And in the worldwide industry at large, what do you think needs to be done to urge more girls into game development?

Tags: , , , , ,

Running for The Right to Play

Yet another thing I meant to get around to setting up/doing a couple of weeks ago:

Recently, I found out about an awesome charity called Right to Play, (who also have a UK division).

Over 700 million children don’t know what it means to play. Right To Play is helping to change that.

Right To Play uses the power of ‘play’ to improve health, build life skills, and foster peace for children and communities affected by war, poverty and disease. Using their specially designed sports and play programmes, Right To Play has projects in more than 20 countries in Africa, Asia, and the Middle East.

It’s always been one of my life goals to run a full marathon – and indeed, this is definitely something I’m going to build up to before long – but when I found out that the Right to Play UK were the official charity of the London Parks Half Marathon 2008, I decided to jump straight in!

So, on Sunday 12th October 2008, I will be running my very first half-marathon. I’m aiming to raise £500 at the very least, but obviously any more than that would be very awesome indeed. If you could please dig deep and give as much as you can, I would be very grateful.

You can donate quickly, easily, and completely securely (and also anonymously, if you prefer) via my JustGiving.com website:

So please, please, please donate. :)

Some widgety goodness: