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CFP: Foundations of Digital Games (FDG) 2010

FDG 2010 has put their Call for Papers online, with fancy leaflets to hand out, the important date being 5th February as the paper and poster submission deadline.

FDG 2009 was a fantastic conference, filled to the brim with various gaming academic luminaries, fascinating papers and a wide variety of interests. I’m looking forward to 2010, as it’s just down the road in Monterey!

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Reimagineering

Luis and Gay Tony in GTA IV: Ballad of Gay Tony

Luis and Gay Tony in GTA IV: Ballad of Gay Tony

Last week, the second and final installment of the Episodes of Liberty City downloadable content for Grand Theft Auto IV, The Ballad of Gay Tony, was released. Unlike the more sullen story of Nico Bellic, clawing his way up from nothing, Gay Tony’s Luis begins with a crisp suit, good job, plenty of cash and all sorts of expensive items to wreak havoc throughout Liberty City. What marks out GTA IV’s DLC from a simple mission pack or extra campaign is that it offers the chance to experience Liberty City from a new perspective, reimagining the gameplay, and thus, the game, in the process.

This is something I heartily commend.

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Landscape of open source games

Yo Frankie! An open source platformer created using Blender.

Yo Frankie! An open source platformer created using Blender.

I recently gave a presentation on the landscape of open source software in computer games at the Univ. Rey Juan Carlos, where I am currently visiting the Libresoft research group. My slides are available here.

While much of the talk covered well-known libraries (SDL, OpenAL), game engines (Ogre, Irrlicht), physics engines (Bullet, Tokamak), and content creation tools (Blender, GIMP), there were a few surprises. One was how many open source game-creation systems I found (4, more than the zero I expected). These are Game Editor (2d with export to some mobile devices), Construct (2d, some 3d), Novashell (2d), and Sandbox (3d). Another surprise was the game Yo Frankie! (pictured above), which has very high quality animation and artwork, and was produced using Blender.

A disappointment was the state of open content sharing. While some sites, like OpenGameArt and New Grounds provide tagging with a Creative Commons license, far more common are sites like Google’s 3D Warehouse that have site-specific terms of use, and provide no ability for artists to indicate they are willing to share their work via Creative Commons or an open source license.

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It’s All (About) Fun and Games

Koster's "A Theory of Fun in Game Design

Koster's "A Theory of Fun for Game Design"

I’m a new member of the lab here, and that means that I’ve got a lot of learning to do. I need to learn about the different projects in the lab, learn about the various systems involved in those projects, and even about programming languages used in those systems. But I also need to learn about the theory that drives those systems, and more broadly, the theory that motivates the work in the lab. So for the past few days, I’ve been reading articles–and even a short book–about the theory of fun in games.

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Tale of Tales have done it again: The Observational Immersionist Style

fataleTale of Tales just released a new game or rather “experimental play experience” (a phrase surely concocted to appease those who don’t accept their repurposing of the word game).  Anyhow, it’s called Fatale and it is awesome.

Starting with The Endless Forest, Tale of Tale’s have consistently created environments that exist for the purpose of being looked at and explored.  This may not sound all that unique as most 3D games have environments that are explored, but the difference is that these games exist solely for this purpose.  To them, game environments are not containers for gameplay, but rather are the reason for gameplay.  By only affording the player navigation controls, the player’s mind is free to embark on a journey of induction and introspection.  In their own words, Fatale “offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.”

Tale of Tales are not alone in creating games for this purpose.  Games that encourage observation and consideration of their environments can be said to form an art movement that I am referring to as the observational immersionist style.

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EIS Hosts the Procedural Content Generation Symposium

On Monday, October 12th, UCSC’s Expressive Intelligence Studio will be hosting a symposium on Procedural Content Generation. Please join us to see interesting talks by speakers Julian Togelius (ITU Copenhagen), Mark Riedl (Georgia Tech), and Kate Compton (EA/Maxis). There will also be a panel on “The Future of Procedural Content Generation”, moderated by Michael Mateas (UCSC), and a number of demos by students in EIS. All events will occur on the UC Santa Cruz campus. We hope you will be able to come!

Further information on talks and scheduling information is after the cut.

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