January 30, 2010

Playable Fictions MFA deadline nears

At UC Santa Cruz, the Digital Arts and New Media MFA program is organized around collaborative research groups. For those applying this year (deadline February 15th) I’ll be leading a group on the theme “Playable Fictions.” This is a great way for writers, game designers, and related sorts of digital media artists to get an MFA while working in the midst of groups dedicated to pushing the boundaries of this field: the EIS lab in particular and also the larger interdisciplinary DANM cohort. We have a great list of faculty to work with here, including Michael Mateas, Warren Sack, Sharon Daniel, Marilyn Walker, Jim Whitehead, Arnav Jhala, yours truly (Noah Wardrip-Fruin), and many more. While most EIS members are CS PhD students, DANM has been a fruitful entry point for artists like Aaron Reed and Mike Treanor. If you’re interested, feel free to contact me with questions about the work we do and/or contact DANM for admissions questions.

January 27, 2010

Help Us Bring Deeper Characters to Kodu

Kodu Game Lab EIS PhD student Teale Fristoe spent last summer at Microsoft Research working on Kodu, the exciting new platform for game creation. Now we’re developing a proposal to extend Kodu with support for deeper characters, social situations, and dynamic stories — providing the first high-level computational support for the kinds of games that research shows girls want to create. We’re looking for your input!

Specifically, we’re seeking seed funding through the HASTAC/MacArthur Digital Media and Learning Competition. They’ve just opened the first phase of the competition, which involves public comments on very short (300 word) summaries of the ideas. There are hundreds of them. If you comment on our proposal now you can help us make it better — and also help it stand out from the crowd.

December 30, 2009

Uncharted 2’s Sloppy Fiction

Uncharted 2

The design of Uncharted 2: Among Thieves should make integrating gameplay and fiction easier in two particular ways. First, it’s linear, so there’s no need to worry about unexpected traversals of the fictional space. Second, it’s almost entirely scripted — a matter of how adeptly things are accomplished, rather than what approach is taken or what tasks are attempted — so there’s little chance of unexpected emergence from game mechanics coming into play in places, times, or combinations other than what the developer intended. Given these advantages/limitations, the game’s creators shouldn’t have much trouble making sure that gameplay action is solidly motivated by, situated in, and consistent with the fictional world.

November 14, 2009

Frank Lantz at UCSC

Frank Lantz

Distinguished Lecture: Frank Lantz
Interim Director, NYU Game Center and Creative Director, Area/Code
Wednesday, Nov 18th, 2-3:30pm
Engineering 2, room 506

“Innovations in Game Design: Through Practice to Theory”

Frank Lantz is the Creative Director and co-Founder of Area/Code, a New York based developer that creates cross-media, location-based, and social network games. He has been an innovator in the field of game design for the past 20 years. Before starting Area/Code, Frank worked on a wide variety of games as the Director of Game Design at Gamelab, Lead Game Designer at Pop & Co, and Creative Director at R/GA Interactive.

August 11, 2009

Expressive Processing Arrives

Expressive Processing Cover

I’m happy to announce the publication of my first monograph, Expressive Processing: Digital Fictions, Computer Games, and Software Studies. As the subtitle suggests, this book is a software studies take on the past and future of digital fictions and games. As of today it’s available in bookstores as well as online — and a PDF of the introduction can be downloaded from the MIT Press site.

August 4, 2009

Agency Reconsidered, Again

How do we understand moments of “agency” with games and other forms of digital media — what Janet Murray characterizes as players’ “satisfying power to take meaningful action and see the results of our decisions and choices”? Last month our DiGRA 2009 abstract on this topic sparked a thoughtful discussion. It pushed the co-authors (Michael Mateas, Steven Dow, Serdar Sali, and yours truly) to take a closer look at what our definition of agency might be — not just what might encourage or diminish it — and how our thinking breaks from the past. As we worked to complete the full version of the paper we decided that our paper would focus on agency as a “phenomenon involving both player and game, one that occurs when the actions players desire are among those they can take (and vice versa) as supported by an underlying computational model.” Anyone interested in reading the version we submitted to DiGRA can do so after the break.

July 13, 2009

Agency Reconsidered

Steven Dow, Michael Mateas, Serdar Sali, and I have an abstracted accepted for DiGRA titled “Agency Reconsidered.” We’re working on the full paper this month, and will certainly share it when available, but one of the things I value about blogs is that they provide a place to do academic work in public. So I’m posting the abstract here, along with some thoughts on where we’re going for the final paper, and I’d appreciate any ideas/pointers that people have. Suggestions and criticisms that arrive now (rather than after it’s completed) are much more likely to shape the final paper.

July 9, 2009

Johanna Drucker is Pulling My Leg

Johanna Drucker has a thoughtful review of Matt Kirschenbaum’s Digital Humanities Quarterly. I think most of what she says is spot-on. But she has to be kidding with this, right?

Have any works appeared in digital media whose interest goes beyond novelty value? Not yet.

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