February 6, 2004

“This is not a game”

from Grand Text Auto
by @ 12:11 am

“This is not a game” is what some hypertext fiction authors began to say of their work in the late 1980s. As Stuart Moulthrop notes in our interview at The Iowa Review Web, they said this to differentiate themselves from the work coming out of the interactive fiction community, and the comparison wasn’t meant to be neutral.

“This is not a game” is a slogan of alternate reality gaming. As Jane McGonigal tells us in her “‘This Is Not a Game’: Immersive Aesthetics and Collective Play” (pdf, html) gameness is denied in these experiences that are made up of elements found on far-flung web servers, on voicemail systems, and even on bathroom walls. For the Cloudmakers — formed to solve the mysteries of The Beast, the promotional game for the movie A.I. — this denial may have been a vital ingredient in the belief of some players that their group was also suited to solving the mysteries of the September 11th attacks.

February 5, 2004

High Praise for Deus Ex: Invisible War

from Grand Text Auto
by @ 9:13 am

Charles Herold of the NYTimes gives an unusually positive review of the recently released Deus Ex sequel, an action/role-playing hybrid science fiction game, which “wants every player to have a unique experience.”

Invisible War is a wildly ambitious game, a serious attempt to shape the video game into something far grander and more complex than it has been until now. It is largely successful. The story, which is filled with compelling details and takes several ingenious twists, has many clever ideas.

He goes on to describe some its flaws, such as occasionally low-believablity AI, but overall the review is glowing. (Positive but more tempered reviews from gamer-oriented sites can be found here and here, for example.)

iDMAa in Florida

from Grand Text Auto
by @ 12:01 am

The International Digital Media and Arts Association is holding their conference March 12 – 14 in Orlando. The iDMAa conference explores issues relevent for faculty and administrators of digital media and digital arts programs, particularly focusing on curriculum development, directions for research and creative work, resources (e.g. laboratories, external sponsors), and faculty development.

February 4, 2004

Story Engines this Friday

from Grand Text Auto
by @ 9:47 pm

A reminder of Friday’s symposium at Stanford (which we originally posted about last October): Story Engines: A Public Program on Storytelling and Computer Games. Includes a panel “The Big Picture: Do Games Need Stories?” with Haden Blackman of LucasArts, Sheldon Pacotti of Ion Storm, and Will Wright of Maxis/EA.

The symposium is part of the larger Fictional Worlds, Virtual Experiences: Storytelling and Computer Games project at the Stanford Humanities Lab, and in conjuction with the “Bang the Machine” exhibit at Yerba Buena in San Francisco.

February 3, 2004

America’s Army Booklet

from Grand Text Auto
by @ 2:46 pm

The Moves Institute of the Naval Postgraduate School has created a booklet describing the philosophy, history and implementation of their army recruitment game America’s Army, (mentioned here previously 1 2 3 4) for the Bang the Machine exhibit at the Yerba Buena Arts center in San Francisco. The booklet is available online.

East of Fallon

from Grand Text Auto
by @ 12:59 pm

Fallon.JPG
In December, while visiting family in Nevada, I went to the Nevada Art Museum in Reno. My favorite piece was East of Fallon, Highway 50, Nevada by Joseph DeLappe, a new media artist at University of Nevada, Reno.

February 2, 2004

Groundhog Day and IF (again)

from Grand Text Auto
by @ 9:37 pm

Today being Groundhog Day in U.S. (and elsewhere?) reminds me how the movie Groundhog Day suggests a model for how interactive stories could work. Rather than write up my own essay on the topic however, I’ll link to others who have already discussed this, found via Google:

A discussion on rec.arts.int-fiction, found in Stephen van Egmond’s / Magnus Olsson’s archive
Discussed in Janet Murray’s Hamlet on the Holodeck
An essay from the website TransparencyNow
The Five Stages of Writing for Interactive” by game designer Noah Fahlstein
A mention by Dennis Jerz in “IF, literature and…”
Our Let’s do it again discussion last August

Digital Indies Conference

from Grand Text Auto
by @ 8:39 pm

This just happened, but it seems worth mentioning anyway: Digital Independence 2004 “is a conference that unites innovators in film, video, games, music, technology, media policy and the arts… How have affordable technologies leveled the playing field and empowered independents? What new visions and voices are emerging? How will the conflicts over open source, copyright, mass media rulings, and digital standards impact independent work? How are indies changing technology—and how is technology changing indies?”

Panelists included the Howard Rheingold, executive director of Creative Commons Glenn Brown, IGF and GDC organizers, the chair of Intel’s art and entertainment research committee, and many more.

F’rubber

from Grand Text Auto
by @ 8:30 pm

Here’s a new article highlighting some of the issues involved with creating virtual humans, including a mention of the “Uncanny Valley” phenomenon.

This is an issue for robotic and on-screen animated characters alike. We were faced with avoiding the creepiness factor when making Babyz; we did so by keeping the characters cartoony enough. But it was an issue during the design, that we focus tested. Similarly, Facade is rendered in an illustrative style. Of course more abstract faces and bodies have the advantage of being easier to implement — a double-win.

TIDSE Extension

from Grand Text Auto
by @ 2:11 pm

The submission deadline for TIDSE 2004 (mentioned here previously) has been extended to February 15.

January 31, 2004

Information Retrieval Humor

from Grand Text Auto
by @ 1:43 pm

Who knows what happened here? An honest error? Most likely, but it’s funnier to think that even “prominent” newspapers might give in to the urge to intentionally feed the wrong page title/headline to Google News once in a while, in an attempt to get some extra bang for their advertising buck. Of course, such an attempt could go horribly arwy…

Cannibal who fried victim in garlic is cleared of murder
Guardian – 2 hours ago
He arrived laughing and joking. Just over two hours later Armin Meiwes, the self-confessed German cannibal who killed and ate another man, left a stunned courtroom scarcely able to believe his luck.
A German Court Convicts Internet Cannibal of Manslaughter New York Times
Bag a family holiday to the Magic Kingdom The Sun

January 30, 2004

Emotion in games

from Grand Text Auto
by @ 4:09 pm

There’s a new article at MSNBC.com on the future of emotion in games, a topic we like to talk about here on GTxA. A variety of game developers and researchers are quoted, including Andrew and me. It describes our work on Facade as an example of the advances in AI required to support emotion-rich game experiences.

Machinista

from Grand Text Auto
by @ 11:36 am

The exhibition Machinista 2004 is currently accepting entries until February 28th 2004.

Machinista is a yearly unmediated open-submission online exhibition. Creative and technological practices including visual and software art, science and design projects, moving image, experimental music and performance are featured in various scales and stages of development ranging from documentation of prototypes and exploratory installations to fully operational systems.

Submissions for the following three themes are welcomed in all media.

January 29, 2004

Blog Fiction

from Grand Text Auto
by @ 7:44 pm

trAce‘s Digital Writer-in-Residence and recent commenter on grandtextauto, Tim Wright, has a new article of interest called Blog Fiction.

… it would seem natural for the world of the blog to become a fertile ground for new forms of digital storytelling and the development of new independent authentic fictional voices. Strange then that there are only a handful of writers out there currently experimenting with the idea of the fictional blog. …

40 Pixels and a Tool

from Grand Text Auto
by @ 10:39 am

If you’re an aspiring game designer, this looks to be a good opportunity for getting your hands dirty with creating your own game. Actually I’d imagine this would appeal both to people trying to break into the game industry, as well as experienced designers. Even if you don’t win, it’s a platform to get real experience designing and building a game — which looks good on the resume. (via GameDev.net)

January 27, 2004

Bullet list Gettysburg

from Grand Text Auto
by @ 12:44 pm

Peter Norvig, of Artificial Intelligence: A Modern Approach fame (the most commonly used intro to AI textbook), has created a Powerpoint presentation for Lincoln’s Gettysburgh Address. This work is in the tradition of Powerpoint art, generally critiquing the Powerpoint communication style, pursued by artists such as Michael Lewy and David Byrne.

January 25, 2004

Where You Going with This, IKEA Boy?

from Grand Text Auto
by @ 10:39 pm

Upon entering the warehouse, you need to go:

N, N, E, N, S, SW, U, N, W, U, W, W, W, U, NW, N, NW, S, E, W, W, W, N, W.

Now you are in a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless consumer, lies here. Beside the skeleton is a rusty SKARPT high-quality steel knife with hard plastic handle and a shopping cart. Search the body. Take the IKEA GIFT CARD (still has $43 on it).

I know there are plenty of you who need the rest of the walkthrough. (Thanks to ifMUD’s ctate.)

Unity Update and Musings

from Grand Text Auto
by @ 8:13 pm

The Yak has fed us some additional screenshots of the in-development Unity, screenshots I mentioned in a comment ealier, but since I couldn’t include an image in the comment … here:

A nice, short, and to-the-point interview with the Yak (a.k.a. Jeff Minter) is on GameSpy. Elsewhere someone noted that “Jeff hates people saying its like REZ.” Just to clarify my earlier post: I didn’t say it was like Rez! I said it was (going to be) better!

Back to the Future at Musée Mécanique

from Grand Text Auto
by @ 5:01 pm

A month ago I finally had a chance to go to Musée Mécanique in San Francisco. While wandering through this mechanical arcade, I found myself comparing these turn-of-the-century machines with contemporary game genres, looking for commonalities in design approaches and player/viewer experiences. A number of distinct machine types were immediately apparent.

Fortune Telling Machines
The classic in this genre is the gypsy or old crone who waves her hands over a crystal ball before dispensing a fortune, though many other forms, such as the Love Meter and Career Meter are on exhibit. Fortune telling programs have certainly been popular in computing; I remember many horoscope programs being sold for the TRS-80, Apple II, and Atari 800 (the first few computers I used). And there are more contemporary efforts, such as classic Mac program Synchronicity, by Paul O’Brien, the “father of interactive divination”. Interestingly, a number of the responses to project 1 in my class last fall involved horoscope or fortune telling programs. All such systems, whether implemented in gears or code, harness brute randomness to create a (more or less) engaging experience. Even when the systems involve some amount of interaction, such as grasping the levers at a specific time on the Love Meter, or sensing the exact timing of keystrokes in Synchronicity, these interactions are mediated by highly random processes, inducing almost no agency. So how do such systems elicit any sort of engagement at all? They work by giving ambiguous responses that can be interpreted by individuals in the contexts of their own lives; by having the responses relate to important life themes, such as love or career, these systems effectively push most of the sense-making onto the human participant instead of into the system. The participant does all the work of reading meaning into a random process.

January 23, 2004

Time To Stop Playing Now?

from Grand Text Auto
by @ 12:26 pm

Tim Wright, one of the developers of Online Caroline, poses a question that I think deserves a new discussion thread. With his permission, here’s his post:

Being partially responsible for this thread I thought I’d better chip in. When I talked about people stepping over the line I was thinking of behaviour such as:

a/A soldier in the British Army sending pictures of himself in full uniform, and then offering to kill Caroline’s boyfriend for her. Seriously.

Ludonautica

from Grand Text Auto
by @ 10:45 am

Four bloggers interested in academic discussion of video games have launched Ludonauts: Exploring the Videogame, which is to be updated thrice weekly. It looks promising!

They’ve taken on some interesting topics, like genre in video games. This post begins with a casual discussion of how it is hard to classify certain films into genres; I wish there had been some discussion of what exactly genre means (some literary and film theorists have certainly thought about this a lot), and what genres of non-computer games there are (this would be a good hint as to how the term can be meaningful for video games).

Reflections of a Larger Issue

from Grand Text Auto
by @ 8:58 am

Our making, not telling terminology debate is a reflection of a larger issue, often framed as game vs. story or ludology vs. narratology, but I’d rather frame it as high-agency vs. low-or-no-agency. Let me quickly state, I’m not saying I don’t like stories or experiences without agency — I love them! I consume tons of books and movies and comics and music — but they’re not the new form I and many others are envisioning here… I think “gamers” or “ludologists” often have a distaste for interactive stories in their current forms not because interactive stories are not “games” per se, and not even because they’re often text-based instead of visual, but because the interactive stories built to date don’t have much agency. I feel the same way. (Go here for more on story vs. game.)

January 22, 2004

Making, Not Telling

from Grand Text Auto
by @ 3:10 pm

Sorry to possibly set off yet another terminology debate — I’m really tired of them — but does it bother other people as much it bothers me to hear the term “digital storytelling” or worse, the oxymoron “interactive storytelling”?

If you assume a primary pleasure of interactive experiences is agency, as I do, then the suffix “-telling” should be avoided. I’m interested in experiences in which the player is collaborating with the system to help make, to co-create, to have meaningful affect on the story, not be told a story.

January 21, 2004

narr@tive: Digital Storytelling

from Grand Text Auto
by @ 2:30 pm

Noah and I will be speaking at the next UC system graduate conference, narr@tive: Digital Storytelling, as will UC faculty Kate Hayles and Rita Rayey. The conference is at UCLA and will end with a reading of student work at the Hammer Museum. The call for paper abstracts and electronic literature is out – deadline, March 1. Although the site doesn’t mention the date of the conference, I beleive it will take place April 22 and 23.

January 20, 2004

Trying To Break It

from Grand Text Auto
by @ 8:45 am

In a recent discussion about interactive works that try to fuse fiction and reality, the lead writer for Online Caroline mentioned how it can be disturbing if players step over the line when interacting with a virtual character who is supposed to be real and have real feelings.

I’ve noticed that when it comes to somewhat fully fleshed-out and reactive virtual characters, the first thing players (or at least males) usually try to do is push it to its limits, to try to break it, to see how far things can go — e.g., behave badly or cruelly, swear, act lewdly or inappropriately, flirt excessively, etc. So, for an experience in which a virtual character is supposed to be real, when players act inappropriately, I could see how it would seem more disturbing.

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