Jimmy Chattin - I make better games.

Monday, November 5, 2012

IGDA Nanocon Notes - Game Magic



Game Magic
Speaker: Jeff Howard (Game/Narrative Professor – Dakota State University)
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Preface:
1) Game Magic Systems - representations and design in games
2) Magic books

Game magic and magic books are interrelated - learn about one, learn a lot about the other
1)      Player fantasy - fall inside of a book
2)      "All fantasy creates an alternate reality; All occultism creates both augmented reality and alternate realities; Games can do both"
3)      Augmented reality - projection of virtual info onto the real world
a.       Magicians have been trying to do this for millennia
4)      The Tree of Life is an overlay on the existing world
a.       The ToL has numbers, colors, letters, and information that represents real-life forms and functions

Read: Alan Moore "The Voice of the Fire"

Magic overlays a vision of imaginary symbols onto the world; concepts are drawn from this that cause results that otherwise may not exist

LED contacts; Google glasses
1)      Sight - The Eye of Horus
a.       used to represent mathematical fractions
b.      used to represent senses
2)      Evil Eye - focusing hard enough to 'see' a symbol in your world

Gestural systems trace symbols into the world - can be 2D or 3D

Grimoire - Middle-English for grammar
1)      combine symbols to construct meaning
2)      energize imaginative practice
3)      a guide to doing things in the world
4)      not all are created equal
a.       many are poor
b.      the few good are really good

Books:
Occult authors/books/publishers create interactive experiences; game designers can learn from this!
                Living                     - give into the book (falling into stories)
                Demon                 - enslaved by it (falling into stories)
                Talismanic           - take from the book (etc.)

Final thought:
Computer Programming is like communicating with a spirit; it needs to be precise, and if it is successful, it will do what you need it to do in extraordinary ways.

Sunday, November 4, 2012

A Preface to the Week



Hello, all!

This weekend: Nanocon X (Facebook).  Boards games, card games, LARPS, and minis - just to name a few of the con’s attractions.  The local InternationalGame Developers Association brought a number of speakers too.  So what does this mean for you?

First, since the GDCO notes are finalized, more learning-summaries are on the way!  Chris Totten (author, game design professor, and game designer), Josh Lynsen (social media consultant, and StreetPass Network creator), and Chris Weed along with Joe Sklover (creators of Humans vs Zombies) give their experiences and input on gaming and play experiences.  So much knowledge!

Second, I look forward to seeing you later this week.  In the future, Chess, Hawken, and more games than you can shake a joystick at!  In the meantime, checkout the student project I’ve been working on: Fury Void.  Take care!

Friday, November 2, 2012

GDCO Notes - Game Narrative Tutorial, The Last Few



Tutorial #6 
Play, Don’t Tell: Interactive Storytelling 101
Speaker: Tobias Heussner (Bigpoint)
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Start Constructing a Narrative:
1)      What's Player Agency
2)      Player is the Storyteller
3)      What's Narration Perspective
4)      Define who the Player thinks they are
a.       Defines their desired range of possibilities

Styles of Narration
1)      Quest-based – someone whats the player to do something for a reason
a.       Reason/motivation is the story
b.      Quest tasks are tools
c.       Chains can share meta-plots
2)      Event-based – something happens and forces the player to react
a.       Highly dynamic/scalable
b.      Depends on staging
c.       Expensive/complex
d.      A location is not an event!
3)      Mission-based / Level-based / Environmental / Cutscene / Combinations of styles

Starting a game narrative, the author only has 3 minutes to tell a compelling story.

Play the story!  Don't tell it!  And telling equals reading/watching cutscenes.


Tutorial #7
That Shadow’s Got a Story for You: Environmental Narrative
Speaker: Toiya Kristen Finley (Schnoodle Media)
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Environmental Narrative
1)      Used in: plot, character development, mechanics, etc.
2)      Documentation
a.       What is the purpose of the location?
b.      Mechanics/level design say what about the world/characters?
c.       The location elicits what emotional state?
d.      What is the art/sound supposed to convey?