Posts

Showing posts with the label fun

CHIPLAY 2015: London, UK

Image
At the beginning of the month CHI Play took place in London, and I think I've just about recovered :-) The papers should be accessible to the public for a whole year from here so make sure to check them out. Anna Cox and Paul Cairns chaired the conference, while I served as local arrangements chair - while there were probably a few challenging moments along the way, it was all worth it in the end. I also learnt an awful lot and promise to never take conference organisation for granted again! The conference kicked off the workshops on Sunday, where I helped run " The false dichotomy between positive and negative affect in gameplay ", co-organised with Max Birk , Regan Mandryk and Dan Johnson . The workshop came out a discussion we had earlier in the year at CHI2015 about the lack of nuance around the concept of negative affect within gameplay experiences. We had a great mix of participants and some intense discussions about why we engage in gameplay we don't alway...

Trine, Borderlands and Assasin's Creed II (PS3)

Image
First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas... So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC ) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brillian...

My thoughts on alternate reality gaming

Lately, I've been doing a bit of thinking about Alternate Reality games . I was introduced to them last year but in the last few months I've heard about them at a conference (see previous entry for thoughts on ECGBL), watched two very different ones unfold, and been along to the Sandpit during the London Games festival . I've also been lucky enough to have had conversations about them with Justin Pickard and Juliette Culver , who have been involved with Superstruct and Operation Sleeper Cell respectively. Now Superstruct is similar to World Without Oil (and both are projects that Jane McGonigal has been helped create and run) in that it involves imagining yourself in an alternate reality crises - in this case it is 2019 and the combination of five different superthreats mean the end of the world as we know it by 2042. Players are encouraged to write their own stories about their experiences in this possible future, and to discuss possible superstruct solutions with each o...

On the Rain-Slick Precipice of Darkness: Episode One (PC)

Image
Ok so I'm not sure if this counts as a seventh generation game as such, but it has only just been released and I did really enjoy playing it so I'm going to write about it. Created by Mike 'Gabe' Krahulik and Jerry 'Tycho' Holkins from Penny Arcade , in conjunction with Hothead Games, On the Rain Slick Precipice of Darkness allows you to enter the 1920s world of New Arcadia. After a bit of a random intro sequence where your house is crushed by a giant robot, you get to join Tycho and Gabe as part of their Startling Detective agency in order to figure out just what is going on. Then you're off of on an adventure involving Tycho's niece Anne Claire (who has been recast from the comics as some sort of scientific/engineering genius), battling various hobos, robotic ' Fruit Fuckers ', clowns, mime's and barber shop quartets with your trusty rake, exploring Desperation St, Hobo Alley and Pelican Bay on a quest that will ultimately involve destroyi...

An awful lot of gameplay and a few thoughts

Image
I've been playing quite of different games lately and have been struck by a couple of things. The first concerns the fact that I haven't actually gotten round to finishing any of them. Which links in quite nicely with Leigh Alexander's article on "Completion Anxiety Disoder" where she considers the reasons why people don't seem to end up completing many of the games they actually have. She covers lots of practical reasons like not having enough time, and games being too difficult/easy or not interesting enough and then ends up suggesting a further reason; that players sometimes just don't want the game to end. Now it's a pretty interesting article in itself, but when you think about it in terms of how this relates to the educational potential of games it raises a couple of interesting issues. I mean lets assume we're talking about good games here, the ones that do get the challenges right and manage to maintain our interest, she's still basica...

Why people play games

I found this a little while ago: http://news.bbc.co.uk/1/hi/technology/6932785.stm It struck me as interesting because it suggests that what is we find 'fun' about games is the learning process we engage in when we play them and the opportunities they give us to see the results of our efforts. The article implies that people actually enjoy learning; something that seems similar to what Papert is referring to in his introduction to Mindstorms when he talks about falling in love with gears. So, instead of thinking about games in terms of how we can 'make learning fun' by 'harnessing their motivational power' (c.f. Futurelab review ), maybe we should be thinking about them as successful learning environments which can be compared to areas of education that aren't.