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Showing posts with the label frustration

CHIPLAY 2015: London, UK

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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...

Failing in Games at Aarhus University

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 Last month I was invited to present at the Aarhus University's Interacting Minds mini-conference on "Failing and Confusion in Games and Gaming" along with Jesper Juul , Dennis Ramirez and Charlotte Janasson . Thanks to Andreas Lieberoth for the invite and organising a seriously interesting day :-) Mine was the final talk of the day, where I presented some of my PhD research on Investigating Game-play: Are Breakdowns in Action and Understanding Detrimental to Involvement? (see pic below). You can find my slides here . I'm waiting to hear back about a journal paper we put together on the findings but in the meantime you can check out my DiGRA paper on why I did not find physiological data to be useful for identifying breakdowns and breakthroughs in game-play. My main argument was that action and understanding breakdowns will contribute to involvement when the player feels responsible for overcoming them but that they will decrease involvement if they take too long ...

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

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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...

Low budget games

This is going to be a quick post, so I can bring your attention to t he Professional Gamer's (or Costas from LostInGames ) post on some smaller budget games he has been playing. I can thoroughly recommend " Today I die " which is free and essentially some form of interactive poetry, while Braid has been on my list of games to play for quite a while now and I'm almost embarrassed by how long it's taking me to get round to play it. I do want to add a game to the list though - The Path from Tale of Tales . It's a horror game inspired by Little Red Riding Hood but instead of following the path to Grandma's house as instructed, you're encouraged to wander off into the woods - where all the interesting stuff is... It only costs $9.99 and can be downloaded from here . It's already been reviewed e.g. Leigh Alexander's review on Kotaku and for a much better description of it than I could give check out Fullbirght's take on it here . I think the ...

Spore (PC)

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It's time to talk about Spore . Designed by Will Wright (who gave us Sim City and The Sims ) and produced by Maxis there has been a lot of hype surrounding this game, partly because it took so long to develop. In Spore, the player gets to follow and make choices about the evolution of their species through a series of phases: Cell, Creature, Tribal, Civilization and Space. Now I got the game back when it was released in September and got through the first four stages relatively quickly, but then I hit Space. I'm not even sure you can compare the Space phase to the previous ones because it is ridiculously huge. In the earlier phases, it is fun to watch your creation evolve, but it also feels like there is a lot of repetition going on e.g. in terms of how you interact with other creatures, plus I don't get why things like the camera controls seem to differ at each stage. But anyway, once you get through all that and unify your civilization, you discover space travel and th...

Portal (PS3)

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I finally finished Portal . It's a first person action/puzzle game, where an AI called GLaDOS challenges you to get through each of the test chambers through the use of a portal gun (which allows you to create a connection between two different locations in 3D space). Oh, and you are promised cake when you complete all the trials. I borrowed it ages ago from the library, and meant to complete a lot sooner but kept getting annoyed with certain puzzles and taking weeks off before trying them again. Now I’m well aware that a lot of people out there thought Portal was a piece of cake (pardon the pun…) and it only took them a day or something to get through the game. If anything, that’s an important part of why I just didn't give up on it entirely after the first time I got stuck – I wasn’t going to let this “easy” game beat me. But you see the problem wasn’t that I couldn’t solve the puzzles, it was that I had trouble putting my solutions in practice. I’ve never really played first...

An awful lot of gameplay and a few thoughts

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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...