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Gold_Skulltulla

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Gold_Skulltulla

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#1  Edited By Gold_Skulltulla  Online

The video game industry catches flak from individuals claiming that games are a waste of time, or worse, a detriment to the socio-intellectual functioning of those who play them. It's assuring to know that there is some semblance of luminaries in the field with researched findings to the contrary. Many of these people convene annually for the Games For Change Festival, now in it's 9th year. My attendance at the event (my first time) has come and gone, but what have developers, educators, and gamers taken from the discussions, forums, and demos? I can only speak for myself, so allow me to recount the conference in daily breakdowns. I'm not going to cover every single event that took place, and instead focus on the one's that left the greatest impression on me. The events during the festival-proper on Tuesday and Wednesday were all livestreamed, so you can view archived video of most all of the major presentations given on those days.

Monday

The first day was really more of a "Day 0" since it was billed as a pre-festival summit. Two groups sponsored simultaneous dockets spanning the entire day, each with specific focuses. The Federal Games Working Group (FGWG) focused on intersections between the gaming industry and the government. For what it's worth in the interest of disclosure, I am a member of this group through my Smithsonian affiliation. However, I spent the majority of the summit day at the AMD Foundation's sessions on teaching game design to youth, which are more immediately relevant to my job as an educator.

The AMD session began with a tepid panel discussion featuring the day's lineup of presenters. There was too much surface-deep talk about why games are great for education, and how that relates to their specific organization. It was as if the introduction was the panel, which I understand the purpose of in concept, but it didn't lead anywhere interesting except for a couple decent audience questions that pointed to case study experiences. Based on the crowd of attendees, I think it was safe to assume that everyone was already on board for using games in education, yet the panel was keen on reiterating this inherent understanding. Perhaps this was information that one could take back to their traditionally entrenched institutions in hopes of better conveying more progressive stances on games in education. Perhaps.

Next up was a walkthrough of Gamestar Mechanic, a game design learning tool that removes coding and focuses purely on the design process. It's meant as a low-barrier introduction to these basics, targeted at the middle-school set. The audience was prompted to play through a "level" for teachers that acted as a tutorial. I found the tools pretty impressive in terms of making a side-scrolling or top-down game. The tools for feedback and iteration were the most impressive aspect. Classmates can play one another's games and leave comments on notes in-game ala Dark Souls. When you switch between play and edit modes on the fly, you can act on feedback notes immediately rather than having to switch to a disconnected editor.

GameSalad tools

The Activate! presentation in the afternoon similarly demoed a game design platform for classroom implementation, but this time it was GameSalad. This was the presentation I was most excited for during the summits because I'm developing a workshop framework that uses that very program. I first learned about GameSalad when it was mentioned in coverage of various game jams as a tool that anyone could learn to use. Objectively speaking, the Activate! presentation may have leaned too heavily on GameSalad how-tos, but from my point of reference, it was exactly the sort of information I was looking for. GameSalad definitely feels like a step up from Gamestar in terms of complexity, but even though it gets into code writing, you never have to actually "write" code, just use the drag/drop interface to place pre-programmed commands where you want them and adjust sliders accordingly. Using some ready-made assets, audience members created a functional versions of Breakout in a mere half hour. GameSalad seems like a powerful and empowering tool for high school students or even adults looking to dip their toes in the game design pool.

I jumped back over to the other summit at this point to catch up with some colleagues and shuttle off to attend a FGWG meet n' greet with some game designers who would be speaking during the festival the following two days. I was pleased with my summit choices, but couldn't help wondering if I'd have enjoyed some of the FGWG talks more. I read live tweets as they popped up during concurrent sessions, which seemed intriguing, though I appreciated how grounded and direct the AMD presentations were. Having attended Digital Media Learning Conference (DML) earlier this year, I grew a little tired of the "big philosophical monologue then narrow case study" dynamic. I looked back at the end of those days at DML with little to bring home and implement. After the AMD summit, I definitely had pathways.

Tuesday

As festival Day 1 began, everyone filtered into an auditorium-style theater, tailor-made for presentations instead of the banquet halls and side rooms of the summits. TED Talk alumnus Jane McGonigal held the opening keynote position and delivered an engaging presentation the covered self-help, design theory, neuroscience, and personal struggle. The easiest reference for Jane McGonigal's game design work is Halo 2's I Love Bees alternate reality game/marketing campaign, where she was the community lead. The driving focus of her speech was in alignment with the philosophy behind her latest game: SuperBetter, which supports players as they build real-world resilience. McGonigal spoke of an incident where she suffered severe head trauma and was faced with a situation that seemed to present her with "no reason to live." In order to help her get through day-to-day existence, she began to gamify her life. She would set challenges for herself that would take concentrated effort, but could realistically be achieved, and used this tactic as a significant contribution to her recovery. McGonigal wants SuperBetter to be a game where players can improve themselves in similar ways, but without having to undergo trauma. I don't know all of the technical details about how you're supposed to "play" the game, but the design philosophy was touching and impactful, leaving me with a desire to explore SuperBetter further at some point.

Before lunch, Cow Clicker creator Ian Bogost took the stage to discuss games as tools for journalism. "Newsgames," as he dubbed them, are games that can be played to consume news stories in a different way than other forms of media. Bogost detailed the history of the relationship between traditional news media and games, and particularly how the downfall of newspapers and emergence of Internet and TV news has squandered the most all intersections of games and news. Bogost is part of a team creating a newsgame tool called Game-O-Matic that allows users to almost instantly create a game based around a news story. The instantaneous element is important since game design normally takes the effort of a small team and multiple hours, and news obviously changes much more quickly. Newsgames need to be more akin to photojournalism in their accessibility and promptness.

The Game-O-Matic presents you with a blank slate where you can make a word-web of nouns and attach them together with verb-laden arrows. The tool only provides a preset list of verbs, but through a little interpretive reasoning, you should be able to find something that will generate the desired behavior. Once this is setup, you simply click a big red "create" button and poof, your newsgame has a ruleset and is ready to go. Sample games were generated using Mayor Michael Bloomberg, soda, and obesity as the elements, to amusing results. By default the insta-games just use colored dots with text labels, but you can sub in icons as you wish. Gameplay options appeared simple, consisting of mechanics that have been around for a long time like "collect all of something," or "exit the screen to the right," but there could be obstacles depending on how complex you make the relationships between objects. Does this lend Game-O-Matic particularly well to handling dourly serious news content? Probably not, but it seems adept at just about subject you can shake an editorial cartoon at.

Sweatshop screenshot

A round of game design casestudies was offered in the afternoon, highlighting titles that deliberately seek to be agents of change, each in their own way. The two that stuck out the most to me were both British in origin: Sweatshop and The End. Sweatshop is a tower defense-style game except you have to put together consumer products on an assembly line. The game gets increasingly complex as different workers specialize in different steps of the process and you must keep them hydrated and productive, taking on the role of floor manager. The End is a puzzle platformer that borrows symbolism from various religious traditions in an effort to inform the player about these belief systems. As the name implies, there's a particular focus on the afterlife, and the game has gridded out some historical figures so that depending on how you answer certain questions posed by "boss" characters you are shown to be leaning closer to say Churchill or Einstein.

Having played, but not completed either of these games, I can't say anything with absolute conclusion, but they both do an excellent job of showing effective socially conscious game design, and also showcasing where these kinds of games can fall short. Sweatshop is stylish, witty, and quite fun to play, but I could see the name and subject matter putting people off outright. The End provides an interesting service in its alignment of like-minded historical figures, but I found the platforming gamelplay to be rather rote, even if it did look pretty. Both games also pop up with blocks of text after completing levels that inform you of certain real-world implications or examples of how the game reflects things outside of itself. I imagine the vast majority of players just skip these over, seeing as their tone seems to be coming from outside the game, even if they put it in a word bubble of a recognizable character. I'd be interested to read about the measurable results of these games since they seem both difficult to quantify and boldly ambitious with their goals.

After a day-closing keynote from Nolan Bushnell, everyone sauntered over to a nearby bar for the opening night party featuring free PBRs and a few Kinect games (nothing I hadn't seen before: Dance Central, Sesame Street, and Happy Action Theater). The casual atmosphere and light socializing was a pleasant cap on a full day of sitting in an auditorium listening to people talk while furiously rapping on my iPad with my fingertips.

Wednesday

ASU professor James Paul Gee kicked off the final festival day with a charge for the development of what he termed "Big 'G' Games." This charge calls for the creation of games that truly foster learning by both existing as pieces of software, but also connecting players with real-world people and spaces. Gee claims that to have a good Game, you'll need to provide or facilitate an affinity space (somewhere for people to commune, discuss, problem solve, and innovate) and also follow about 20 or so principles that he went on to detail with the rest of his talk. One of the big points was to focus on not just cognitive intelligence, but also emotional and social intelligences. This was a rallying point for Gee against traditional education systems, which he sees as offering excruciatingly narrow pathways for growth, and I believe he'd argue that growth to be unsupportive of all three realms of intelligence.

"Passion" was a topic that recurringly surfaced during Gee's talk as well. For a game to be a Game, it, like all good art, should inspire passion within those who choose to engage with it. He cited modding communities as people who've developed passion for a game and seek to change it for the better in some way. This behavior is not by coincidence, but rather the tools have been laid out by designers for willing individuals to pick them up and use them. In cases like this the original designers influence over the game will at some point become obsolete, and the collective intelligence of players will push the game into new territories. As designers, the proposition of relinquishing so much control over your creation may be scary, but crafting a Game that encourages this to happen actually presents much bolder and more dynamic learning opportunities for players.

Way screenshot

One of the talks that I was most looking forward to was Chris Bell's, who has gained a great deal attention for his work on Journey, and who's previous game, Way, was nominated for a number of awards at Games For Change this year and ended up taking GOTY honors. I hadn't seen Bell's GDC speech, which this one supposedly borrowed from quite a bit, so I was going in fresh. His talk was about friendship, and how games can seek to bring people together as successfully as they can incite competition (I don't think he'd want to imply that the two are opposites though). Bell recounted a touching story that he claims inspired him not just to create innovative game mechanics, but also think differently about basic communication systems that human use to interact with one another. In brief, he found himself very lost in a gigantic fish market in Japan and in need of returning back to his bus in 5 minutes. He had no map, no phone service, and no conversational command of the Japanese language. Bell did have a photo of the shrine where the bus was supposed to be and knew how to say "excuse me," but that was it. An older woman heard him, recognized his look of panic, took his hand and ran with him to the shrine where the bus was, arriving just in time for Bell to board.

Bell spoke of how this incident stuck with him, and the influence of that day in the fish market is explicitly evident in both Way and Journey. More features doesn't necessarily equal better features. This isn't an argument about prioritizing resources, though that one could be made, but rather that meta-game and communication mechanics are often taken for granted, as if there's one path that can be taken towards optimal systems. With this standard in place, it's easy to judge your feature set's range and project resources accordingly, but you'd also be failing to acknowledge all of the options. Both Journey and Way use what have been deemed "limited" communication systems for player interaction, but Bell argues that this actually provides a more stable groundwork for potential friendships to blossom with strangers than the ways online games primarily use headsets and implement player-to-player dialogue. I was able to interpret a lot of these intentions on the part of Bell by simply playing the games he's worked on, but it was that story of the older Japanese woman in the fish market that really surprised me and made me hopeful for the future of the medium, hearing that leading game designers are taking inspiration from those kinds of experiences.

Having gone to school for art, I kind of relish opportunities to participate in formal critique sessions. While I didn't get to go on stage or anything, I did get to witness a Demo Spotlight (not archived) wherein four developers put themselves up on the chopping block in front of an auditorium filled with onlookers, while the likes of Kellee Santiago, Dan White, and the Executive Director of Zynga's philanthropic arm, asked questions, offered advice, and handed out critique. It seemed kind of scary for some of the developers whose projects were either not that far along or required some convincing to get the panel on board. One game was Zombie Yoga for Kinect, which just by the title is a "strike 3, you're out" kind of situation for me. It seemed like the Zombie Yoga team's main goal was to make a game that adds visuals to illustrate what the body/mind is doing with different yoga poses. I don't know anything about yoga, and I don't want to, but the game showed in a way that made even that baseline concept come off as a target that was not exactly being hit. I imagine the Demo Spotlight was more helpful for those teams than ones that have their packages nearly together. An iPad game called Popchilla's World, a digital learning tool for autistic children, seemed like a solid, well-conceived package. Though, since special needs learning is such a specific realm of education, it seemed difficult for the panel to conjure questions of real critique. I get a bit of a nostalgic trip out of seeing those kinds of honest discussions happen though, so I was pleasantly surprised by their inclusion in the festival.

By Tuesday evening, I'd seen dozens of lectures, played a handful of unique indie games, and gotten to hang out with some pretty smart people. I love to hear about how the world of video games is expanding beyond the basic confines of human-computer interfaces, and in particular those efforts that are seeking to improve the world he have. We know that making successful games is difficult, and that making games that instigate social change is equally, if not more difficult, so imagine how tough it is to make one that does both. It's a daunting task to consider, but conferences like Games For Change do their part to retain a sense of optimism that such goals are achievable.

This blog was originally posted here. Apologies for the wonky formatting on GB

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Gold_Skulltulla

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#2  Edited By Gold_Skulltulla  Online

@Harkat: Appreciate your confidence

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Gold_Skulltulla

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#3  Edited By Gold_Skulltulla  Online

Different musical styles find common ground in their bpms in the latest GS mix: "Aftertouch." The 130 bpm vicinity seems like the place to be these days, and I'm happy to oblige as it gives me a chance to smoothly merge a wider variety of stuff than I usually do. "Aftertouch" sits pretty at an hour and a quarter in length and is chock full of recent heavy hitters and some fun callbacks. I mean, I couldn't write this without trying to back it up in practice, right? Hope you like it, and thanks for listening.

Gold Skulltulla - Aftertouch

Tracklist:

Orbital - Never

Surkin - End Morning (Das Glow Remix)

Objekt - Porcupine

Randomer - Scruff Box

Dark Sky - F-Technology

Danger - 4h30

Tim Berg - Alcoholic

Sinden - Keep It 1000 (Duke Dumont Remix)

Shadow Dancer - Second City

Blawan - Peaches (Coronation)

Salva - Yellobone (LOL Boys Remix)

Congorock - Ivory (Laidback Luke Edit)

Nero - Reaching Out (Fred Falke Remix)

Louis La Roche - The Wall (J Paul Getto Remix)

Russ Chimes - Helix

SBTRKT - Pharoahs

Boddika & Joy Orbison - Dun Dun

Basement Jaxx - Dracula (DJ Edit)

Etienne De Crecy - Beatcrush

ZZT - Vulkan Alarm (Proxy Remix)

Bobmo - Hardbells (Strip Steve & Das Glow Remix)

Handbraekes - Riho

VCMG - Single Blip

Scuba - The Hope

M83 - Reunion (Mylo Remix)

Boys Noize - Adonis

Bicep - $tripper

Addison Groove - Sooperlooper

Photek - Glamourama

Maya Jane Coles - Parallel Worlds

Fort Romeau - One Night

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#4  Edited By Gold_Skulltulla  Online
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#5  Edited By Gold_Skulltulla  Online

@NlGHTCRAWLER: Thanks, man

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#6  Edited By Gold_Skulltulla  Online

A quick glance through Rupert Parkes' discography shows a visible gap in output between 2000 and 2011. Parkes, better known as Photek, is a drum 'n bass legend, crafting a signature sound in the late 90s that sounded unlike the rest of the genre fare. In interviews, Parkes states that he's remained busy throughout the "downtime," collaborating with the likes of Trent Reznor and producing for other acts and film scores. For those of us who are primarily album-listeners though, he dropped off the map. Yes, he did release a compilation of tracks in 2007 called Form & Function II, but that's more of a collection of scattered material than an actual album, and I just don't think those tracks are any good.

As of 2011, Photek seems to have returned to the scene in full force, and by that I mean the popular club scene, not drum 'n bass. In fact he's sidled up to the post-dubstep bass kickers more than anything with his Aviator and Avalanche EPs, plus collaborations with current darlings of the moment FaltyDL, Boddika, and Pinch. So, prior to this recent turn, what's the last product of significance from Photek? It's 2000's Solaris: an exploration of house and techno with only a slight tinge of the dnb sound that Photek staked his name on. Strangely, Solaris comes off as a strong precursor to the kinds of post-dubstep sounds produced by Joy Orbison et al.

I was very hot-and-cold on Solaris when it debuted. I had grown into Parkes' paranoid "intelligent" dnb tropes: cold, complex rhythms evoking imagery of alien overseers in a world of unflinching surveillance (further proof). Solaris has hints and touches of this mood throughout, but with a new sun-drenched sheen. Opener "Terminus" launches into action with the sound of an airplane flyby, which when combined with the crystal blue waters on the album cover, transports the listener squarely to the tropics. The differences between a vocal house track like "Mine to Give" and 1998's slinky "Knitevision" are stark, and my allegiances to the latter were clear. I got the feeling that most other Photek fans felt the same as I, but mobbish dissent has a tendency to be much louder than curious enthusiasm. Pitchfork has removed their old review of Solaris from their site, but a snippet still remains on its Metacritic page. Read for yourself; it's not flattering.

Photek's maneuver with Solaris draws its fair share of parallels to contemporary electronic music, making me slower to judge similar movements by other artists and allowing me to listen to fresh tracks with a renewed historical perspective. One could argue that Scuba's latest full length, Personality, is 2012's Solaris. In both cases, the producer crafted an album that warmed up to more organic, human textures as well as potential dancefloor crossover instead of being mostly for headphone mood-setting. Likewise, Personality has been much maligned by UK dubstep purists for being, well, a techno house album. I think Personality is a weaker work for Scuba, but after revisiting Solaris, perhaps it just needs some time to ripen. Will we still have mp3s in 2024?

On the other end of the spectrum, I come back to a song like "Glamourama" and think it would be a perfect B-side to a Joy Orbison and Boddika collaboration, producers of some of my favorite tracks from the past couple years. How is it that an album as seemingly unimpactful as Solaris could have been a strong enough influence to shape sounds that would surface more than a decade later? Due to Photek pairing up with some of the new talents, I assume there must be some reverence there, but remain skeptical of how far it goes. The reactions to then-contemporary trends likely have had a more apparent impact. Consider that Photek's brand of drum 'n bass was very isolated and moody compared to the majority of dnb bangers of the time, extremely similar to the atmospherics of early branching paths of dubstep like Burial. The aggressive angle of American dubstep came through after Burial made his initial splash, actually putting the reactionary shoe on the other foot from Photek's late 90s situation. In both cases though, the next step was to invite house influences to shed light in bleak dnb and dubstep's dark corners.

Current Photek seems to have caught up to himself and I'm excited to see what he comes out with next. In the meantime, Solaris deserves a replay. It's an album that, for those willing to suspend disbelief, sounds amazingly "now." And I really mean "now" because the tides of these trends shift so quickly. Here's to a late-2012 trip-hop revival! You heard it here first.

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Gold_Skulltulla

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#7  Edited By Gold_Skulltulla  Online

Subtitles such as "awakening," "reckoning," and "origins" are an immediate turnoff, and make the game have to work extra hard just to overcome misconceptions that come with those words; mainly that the player is in for a very conventional experience.

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#8  Edited By Gold_Skulltulla  Online

@JasonR86 said:

@Hailinel:

I edited my original post so that it explains more of what I was trying to say.

@Gold_Skulltulla said:

@JasonR86 said:

I can only imagine a game being done with an emphasis on actual psychoanalysis being done very, very poorly and being mind-numbingly boring.

Worth a shot, right? Maybe you play as Zizek?

Sure, you could try it. But I see such a game going two ways; making the therapy look more 'hollywood' and destroying the actual intention of the theory behind the therapy or it would just be boring because psychoanalysis takes a long, long time to work.

It wouldn't need to be a simulation, but yeah it would be a tall order. Honestly, looking at Xenogears, its implementation often comes off as ham-fisted (Your split personality is named Id? Not tough to figure that one out). Then again, most of the suggestions here are 100-hour games, so time consumption wouldn't be the main issue; just need to find an interesting way to present such dense material that can maintain attention for that length of time.

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#9  Edited By Gold_Skulltulla  Online

@JasonR86 said:

I can only imagine a game being done with an emphasis on actual psychoanalysis being done very, very poorly and being mind-numbingly boring.

Worth a shot, right? Maybe you play as Zizek?

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#10  Edited By Gold_Skulltulla  Online

@Hailinel said:

@Gold_Skulltulla said:

It's been a long while since I played Xenogears, but I remember liking how it's structure was built on famous philosophical/psychoanalytical allegories (Freud, Lacan, Jung). Did the Xenosaga games handle this kind of content well? Is there any of it in Xenoblade Chronicles? Any other games that steep themselves in these kinds of dogmatic tropes? I feel like PS1-era Square was really into this and no one really picked up the ball after that, but I'm sure I'm forgetting some games of note.

Xenosaga and Xenoblade are both infused with elements of gnosticism. Hell, in Xenosaga, you fight space monsters called Gnosis.

I love those bold Japanese fictional character naming conventions.