Thursday, 14 March 2013

Pervasive Games and La decima vittima

A pervasive game is primarily a location based game where either by ariving at location or completing a task there will allow you to progress in the game there are some of the popular and well known genres such as: Treasure Hunting, LARPs (Live Action Roleplays), AUGS (augmented reality) and AssassinationOut of all pervasive games the one that has got the most media attention has to be the game of assassination/killers this would be mainly down to police misinterpreting the game when seeing people with a plastic gun and thinking it was real.

All pervasive games are played outside of a console or artificial environment and instead are played in what could be considered the real world. Often they involve tools that relate to the game such as a GPS for treasure hunting, 'weapons' for assassination or maps and instructions in sports and adventures.

In the movie, 'La Decima Vittima'. it gives an example of how a publicly known pervasive game could potentially act out. In the movie the world is full of killers and targets. The 'game' of sorts is common knowledge to the point where outright murder is allowed as long as a player can identify that they are taking part.

New vs Old Games Journalism


Old Games Journalism:



This form of journalism is the type I expected to find regarding games, this method focuses and analyses the separate parts that form the video game such as graphics, gameplay, interface and control. This would be seen as a more factual style article. You would normally see this type of article written as a 'pro's and con's list' or in paragraphs of text in an overview.





New Games Journalism:



This would be best described as an article written by the writer/player responding to the thing they have experienced in the game world including interacting with other players online. this primarily shows the personal opinion of the game and can often be heavily biased depending on the  players preference/ability to enjoy that genre of game this sort of journalism can often be found on areas of youtube.

Remediation

Remediation, it is to use one form of media for another purpose and that remediation is the defining characteristic created from that new purpose.

Forms of Remediation:

Immediacy - The aim to make a viewer be wholly drawn into the experience making them forget seeing or watching. Examples could be immersive virtual reality or photo realistic images.

Hypermediacy - Items/media that purposely calls attention to their own constructed nature all the time. Examples of this could be video game HUD's.

 Why Remediation is Used:

There are multiple reasons. It can take a long time for a new medium to develop new forms of content.

Another reason is to improve upon an existing media, an example of which could again be computer games. Computer gaming is a relatively new form of media when compared to music or film. They stared out as 2D simplistic games on a screen but have since become 3D and increasing more complex. Companies are still taking computer games further and further examples of this can be seen in devices currently in production such as the oculus rift this is a virtual reality headset.


Technoludic Films:

Technoludic films are a mix of Technology and Ludus (Latin for Play).

Technoludic Film as Commentary - Video games are subordinated to the film. Example movies would be 'The Lawnmower Man' (1991), 'Existenz' (1999), 'The Matrix Triology' (1999ff).

Technoludic Film as Quotation - Games appear in the film for illustrative purposes. They are not central to the theme of the film but form part of the fictional world the film is trying to create. Example movies would be 'Blade Runner' (1982), 'Clockers' (1997), 'Inception' (2010).

Technoludic Films as Remediation (1) Adaption - Films using a direct adaption of games as a source of text for the film. Example movies would be 'Super Mario Brothers' (1993), 'Lara Croft: Tomb Raider' (2001), 'Dead or Alive' (2006).

Technoludic Films as Remediation (2) Incorporation - Films that incorporate the narratives and/or style traditionally found within computer games. Example movies would be 'Groundhog Day' (1993), 'Toy Story' (1995), 'Run Lola Run' (1998).

Paida, Ludus, Agon, Mimicry, Alea and Ilinx





Paida or the idea of 'Free Play'. This can range through different games that do not require set up rules to be played,. A good example of a game is minecraft as there may be physical restraints however there is no real end goal or rules for winning.


Ludus is the opposite, it is the 'Rule oriented play'. This is any game that has a pre-arranged rule set that must be followed to play the game. This differs from Paida because the rules are changeable in Paida and do not affect the outcome of the game, whereas if the rules are changed in Ludus games then it becomes a different game entirely. 


The above are two general terms for describing games that can be further broken down. expand  upon these terms with the further classification of Agon, Mimicry, Alea and Linux.


Agon is the idea of a game based around competition and would apply to the competitive sports or any score based game, 


Mimicry is the idea of a game based around simulating a real life environment. This includes the obvious simulator games, such as train, plane, farm etc.


Alea is the idea of a game based around chance. This can include games such as tetris, which would offer you random pieces from a pool or even games that are centered around gambling, such as blackjack or roulette.


Ilinx is the final topic and is related to games based around the idea of movement, horizontal and vertical. This can also apply to a game such as racing, because it involves moving but can be extended to most sports.

a game does not have to be limited to one or even two of these aspects but can often incorporate nearly all of the above for example tetris would apply to ludus, agon, alea and llinx.  

Gender and Games




In an article on Gamasutra, there was a discussion about triple-A games being designed  specifically for women. Ernest Adams suggests that while women may play small or free games, not many women will not pay out for triple-A console games for themselves.

He then goes on to question Brandii Grace about her founding a company to make triple-A games for women. during this interview many key points where maid about the main differences between female and male game ideals i have made a list of these points below:

Current triple-A games on the market are custom maid to suit men more than women. The themes and executions of these games don't support the needs or attitudes of female audiences, (Difference between Twilight and Underworld in films). male orientated games focus mainly on combat or realistic graphics/physics, where as female orientated games focus on character based relationships.

A successful game that did attract a lot of female players was 'The Sims' this was due to a focus on interpersonal conflicts between AI characters within the game. These types of mechanics in-game would include deception and manipulation.

Men derive fun from overcoming challenges within games, however in many cases women can be deterred by tough challenges as they are averse to the risk of failure. Only 10% of women play for the challenge.

Advertising and distribution show the key differences in how companies approach the issue of gender in video games. The examples given are to advertise women's games in women's magazines or cooking games in cooking magazines, and to distribute games including PoS (point of sale) in related areas such as cooking games being sold next to recipe books etc.

http://www.gamasutra.com/view/feature/171567/the_designers_notebook_triplea_.php?page=1

Tuesday, 12 March 2013

iterations of the royal game of Ur

During this essay I will be discussing the history and background of the Royal game of Ur and the problems encountered in tweaking the dynamics and game mechanics in The Royal Game of Ur. 
The royal game of Ur was originally found within a collection of other game boards during a excavation at the royal tombs at Ur in Mesopotamia, at that time it was estimated to date back to 3000 B.C. One issue that arose was that no rule set was known at the time, this lead too many variations of the game being created as people only had the board to work out how the game was played. (R.C.Bell, 1979,  p. 23) (H.J.R.Murray, 2000, p. 20)
There were many variations of the board these ranged from a more elaborate variation in which the board is completely covered with shell plaques inlaid with lapis lazuli and red limestone, and is divided by lapis lazuli strips. (R.C.Bell, 1979,  p. 23)
This recovered game board was 8 by 3 squares. It was played using four sided dice, with two of their sides having a jewelled corner, and the other two being plain. The layout of the board found in Ur is shown below. (R.C.Bell, 1979,  p. 24)



R.C.Bell first suggestion for a rule set for the royal game of Ur were that each player had seven tokens and three dice, the players would bet money before the game. Both players' tokens would all start off the board and would enter onto the tile indicated on the image. Each player each player then takes turns at rolling their 3 dice.
scores:
3 Jewelled corners up - 5
3 Plain corners up - 4
2 Plain corners up - 0
1 Plain corner up – 1

A score of 5 is then needed to get a counter onto the board the players would then move there counter towards the first rosette, once it got to the 5th square it risked the chance of it being removed from the board by having the opponent landing on the same square. The final objective was to reach the end and get your counter over the end but you had to roll exact number to finish. Other rules included you can have as many pieces on the board at one time but they must not be on the same square. (R.C.Bell, 1979, p 25)
A later iteration of the game was found in Egypt dating to around 1500 years after the creation of the royal game of Ur however many thing had change by then was the board layout, it had been modified to allow for a longer combat phase this would of increased the tension whilst playing the game.



According to Finkel the designs on the board show ether a individual or neutral style the only exception of this is the five rosettes which always appear in the same place on the board this would indicate that the rest of the board’s designs are independent of game mechanics. (Finkel, 2008, p 11-12) 
In 1880, a small Babylonian stone tablet from 177 BC was excavated, and this tablet then appeared in a 1956 journal article. In the same article was another tablet which was very similar, and upon closer inspection by Finkel, they were both in fact the rules for the Royal Game of Ur. When compared with the tablet Bell’s rules seem to closely match the description of the rules on the tablet. Finkel states that the squares in the battle ground are linked with astronomy. This supports Becker’s theory that the game could be used for divination purposes like many games of that period. (Finkel, 2008, p 14, 17-20) 
Throughout this next part I will be referencing to mechanics dynamics and Aesthetics
Mechanics describes the particular components of the game, at the level of data representation and algorithms.
Dynamics describes the run-time behaviour of the mechanics acting on player inputs and each other’s outputs over time.
Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.
(Robin Hunicke, Marc LeBlanc, Robert Zubek, 2004, p 2)
Are first iteration was the ability to group units together this modifies the dynamics of the game by increasing the speed it takes to win but adding a risk reward mechanism into the game, the reward being that you could get all your counters finished a a short time however could be sent back to the start with all five pieces (Brenda Braithwaite & Ian Schreiber, 2008, p 86-87) this shortened the run time of the game making it a more fast passed game.
According to Braithwaite trade-offs are when a player must make a choice to gain something and lose another, none of the choices are entirely right or wrong, but it is up to the player to decide which one to make. This principal can be applied to the risk reward mechanic we input into the game.
After play testing for a few times we found that the risk reward function wasn’t properly balanced. The risk was to weak and made it a simple decision to group all your counters together
For are second iteration we decided to modify a mechanic by adding another event that happens on certain squares around the board. The change we made was to add a death square where if you landed on it and counters you had on that square would be taken out of play, This reinforced the risk factor in the game from grouping making the game more balanced.
After play testing the game with the new iterations it was clear that the game had become tenser and that by having your units got sent back to the start a few time made the player more cautious and went away from grouping it was clear at this point we had made the risk too great for the reward. 
For the third iteration we decided to focus on the context but continue to balance we did this by changing the mechanic again, once again we added a different event this one stayed within context of a battle by adding a fall back mechanic that your counter would have to move back to the nearest previous units on the board. This added a bonus for grouping all of your counters together as you would be immune from that event thus getting an advantage.
After play testing the iteration we found this had improved the balance of the game and that the risk reward mechanic was working as intended.
For the fourth iteration we decided that you were not landing on each other enough and that the board was sending you back a lot more that the other players and that this got rid of the competitive atmosphere between the players. We changed the rule from landing on the square sends the enemy back to simply overtaking those sends there units back.
After play testing this new iteration we discovered that this had improved the competitive nature of the game. Also the difficulty of the game and the likelihood of failure made the game often open ended till the last move as on bad dice roll can send you back this kept people interested as the game was a lengthy one.
For the fifth iteration we were considering if being able to split your move for example you rolled a 4 you could move to independent counters 2 spaces each. From a theoretical standpoint we assumed it would add more strategy to the gameplay.
However after testing it for a few games we found it had the opposite effect, we found that it had unbalanced the risk reward system and had made the previous iterations obsolete and lowered the tension in the game for those reasons we decided not to implement them into the game.
In conclusion when compared with Bell’s rules and the ones Finkel managed to recover from the tablet I feel that the iterations made above have improved the competitive nature and also increased the gameplay speed and made the game tenser. However I feel that the context surrounding divination purposes has been ignored and deemed as not important. I still feel that the game needed to include more conflict. 


Bibliography
Bell, R. C. (1979) Board and Table Games from Many Civilizations. Revised edition. New York. Dover Press
Finkel, I. L. ed. (2008) Ancient Board Games in Perspective: Papers from the 1990 British Museum colloquium with additional contributions. London. British Museum Press.
Hunicke, R., Leblanc, M. & Zubek, R. (2004) MDA: A formal approach to game design and game research.
Brenda Braithwaite & Ian Schreiber, Challenges For Games Designers, 2008
H.J.R.Murray, A History of Board-Games Other Than Chess, 2000 ,

Monday, 11 March 2013

Bibliography task


Bibliography Task.

Contributions to books: 

Salen, K. (2002) “Telefragging Monster Movies.” In King, L., (ed.), Game On: The History and Culture of Video Games. London: Laurence King. 98-111.


Gustafson, J. (1990) 'Design a Character', The Reading Teacher  86-87'.
Full-length books:

Dovey, J (2006) Game Cultures: Computer Games as New Media. Open University Press

Schell, J (2008) The Art of Game Design: A book of lenses. CRC Press


Articles in journals:

Adachi and Willoughby. (2013) "Do Video Games Promote Positive Youth Development?" Journal of Adolescent Research. 28. 155-165.

Gonzalez et al. (2013) "Learning to Stand in the Other’s Shoes: A Computer Video Game Experience of the Israeli–Palestinian Conflict" Social Science Computer Review. 31. 236-243