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11 Games of the Future. 11 Games of the Future module overview…. 1. Why Games? Spacewar! (1962) importance of studying games defining games Wittgenstein’s family resemblances DOOM II (1994) Civilization II (1996) Samorost 2 (2005).
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1. Why Games? Spacewar! (1962) importance of studying games defining games Wittgenstein’s family resemblances DOOM II (1994) Civilization II (1996) Samorost 2 (2005)
2. Ban These Evil Games Manhunt (2003) moral panics rhetoric of the Daily Mail
4. Homo Ludens Huizinga centrality of play to human society/civilization magic circle lusory attitude Michael Douglas in The Game (1997)
5. Pleasure, Pain and Play Fishy (2003) aesthetics (pleasure) of play reward (Poole) flow (Csikszentmihalyi) iteration (Atkins)
6. Unnatural Selection Max de Vries, Sony game development game success Heavenly Sword (2007) games pitch
8. Digital Games and Learning John Knight digital games and learning constructivism exploratory learning PeaceMaker (2007)
9. Sex, Lies and Videogames Ewan Kirkland, BCUC representation of female avatars gendered narratives gendered gameplay narratologists and ludologists Grand Theft Auto (1997-) Canis Canem Edit (2006)
10. How to Cheat types of player relation to magic circle digital game cheating Pac-Man (1980) DeKoven’s new philosophy of game-playing
Summary many different theoretical approaches games from across history of the medium different aspects of playing the game games as a distinct medium and cultural form the future of the medium… Any Questions?
Predicting the Future Chris Crawford top game designer Atari in early 1980s boom time for games many successful games: Eastern Front (1981) Balance of Power (1985)
The Art of Computer Game Design The Art of Computer Game Design (1982) serious look at digital games: definitions, why play, genres, etc still good 20 years on available free online (link on module website)
The Future of Computer Games final chapter: ‘The Future of Computer Games’ final paragraph… (NB 1982)
Are We There Yet? game shops and book shops? game shops and music shops (HMV, Virgin)? software superstars, music stars, actors? game promotions = like films and CDs? are we there yet? not quite
Games of the Future earlier in the chapter: claims for the future of games Crawford’s four points…
1. Fad of Fixture? early 1980s boom: go on forever? past success no indication of the future “Bigger critters than Atari have bitten the dust” Atari bankrupt 1984 today’s boom more people playing, increasing sales set to continue? who knows
2. Technological Extrapolation ever better hardware? future = supercomputers, amazing graphics, etc technology not the limitation, but artistic immaturity gameplay is what counts low spec games are still fine: Pac-man, Civilization II today = new generation consoles: Xbox 360 (Microsoft), PS3 (Sony) increasingly realistic and immersive games? beware!
3. The Nature of Change two future tendencies in the games market: mass market: homogeneity formulaic successful games that sell today: sequels, e.g. Tomb Raider VII clones, rip-offs, genres creative independents: heterogeneity individual developers will produce little gems like independent films Samorost, Seiklus, Sissyfight 2000, Zombiepox, Façade
4. An Art Form games will be recognised as a serious art form minority “games-artists” will produce innovative games an analogy for today and tomorrow… games will mature…eventually Any Questions?
The Future of Digital Games Tom’s four predictions for future gaming Marshall McLuhan: “Never predict anything that hasn’t already happened” based on current trends and innovations…
1. New Hardware more power = more realism more interesting = new kinds of hardware EyeToy (2003)
1. New Hardware Nintendo Wii Controller (2006) TV remote = wider appeal? motion sensors:sword light sabre baseball bat musical instrument orchestral baton dentist’s drill future = new kindsof hardware
2. New Uses games put to new uses beyond entertainment and learning e.g. Fizzees (Physical Electronic Energisers) virtual pet for kids = keep them healthy, etc wrist device user must act healthy: measures heart rate, speed, etc pet thrives with your own activity and exercise Serious Games Initiative: health, education, simulation, training future = new uses for games
3. Professional Gaming several annual professional competitions national teams and individuals compete Counter-Strike, Quake 4, Fear next month: CPL (Cyberathlete Professional League) World Tour (Italy, Sweden, USA, Australia and Brazil) total prizes: $500,000 Grand Prize Final: $300,000
3. Professional Gamers some players are professionals Final Boss (Halo 2 team) contract: $1 million Tom ‘Tsquared’ Taylor (solo) contract: $250,000 spectators: at event and online from home sci-fi blockbuster meets sporting event? future = more professionals, more spectating
4. Players as Designers players contributing game content gamer as designer (DeKoven) e.g. Will Wright, creator of The Sims (2000) Spore (forthcoming 2007) bacterium > fish > reptile > mammal > self-conscious > civilization > space colonization designers create game environment players provide content: other creatures
4. Players as Designers LittleBigPlanet (Sony PS3, forthcoming):
Module Evaluation Forms Module Evaluation Form (official) Module Evaluation Form (specific)
Further Reading The Future of Digital Games: Crawford (1982, Ch7); Poole (2000, Ch10). Websites Fizzees: http://www.nestafuturelab.org/showcase/fizzees/fizzees.htm#projectarticle CPL: http://www.thecpl.com/ Spore: http://www.pqhp.com/cmp/gdctv/ Spore: http://spore.ea.com/ LittleBigPlanet: http://www.youtube.com/watch?v=nuoOosTdFiY&mode=related&search=LittleBigPlanet: http://www.youtube.com/watch?v=MuoRp32W5l0LittleBigPlanet: http://www.gametrailers.com/player.php?id=17579&type=mov