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Experimental Gameplay Workshop
The First Experimental Gameplay took place at the 2002 Game Developers Conference in San Jose,
California.
2002
Presentations:
gameLab's Arcadia Eric Zimmerman
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ARCADIA is made up of tiny little faux-Atari 2600
games that are incredibly simple to play. But the player plays all
four games at the same time, creating a strangely de-centered
gameplay experience. Every game has three "lives" and when you run
out of lives in one of the games, the entire game is over. Right now
there are six different mini-games, four of which are shuffled into
place each game. | |
definition six's Climbing Game Chris Hecker
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The climbing game is an experiment in direct control over a human
body and its limbs. Instead of laying an abstract interface over the
motions of a body like most games, we allow the player to drag and
position limbs directly, with a "body knowledge" subsystem that will
[hopefully] keep the climber moving in an intuitive and predictably
human way. The goal is to capture the rhythm of movement and
stress/relief cycles of rock climbing. The core gameplay goal of the
game is based on analogy: if climb A and climb B feel different to a
real rock climber, then playing a version of A (call it A') and a
version of B (B') in the game should feel the same quality of
difference, so in SAT analogy notation, A:B::A':B'. If this actually
works out, then it should be possible to implement real-world climbs
in the game and have the target players (real-world amateur rock
climbers) feel the similarities at an intuitive and deep level.
The screenshot shows the work in progress. All development so far
has been on the underlying movement system. Well, that and the
realtime BSSRDF renderer, as you can see from the shot.
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You play Air Guitar by standing in front of a webcam and, well,
strumming along to your favorite songs (you can play to songs you
rip yourself, or to songs that come with the game). You play
concerts and attempt to entertain crowds of people with varying and
conflicting interests. The main goal of this game is to allow you to
control your game character just by moving your body. We all have a
lifetime's worth of experience at moving our bodies around, so this
should prove to be an intuitive, and yet intricate, way of
controlling a game. Air Guitar seeks to improve on previous rhythm
and beat-matching games by paying attention to the subtleties of the
player's motion. | |
Frontier Exploration Game Doug Church
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Exploration has been a key ingredient of many fun and
successful computer games. However, it is usually an important
adjunct, rather than the primary mechanic. Frontier changes that.
There are plenty of interesting ways the player can impact the
progress of an exploration, and here we put those choices into the
player's hand, in a flexible and fast environment which encourages
intuition and risk-taking, not painstaking analysis and manual
reading. | |
The Outcome of the 0th Annual Indie Game Jam Chris
Hecker, Austin Grossman and Mystery Speaker |
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In the Indie Game Jam, a whole bunch of experienced game
programmer/designers get together for 3 days and work their asses
off. The goal is for each participant to create a small game with
new and interesting gameplay, based around a specific theme.
Participants are provided with a pre-written codebase, implementing
the core functionality necessary for a game of this theme.
The theme of this first Indie Game Jam is a secret, but it is
very cool! Come to the Workshop if you want to find out what it is.
(Though if you miss the Workshop, results of the Jam will assuredly
be posted on the net).
During this presentation, the games produced will be shown, and a
meta-discussion of the Jam will happen also (how well it went, how
it can be improved for next year, how you can do one in your own
home town!) |
The list of particpants in the Jam is something like this:
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Chris Carollo, Ion Storm Austin
Brian Sharp, Ion Storm Austin
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