Experimental Gameplay Workshop

The 3rd annual Experimental Gameplay Workshop took place at the Game Developers Conference 2004. If you weren't there, sorry we missed you! Robin Hunicke made a write-up of the session with pictures, which you can see here

The following presentations were given: 


The 2004 Indie Game Jam
Chris Hecker, Doug Church, and an ensemble cast

In the Indie Game Jam, a whole bunch of experienced game programmer/designers get together for 4 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.

This year's core engine was based on Atman Binstock's 2D physics system.  The engine simulates collisions, contacts and constraints between 2D solid bodies.  The goal of the exercise was to use these physical interactions as core elements of gameplay.  (Most current games that have physics tend to employ the physics in non-gameplay-critical ways, restricting it to eye candy and the like).

The Indie Game Jam has its own web site where you can look at the games, see the details of everyone who participated, and download source code: indiegamejam.com. This year's Jam games aren't posted there yet, but you can see the games from previous years (and hopefully, this year's games will be posted soon!)  Robin Hunicke has some pictures taken during the Jam here.

 


Puzzle Pirates
Daniel James
Puzzle Pirates is a massively multiplayer online game.  Typical MMGs are built around character advancement systems, where players earn experience points awarded through combat.  Instead of this, Puzzle Pirates employs a system wherein the player's performance in a variety of puzzle games controls his advancement and provides the method by which he affects the world.


Katamari Damacy
Keita Takahashi

You must save the universe by building new stars.  You start by rolling a small sticky ball through a household environment.  As objects come in contact with your ball, they stick.  The ball grows larger, enabling you to pick up even bigger things, and to roll over obstacles and barriers, granting you access to new areas.  If the ball becomes very misshapen, steering it can be a challenge!


Haptic Battle Pong
Daniel Morris and Neel Joshi

Play pong with closed-loop haptic control.  You can control your paddle with 6 degrees of freedom, impacting the ball with varying degrees of impulse and spin.  You can also assault your opponent with "Haptic Attacks" that interfere with his controller while he's trying to play.  


Playing with Time in Games
Robin Hunicke

Time was used in some innovative and interesting ways this past year. Robin took a look at new time game paradigms, asking: "How do these mechanics affect the player experience in novel ways?" Here is a link to the slides.


The RAPUNSEL Project
Ken Perlin and Mary Flanagan

The RAPUNSEL project is an online game environment where players control simple characters.  Players need to program their characters to give them the skills they need to advance through various worlds.  The programming is accomplished via a simple, visual programming langauge.


The Demon and The Princess
Peter Weyhrauch

Rescue the princess from the evil evil demon.  You can't hope to succeed through physical strength; you must trick the demon by manipulating his emotions.  The player controls an on-screen avatar with the mouse, and can also say things by typing English text into an input window.


Playing Games with Game Design
Chaim Gingold

Chaim showed examples of the mini-games that comprise the gameplay of Nintendo's WarioWare, Inc.  He discussed how WarioWare, by breaking game design conventions, can serve as a vessel for teaching game design.