Experimental Gameplay

The 4th annual Experimental Gameplay Sessions took place at the Game Developers Conference 2005. If you weren't there, bummer!

The following presentations were given: 


The 2005 Indie Game Jam
Chris Hecker, Doug Church, and various Jam participants

In the Indie Game Jam, a bunch of experienced programmer/designers meet for 4 days of intensive game creation. The goal is for each participant to create a small game with new and interesting gameplay, based around a specific theme.

This year's theme was "People Interacting".  Art assets from The Sims and Second Life were available for use; a collection of artists, game designers, and voice actors were on hand to help create content.  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 some previous years.


I Love Bees
Jane McGonigal
42 Entertainment
(slides in .pdf format)
I Love Bees was a pervasive alternate reality game.  Players found and assembled clues hidden on a web site, telling them where and when payphones would ring, which they could then answer to unlock more of the game.  Jane discussed how the game design was altered in-progress to make it more interesting, in response to the unexpected ways that players approached the game.  More information is available at Jane's web site www.avantgame.com.


Rag Doll Kung Fu
Mark Healey

Punch.  Kick.  Eat mushrooms and fly to the moon.  Your character is a 2D rag doll and you move by dragging its limbs around.  Play through the main story, or try one of the more freeform game modes like Shaolin Soccer.


A Tale in the Desert / The Trader Malaki Event
Andrew Tepper
eGenesis

A Tale in the Desert is a massively multiplayer online game about players building a perfect society.  The staff of the game coordinated a controversial in-game event involving a highly sexist NPC, in order to evoke emotions in the players.


Lightweight Prototyping
Chaim Gingold
Maxis
(slides in .ppt format)

Chaim showed several of the gameplay prototypes he created at Maxis.  He gave examples of ways that big companies, making expensive games for risk-averse publishers, can integrate gameplay experimentation into their development process.


Eye Toy AntiGrav
Greg LoPiccolo and Rob Kay
Harmonix Music

AntiGrav is a futuristic extreme-sports title for the PS2 in which the player's gestures and body movements control an onscreen hoverboard character.  They touched on some of the design challenges that led them to the choice of hoverboarding as a genre, and demonstrated the control set of the shipping game.


The Experimental Gameplay Project at CMU
Shalin Shodhan, Kyle Gabler, Kyle Gray, Matt Kucic
Entertainment Technology Center, Carnegie Mellon University
(slides in .ppt format)

A semester-long project to create between 50 and 100 games.  Each week a new theme is chosen, like "Make Something with Gravity" or "Make Something with Sound".  The resulting games are posted at experimentalgameplay.com (uhhh, thanks guys).


NERO
Ken Stanley, Aliza Gold, Mike Chrien
(slides in .ppt format)

Train teams of robots to fight with tactics of your choice (they learn the tactics via a neural-network-based genetic algorithm).  Pit them against other teams of robots, distributed with the game or trained by other players online.


Innovative Gameplay in Nntendo DS Launch Titles
Steve Okimoto
(slides in .ppt format)

Steve showed overviews of Super Mario 64 DS, Feel the Magic XY/XX, Tiger Woods PGA Tour 2005, and Elektroplankton.  He discussed the design decisions made so that the games could best exploit the touchpad interface, and what about those changes worked and didn't work. 


Journey to Wild Divine
Corwin Bell, Wendy Goldner

This game uses biofeedback sensors for input, measuring your skin conductance level and heart rate variability.  These are mapped to objects in the game, controlling the speed of a ball or the steadiness of a rock that is being lifted.  Via breathing, relaxation, and meditation techniques, the player works through a series of on-screen scenarios.


Braid
(slides in .ppt format)

A platform-jumping game that explores a variety of methods of time manipulation, beyond the basic ideas of bullet time and rewind that we see in games now. 


Miscellaneous Games: Gate 88, Butterfly Effect, Rap Rap Revolution, Kingdom of Loathing, Call of Duty kill cam, GPS::Tron, Odama
(slides in .ppt format)

This year we got a lot of submissions that contained new and distinct gameplay elements, but those elements were simple enough not to require a full session to explain. We also spotted some games on the Web of a similar kind.  We made a short presentation summarizing these games with links to more information.


Here are the Table of Contents slides for the 2005 session.  They also contain URL / contact info for the games.

Contact: Workshop Organizers, workshop2006@number-none.com