|
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 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. | |
|
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 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. | |
|
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. | |
|
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.
| |
|
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). | |
|
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. | |
|
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. | |
|
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. | |
|
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
|