Games for Change Boston - workshop wrapup

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Games for Change - BostonAt this year’s Independent Game Conference - East, the Boston chapter of Games for Change ran a prototyping workshop with some 30 conference participants. The goal: brainstorm game concepts addressing one of the three issues targeted by our three participating nonprofits: Teach for America, Mercy Corps, and the Boston Foundation’s youth violence initiative. Participants generated a wide range of concepts ranging from learning puzzles to augmented reality and game design challenges. Just as interesting, goals ranged from educating players to fostering community to shaping real-world behaviors.

For our next act, Boston Games for Change will host a gamejam to move one or more of these basic concepts into a working prototype. In the meantime, we’ll be representing at the 6th Annual Games for Change Festival in New York, May 27-29. Register now!

Video game interfaces for real-life war

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XBox sniper controls?

XBox sniper controls?

As war becomes increasingly virtual, will it also become increasingly inhuman and thus inhumane? PW Singer lays out issues related to this question at TED, posted recently, in which he specifically cites Grand Theft Auto as evidence that “we do things in video games we wouldn’t do face-to-face.” He quotes one soldier who specifically says, “It’s like a video game.” Yet Singer also acknowledges that Predator Drone pilots apparently suffer higher rates of PTSD than their on-the-ground counterparts.

Will video game interfaces make what Singer terms “cubicle warriors” cold-blooded killers? Right now these remote-controlled robots largely borrow hardware interfaces from video games — see the image linked from this FOX News story or check out minute 10:30 in Singer’s talk. But what happens if and when they begin borrowing software interfaces from games as well? (The remote-control systems do already feature crosshair targets — but video games had first taken that from real guns.) Is an Ender’s Game scenario — when the soldier doesn’t even realize he is fighting a real battle — possible?

Interface design isn’t quite the same as “codelaw” — that is, embodying laws in code — but in some ways it’s even more powerful, and therefore more potentially insidious. Many of the examples of choice-shaping that Thaler and Sunstein cite in Nudge are, in fact, interface innovations. But if interfaces can dehumanize, can they also re-humanize? Video games are not known for their emotional range, but I agree with those who believe that’s a matter of historical accident, not destiny. If video games can evoke authentic emotion, can we infuse it into our military software interfaces? The fact that Predator drone pilots suffer PTSD suggests that a digital screen need not cripple our humanity.

(Thanks to colleague Ed Popko for flagging these to my attention!)

Boston Games for Change workshop at IGDC-East this Thursday

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Independent Games Conference East
Boston is proud to be hosting this year’s Independent Games Conference-East, and the Boston chapter of Games for Change is running a special workshop, “Change the World with Games.” The workshop brings together NGO leaders and game developers to discuss and take action on games for social change:

Non-Profit Organizations could be using games to communicate their mission fast, far, and wide. This workshop aims to demonstrate the potential of games to inform and motivate a wide audience. Attendees will work in small groups, directly with NPOs, to design mission-based games. Representatives from three local NPOs will be on hand to explain their missions and participate in the brainstorming. Attendees will choose one of the three missions as the theme for their design challenge, and work collaboratively over 45 minutes to design and share ideas. Game design experience is not necessary. Creativity is!

Register for IGDC now.
Use these discount codes:

  • VIP: IGCEVIP09 10% OFF
  • IGDA: IGDAIGCE09 10% OFF
  • STUDENT: IGCE09EDU 50% OFF

Peter Molyneux on good and evil

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In this in-depth interview with Gamasutra (May 1), game developer Peter Molyneux explains how he approaches offering players deep moral choices:

PM: What’s fascinating about it is that when we thought about good and evil, it’s so tempting to say, “Well, good is saving lives, and evil is hurting lives and killing people.” But actually, I think where the real emotion comes is when you really start testing people.

If I said to you, “Your family is over there. What would you do to save them?” “Well, I would do anything.” “Really? Would you really do anything? Would you actually kill a thousand people to save your family? And what does that say about you?”

I think, finally, that decision made people think, because it forced them to think, “My goodness, my natural reaction is of course I’d save my family. Of course I would save the people I love.” But actually, when it comes down to it, would you? Would you sacrifice everything for that very selfish act of having what you want? There are a lot of philosophical questions that come up in your mind when you’re doing that.

David Nieborg had written an excellent review of Fable 2’s moral dimensions earlier.

How to curate video games and interactive media?

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Mediatheque as ball turretA recent trip to Boston’s Institute of Contemporary Art made me wonder how museums might curate video games and other digital media. The challenge is fitting an interactive and often social medium into the traditionally hands-off and reserved context of most art museums. As might be expected, the ICA resolves this tension by shunting most digital media off into a separate, youth-oriented space. (American museums seem to assume that adults like to stand aloof from art, which baffles me).

Hanging underneath the cantilevered body of the museum is the “Mediatheque,” a digital cockpit reminiscent of a WWII bomber ball turret. It currently houses some 16 Macs through which patrons can access digital exhibits and a refreshingly current social-tagging and discussion feature. But as the picture below of a girl multi-tasking on her mobile phone illustrates, culture is racing ahead faster than installations.

Digital native goes digitally native

In some ways a gallery of video games would face similar challenges as a museum of film – truly appreciating a game may take hours. Aggressively curating the selection to highlight particular aspects of the game – art, sound, and most of all gameplay – can help solve this, but the curator then runs into serious software issues. Taking an “excerpt” out of a game is nothing at all like doing the same for film – how might the exhibit highlight only one of the later levels in Super Mario Bros., for example? Then there are the hardware challenges, especially for more recent games that cannot be played or emulated on the PC.

Inside the MediathequeAssuming that the technical issues can be resolved, how might a good curator assemble the collection? Some of the easier organizing logics would be historical, perhaps starting as early as the “Cathode Ray Tube Amusement Device.” One important segment might attempt to define “video game,” perhaps highlighting board games, sport, and film for comparison. Another angle might focus on video game assets such as art or audio; yet another would be to highlight major genres.

But most important of all, a proper video game exhibit must get to the heart of a game’s interactivity. The full art of video games surfaces when the act of engaging them reveals something about the human condition – whether it’s about yourself or your relationship to the world. Many of these might have to be small indie games, with an emphasis on “small.” Putting Super Mario Bros. next to Braid might demonstrate some of the conventions that the latter challenged, but won’t really help the player experience obsession (one of the major themes of Braid), at least not within an acceptable time frame. So a significant amount of “telling” will, I’m afraid, have to be done.

The picture of the girl on her mobile reminds us that any exhibit would do well to think beyond the four corners of the screen. As with the ICA’s innovative tagging system, it might even be possible to create an interactive exhibit that integrates the rest of the museum. (Museum as ARG, anyone?)

I would love to hear other ideas for how one might go about exhibiting video games qua video games. Thoughts?

(btw, Rochester’s Strong Museum of Play will soon be opening one of the largest video game exhibits in the world. I’m curious how they’re tackling the challenge.)

Video games and democratic participation

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As President Obama recognized in his Open Government Directive, transparency is only the first step towards a more vibrant democracy. The bigger problem has always been fostering widespread participation. After all, one of the most vexing problems facing today’s government – regulatory capture of an agency by special interests – flourishes despite, or perhaps even because of, the openness of the administrative state. The rulemaking process is open to the citizenry, but the public just doesn’t care – at least not to the degree of special interests.

The response from civic society is to proliferate an alphabet soup of their own special interest groups, from the AARP to the NRA. These organizations serve two vital functions: (1) developing expertise and (2) aggregating collective interest, primarily through membership dues (money) as a proxy.

We’ve reached the limits of this corporate, civil-society-as-special-interest, system. New, digitally networked communities suggest a more fluid and inclusive model of public participation. And, I argue, video games are worth studying for their ability to help us overcome the twin problems of expertise and collective action.

__(’Read the rest of this entry »’)

Games need new genre puzzles

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A lot of popular “genre” fiction is laid out as a puzzle, each with different rules to resolve the puzzle. Mysteries are the most obvious example, but so too are romance, science fiction, and even nonfiction (Malcolm Gladwell is particularly fond of setting up his books and book chapters as puzzles).

Video games, too, are often puzzles, each also falling into particular genres — the platformer, the RTS, the tycoon game. The game engine reinforces the genre by defining what puzzles are possible; the genius of Portal was to discover that the physics engine of the FPS could be used to create new puzzles. But while we’ve seen increasing sophistication and complexity in physics-based puzzles, we’re not seeing quite the same diversity in what I call “social physics engine.”

Not that games are totally lacking in social physics. Fable 2 simply refines the kind of interaction found in Harvest Moon and other “village” games. (Let’s not get into dating games here!). And everyone knows about the best-selling franchise of all time, The Sims. But while making friends and influencing people can be challenging in this genre, there’s nothing all that puzzling about it. Your average pulp romance novel has more suspense built around its “social physics” than these game titles.

I would like to imagine one day having a game built around social dynamics (whether with AI or real people) with the same engaged immersion as Portal succeeded with physics.

Where’s the Wii Fit DLC?

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Nowadays downloadable content (DLC) is the new hot thing, with even the New York Times deigning to review Grand Theft Auto IV: The Lost and the Damned. So when, oh when, is Nintendo going to catch on to the gold mine it is sitting on, a/k/a Wii Fit? My partner and I would pay cash money (or whatever passes for money on these consoles) for voice packs, never mind new Yoga poses. How many times can you hear the same “Great job!” before you stop believing it? (Answer: about 10).

Here’s what I believe to be the problem for the Wii and DLC: a good chunk of their new market segments can’t do WiiWare. I don’t think my mother-in-law has ever explored any other channel other than the main game. She doesn’t browse the game aisle at Target nor set foot in Gamestop. So while a lot of the complaining around the Wii’s relatively low tie ratio seems to blame uninterested consumers, I would argue that publishers — even Nintendo itself — hasn’t thought carefully on how to reach them. First, make new DLC worth DL’ing. I want a Wii Fit expansion pack, not Jillian Whats-her-name’s Total Body Ripoff. Second, make it easier to download than a Rock Band song. And test the interface on your most difficult demographic. If the non-gaming housewife can do it, so can the pimply teenager. Hop to it Nintendo, you’re leaving my money on the table!

New Honda Insight gamier than ever

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According to the New York Times, the redesigned Honda Insight offers a built-in ecology game:

Honda has loaded it with an array of gauges and displays intended to coach drivers to be more economical. For instance, the speedometer’s background color changes from blue to green as one’s driving becomes “more environmentally responsible.” Readouts reward the frugal driver with an “eco score”; if you excel, you win a digital trophy surrounded by a wreath.

The author and his colleagues all found that they beat the EPA measures, probably because of the electronic coaching. How’s that for a “game for change” that might actually really change the world? Just keep your eyes on the road and watch out for cyclists, Insight drivers!

Do Wii bowl alone?

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//flickr.com/photos/gwen/3095564209/Once upon a time, video game arcades functioned as a third place, a Starbucks for teens and tweens, mostly boys, but also girls and adults. With rising prosperity, we could afford not only consoles that beat the pants off did the arcades’, but also bigger living rooms to store new piles of gaming hardware. Fifteen years ago it would be hard to imagine Rock Band succeeding on the scale that it did, simply because many of us lacked the space for its peripherals. Today, dance pads, balance boards, drum kits, and all of that assorted game cruft is part of middle American life.

Clearly games did not become anti-social: we buy Rock Band because we want to play with friends. Rather, as play withdrew into the privacy of our homes, it became uncivil: while we strengthen relationships with our friends, we’re less likely to invite strangers to our homes to fill in the missing bass role, or jump into a quick round of Mario Kart.

Or perhaps not. For one thing, some games have found a niche in that consummate third place, the bar. Although rarely front and center, Guitar Hero is sometimes there in pubs where Centipede used to be. And of course, we might say that civil society has become virtual: what has done more to bring people into voluntary associations in this century than the MMO? And finally, of course, I shouldn’t wax nostalgic about the virtues of the archaic arcade. I quite recall them being dismal places.

Still, perhaps as Americans turn away from (or are turned out of) McMansions and run out of money and space for bulky video game hardware, perhaps we’ll see some renaissance of the arcade concept — game nights held in that third place between public and private.

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