WEEK ­ Nine
Art of PLAY

Announcements
- report on LucasArts talk
- report on Grey Tuesday event

Apologies for confusion
NEW ASSIGNMENT 3 (announce & questions)
 

START PLAY

- My interests: not a computer gamer (brother beat me at pong) but recognize this as a cultural force.
-Will be defined, developed to its true potential by those of you who have grown up as gamers

US $10+ Billion /year industry - larger than film industry
Not counting Worldwide(!!!)
Hardware/Software is state of the art ­ second only to military in high-tech development
In some cases the two r&d environments are merged (USC)
*Games becoming part of cultural landscape for adults

Gaming culture ­ Computer/networked games (PC stations)  & Video games (console based)

I. What Are Games? What is Play?

Play = undirected activity done purely for the joy of it
GAME = voluntary control system where there is a contest between players, confined by rules, in order to produce a disequilibrial outcome (WINNERS & LOSERS)

Rules are limitations - limiting behavior - game is usually understood as a closed system
play - creative bubbling over that happens after entering closed system

Constraints free creativity

"The Magic CIRCLE" Homo Ludens  - Juizinga
Interactive culture of games predates computers by centuries

Roger Callois "Man Playing Games"
4 types of games
1) competition
2) chance
3) simulation (disguise/secrecy)
4) vertigo (physical sensation)

GAME THEORY ­
Games with perfect information (chess, checkers, go, etc.)
Games with imperfect information (poker)

II. HISTORY

JOYSTICK NATION: How Videogames ate our quarters, won our hearts and rewired our minds
J.C. Herz 1998

Now ­ Computer/Video Games
1) sports (FIFA soccer, NBA)
2) Role-Playing (Ultima Online, Diablo, Everquest)
3) Action/Shooters (DOOM, Dukem Nukem)
4) Strategy (Civilization)
5) Wargame (Close Combat, Combat Mission, America's Army)
6) Simulation ­ use evolutionary algorithms (SimCity/Creatures)

First games ­
SPACEWAR (1962)
http://lcswww.mit.edu/groups/el/projects/spacewar
PONG (1972)
Arcade & terminalÖ
Nintendo founded to market DONKEY KONG (1979)
PACMAN ­ 1980
ZORK ­ 1982 (text-based adventure game)
HABITAT ­ 1985 (first "3D" environment game)
SIMCITY ­ 1987
SEGA GENESIS ­ 1988
WING COMMANDER ­ 1991
DOOM & MORTAL KOMBAT ­ 1993
MYST ­ 1994
DIABLO ­ 1997 (resurrected role-playing games)
THE SIMS ­ 2000 (The Three Stigmata of Palmer Eldritch by Philip K. Dick)
GRAND THEFT AUTO

V. TECHNOLOGY
95% of technology currently employed in videogames traces roots to DARPA (U.S. military)
Military contractors moving into consumer entertainment:
Lockheed Martin has a game unit with SEGA - manufacturing boards for arcade machines - Virtual Fighter Series, Time Crisis, desert strike, etc.
US Army & Navy have recruitment games
CIA hires screenplay writers to write virtual scenarios for training

state of the art

textures    physics
lighting    AI
shadows (real-time)   animation
filtering    photorealism
persistent worlds   voice recognition

III. IMPACT OF GAMEPLAY

Along the way ­ gameplay is transformedÖ

Learning Interface & Story
n don't know what rules are - part of game is figuring out how to play it!
n TRUE IMPERFECT INFORMATION GAME

What happens? Model-making - make model in head - trial and error
-Explore new worlds
-what are laws and rules
-what are hidden secrets

POINT OF VIEW
3rd person/ many are 1st person
top (god) view//cinematic effects

Immersion + Agency == BELIEF
No longer just suspension of disbelief as in cinema

REWIRING OUR MINDS...
-fixtures of American childhood
-provide a new set of conventions about how we move through time & space
-expectation of causal relationship between choices you make & images which appear onscreen
- prepares for digital onslaught/multitasking (studies)
- hand-eye coordination

-PHYSICAL ADDICTION ­ adrenaline rush
-Affects of Immersive Violence (media on Columbine High, etc.)
- don't need more ability to react - but capacity to reflect - READ J.C. HERZ QUOTE
- no physical exercise (go outside & play)
(this is not simple cause & effect ­ Henry Jenkins p.263
video games a response to domestic confinement, not the cause of it)

Online Gaming -  MASSIVELY MULTI-PLAYER ONLINE ROLE-PLAYING
ULTIMA ONLINE//EVERQUEST/ASHERONís CALL
LARGE WORLDS - UO - 8hrs to walk across - laid out on 17inch monitors it would fill several football fields ­
dream of modernism - monumental projects - no longer built in real-world, but in cyberspace
- parallel economy - exploitation

STOP PLAY

BREAK************

IV. CREATIVITY UNLEASHED

a.VISUAL ARTS ­Miltos Manetas, Reineke Dijkstra
John Haddock (http://whitelead.com/jrh)

b.DANCE - LARA - Kristina de Chatel
premiered November 1998 - Amsterdam

Lara Croft - tombraider heroine
based on primitive gestures
games - angle/interface allows you to be both film director and cameraman

"Lead to a school of movement that might set new standards in contemporary dance."

computer gesture/human gesture
game player in control of dance - six dancers, giant screen

c.MOVIES ­ MORTAL KOMBAT, Final Fantasy, Tombraider

Both ways ­ Existenz (David Cronenberg)

d. WEB & Performance

popular collaborative creative outlet
- game patches (overlays)
- level editors
- now ­ acknowledged creative content ­ included in development
- player economies

ARTISTS GAME PATCHES - SWITCH
VELVET STRIKE - web

GAMING CULTURE = POPULAR CULTURE

ARTISTS works:

***INTRUDER - Web
SISSYFIGHT - Web
***KNOWMAD - CD
***DREAM KITCHEN - CD
***C-LEVEL - web
***SHEIK ATTACK - video
***ADAM KILLER - DVD

Major Shows on this engagement:
AEN ­ Walker Art Center
SHIFT-CONTROL: Computers, Games & Art
­ Beall Center For Art & Technology 2000

ARTISTS ARE SIMULTANEOUSLY IMAGINING NEW FORMS/POSSIBILITIES FOR GAMES (outside industry pressures to make $$$) and CRITIQUING POPULAR FORMS
 

If TimeÖ.

VI. GAMES AND GENDER

From Barbie to Mortal Kombat
Holy Grail ­ female gaming market
Brenda Laurel - study - INTERVAL RESEARCH supported
4 yrs.
examined girl play patterns
-open-ended play - not goal based
-cooperative not competitive
-like to build and assemble
like games to have social purpose outside of just "using time"
critique of characters, stories - not interesting

past games for girls - too hard (make slower)
too violent (have them shoot marshmallows instead of projectiles)