Archives for the month of: June, 2009

A new academic journal focusing on game design pedagogy has been announced on Water Cooler Games. It will be led by Rochester Institute of Technology professor Stephen Jacobs, who described it thusly:

CGER will be a peer-reviewed academic publication addressing issues that concern the teaching of game design and development including, but not limited to, curriculum organization, teaching techniques (e.g., conceptual vs. exemplary), game typology, societal impact, economic and commercial issues, legal aspects, and student evaluation that are of interest to faculty and institutions involved in the education and training of future game developers.

Usually when the words “game” and “education” are found in close proximity, it means that somewhere in your vicinity there is a “hip” school teacher who likes to dilute his lesson plans with a pinch of gameplay. Alternatively, it could refer to the justification a parent gives himself for not doing anything about his child’s gaming habits (“sure, playing for 12 hours seems unhealthy now, but he’s actually getting smarter by the hour!”). The journal in question, however, refers to game education as the study of game-making. Which is probably good news to readers of this blog.

Submissions for the first issue will be accepted until December 1, 2009.


(Hat tip: Game Politics)

An interesting article by Jesper Juul on the complex relatioship between ease of use and challenge in video games. Here’s the abstract:

In video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that “easy interface and challenging gameplay” is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself.

I received this invite from Gallery Nucleus today and it is somewhat related to game culture so I’ll pass it along. Remember to go to the contact page if you have any similar info on upcoming shows.


A KISS FROM TOKYO Art Exhibition and  Book Release

July 3, 2009 – July 14, 2009
Opening Reception: Friday July 3, 2009 (7 pm – 11 pm)
Admission is free.
Complimentary martinis served with live DJ.

Gallery Nucleus hosts a retro-inspired exhibition and official book release of The Seductive Espionage: The World of Yuki 7.

The book and exhibition of the same name, is the brainchild of artist/ illustrator Kevin Dart.  Yuki’s world has been brought to life through a collection of artworks, stories, faux interviews and trailers.

On July 3rd, get acquainted with Yuki 7, a cute little 60’s spy girl from Tokyo. Seductive, intelligent, and charming, she romps through each film, vanquishing villains while impeccably dressed and looking fabulous.

Don’t forget to checkout the sweet trailer as well.

From Edge:

“This was undoubtedly the game that changed everything.” Yoshinori Kitase, director of the most important RPG ever, has cause for hyperbole. “We felt a wind of change inside the company during the development process. There was this incredible feeling I’ll never forget: we were making a new thing… making history. Imagine.” He pauses. Imagine.

There used to be a time when games were made by one individual. In fact, Shigeru Miyamoto is often cited as the first person who designed and directed a game without any knowledge of programming. From then on, games began to get more complicated and the technical challenges during the development process required an ever-greater level of expertise and specialization. Nowadays, it is not uncommon to have hundreds of people working on a game at any one time.

These big budget games will not go away of course, but it is interesting to see how the trend towards larger development teams seems to have slowed down somewhat in recent years, while indie developers–which may consist of a single person working out of his dorm room or a “staff”of a couple of dozen (probably working out of their rooms as well)–seem to be increasing in number by the day. There has never been a better time to be an indie developer, thanks largely to the emergence of affordable and easy-to-use development tools such as  Game Maker, not to mention the fact that the internet has made the concept of “distribution costs” all but obsolete. Indeed, it is a great time not only for aspiring game developers, but also for adventureous gamers who want to try more experimental and conceptually expressive approaches to game design.

Of course, a select few of these “experiments” end up as truly great games. Some of these games will fail miserably, while others might present a novel gameplay concept that may be fleshed out in a later effort.  But there are also some real gems that surpass our expectations and expand our notion of what games can achieve as a medium. This is what drives us to keep searching for the next great indie game, even though we know all too well that most of what we’ll encounter along the way will be mediocre at best.

The hard part is beginning the search, which is why this list of 50 great indie games (first published by Derek Yu in this guide) is such a godsend. For newcomers, it serves as an excellent introduction to the indie game scene; and for non-newcomers, it remains an excellent guide to the many great games we’ve yet to play. Better yet, there is a brief description next to every game that explains why each is important in its field. Oh and did I mention that most of them are free? There’s really no excuse not to try them out.

Speaking of which….I should probably end this post now so as to keep working my way down the list. Okay, post ended.

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