Sunday 12 December 2010

SuperMario gets real

Hard to explain ... but they set up their own Mario Kart Racing Game (inspired by the original) using toy cars, toy rockets for boosters (Bullet Bill), brio, lego and cushions for tracks and mushroom jumps, gold coins to collect and spiders to avoid.  It was an epic race with a lively soundtrack, requiring no consoles, controllers or screens.

Watching that spontaneous leap from virtual to actual was a profound inspiration for toy development, how to utilise embedded technology and how to avoid manufacturing more plastic ...








Saturday 25 September 2010

PLAYFUL 2010

24th Sept 2010 at Conway Hall - here's a summary of an interesting and enjoyable event:

Clashing with PICNIC in Amsterdam - check out at http://www.picnicnetwork.org/  
Toby Barnes (Mudlark) and remotely Stuart Candy (Futuryst) introduce proceedings...
HG Wells - Floor Games and Little Wars

Naomi Alderman - narrative in games
http://www.naomialderman.com
Raph Koster - Ola's Law - http://www.raphkoster.com/gaming/laws.shtml
Quickstart a narrative with desire, fear, secrets, character development.
Games generally written in second person, which is unusual - it happens to you - so the pleasure of getting to know a character is mitigated by giving the player autonomy over decisions the character can make; and character becomes necessarily bland or ambiguous.
Recommended interactive fiction - All Roads, Slouching towards Bedlam, The Act of Misdirection.
And games - Bioshock, Silent Hill, Shadow of the Colossus, Prince of Persia Sands of Time

Paul Bennun - http://www.somethinelse.com 
Papa Sangre, new audio game - http://www.papasangre.com/ - lose yourself in the game, freedom from the screen.

Jim - http://www.madeinme.com
Ladybird did it for books, Sesame Street for tv, so The Land if Me aims to inspire pre-school kids - without any traditional educational 'measureable outcomes'.
Toys vs. games - the game/play is not predetermined in a toy, depends who picks it up.  Where there's interest, there's learning.

Bea-Davy Sutherland - ethical games
Checks out Moshi Monsters and Club Penguin - http://vimeo.com/15278745

Nicholas Nova - evolution of game controllers
Neat tactile feedback on direction control cross.

Pat Kane - http://www.theplayethic.com/
http://oldjewstellingjokes.com/
Dispirited by Frankie Boyle's sardonic humour, but understanding its value as a social pressure valve ... temporary transcendence from routine and acceptance of life.  Also humour keeps alive the prospect of hope, represents a permanent oasis of cognitive freedom 
Paolo Virno - Wit and Innovation http://www.generation-online.org/p/fp_virno13.htm

Richard Hogg - contrarian
... makes choices based on being in the minority in everything ...

Tom Muller - http://www.hellomuller.com/
Graphic design in comics.

Jonathon Smith - Lego games
Our deepest conflict - what we really, really want vs. what is expected of us.
Lego - has infinite possibilities, systematised, has both overt and discreet affordances, can attain mastery.
In video games, there is conflict between freedom and constraints.  Particularly noticeable in boys over 5 (after school kicks in) is the dramatic orientation towards finding and dealing with expectations, rather than free play, which has informed the design of the games.

Spots vs. Stripes - http://www.spotsvstripes.com/homepage.aspx

Cadbury Pocket Games competition finalists - James Wallis (FlickRacer) and Sally (Eggathon).
Guy Debord - The Society of the Spectacle, psychogeography, 'sous les paves, la plage'

ShiftRunStop - http://shiftrunstop.co.uk/
Podcast with Dominik Diamond

Sebastian Deterding - http://cargocollective.com/codingconduct
Talking about gamification, badges and stats used as marketing tools. But real play has to be voluntary.  Theodore Sturgeon
James Carse - Finite and infinite games - http://www.worldtrans.org/pos/infinitegames.html

Margaret Robertson - Hide & Seek
What is Mindcraft?

Bertrand Duplat - http://www.volumique.com/en/
Paper video games - pawns and cards on top of ipads, iphones sailing on top of maps

Alexis Kennedy - Fail Better Games
Narrative engineers created Echo Bazaar (Fall London) and why gamers enjoy delicious misery.

Dom Hodge - Frukt -  and Dave Haynes - SoundCloud
Music mashups, smule, geocaching music, disco snake, isticks, other hack-day musical ideas

Wednesday 14 July 2010

Digital Toy Design

This was the first year we taught Toy Design as part of the BSc Computer Games degree. Second year students were asked to undertake a small piece of research into toys, then produce their own concepts and working prototypes, using Arduino as base hardware development environment.  The module focused on technical aspects rather than aesthetics.

After a basic introduction to electronics - a reminder to those who had done physics at school - we launched into some toy-hacking. 

The local car boot sale provided plenty of material, including a talking Elmo, a motorised train, a dancemat game and electronic language lotto.  Our electronic labs also had a few old keyboards to deconstruct.  These all proved useful for demonstrating the simplicity of the technology underpinning seemingly complex electronic devices.

Students began to play with the kits, experimenting with sketches and different sensors. We showed them how to construct their own large pressure pad sensors (buttons), how to link Flash with Arduino, how to create simple applications using Processing, how to solder components.

Working in small teams, they came up with the following concepts: laser-activated hit-blob game; pressure-pad alarm system for a house (not really a toy); "simon says" game (match the light sequence); musical soctopus. 

For non-programmers, "simon says" game was trickier than they expected.  The alarm system cautiously worked by showing which doors had been breached on a processing application.  Jamie and Kyle's laser-target game was successful and fun to play.  Soctopus got the award for best sewing technique...







Tuesday 6 July 2010

PaintJam

It started with a fishing game.  Transformed into an observation of magnets.  Became a snake chasing marbles.  Metamorphosed into an automated drawing tool... using metal balls.  Jumped out into ovenware and lost the motor.  Evolved until finally even the marbles disappeared and total human control took over.  Check the video.


PaintJam 2010 from Fiona French on Vimeo.