Showing posts with label games for change. Show all posts
Showing posts with label games for change. Show all posts

Wednesday, May 14, 2014

Blips: VR, KRZ, G4C, etc.


Source(s): When will Games For Change actually change / Road to Two5six: Tamas Kemenczy
Author: Dan Solberg
Site: Kill Screen

This has been an active week for me on Kill Screen. First off, there was the piece that I wrote about this year's Games For Change Festival, a conference in the midst of self-critique. This was my third time attending G4C and found that some of the more critical talks and opinions were the ones that resonated with me the most. It was my hope that I presented this information in a way that seemed like a fair critique of a system that appeared open and welcoming of critical feedback. I'm also glad I was able to include some quotes from G4C President Asi Burak and I'm thankful for his willingness to contribute.

Next was a short profile of Kentucky Route Zero developer Tamas Kemenczy. Having just completed Act 3, I was extra excited to dive into what exactly makes KRZ tick. While some of my original speculation about the game being grounded in studio art practice did not end up bearing fruit, the rejection of these formalized categories was enough on its own. I'm a recent convert to KRZ, playing it for the first time in preparation for this piece, but I've come out of the experience a staunch advocate for what it's doing with the video game form.

I was assigned the Kemenczy piece because he's speaking at Kill Screen's Two5six conference on Friday, which will also see the launch of Kill Screen's latest print issue. I'll write a separate post once the magazine is freely available for purchase, but the theme is virtual reality, and I wrote a piece for it comparing the democratizing potential of Oculus Rift to that of the original video camcorder, the Sony Portapak. It will be Kill Screen's most focused theme so far, so I'm curious to see how it all turns out (I'm optimistic). They're having a free launch party after the conference where they'll be giving out copies, if you're interested.

Friday, May 2, 2014

Blips: Just Trying To Help


Source: Games evangelists and naysayers
Author: Brendan Keogh
Site: The Conversation

I'm of a mindset that one should always assume positive intent, certainly in educational contexts, but really in life in general (as much as New York seems dead set on convincing me otherwise). In a recent column for The Conversation, Brendan Keogh pens a thorough takedown of a new initiative by researcher and games advocate Jane McGonigal titled Play, Don't Replay. The thrust of McGonigal's project is to encourage people to play attention-occupying puzzle games like Tetris in the immediate aftermath of traumatic events in order to prevent images from the trauma from settling into a permanent rotation in the brain. These images would normally manifest as a symptom of PTSD, but McGonigal cites an Oxford study that claims that rapid eye-movement games can potentially prevent these negative symptoms from taking hold.

That "potential" is the sticking point for Keogh. He acknowledges the virtues of striving for such human betterment, but claims that there's not enough research to justify responsibly putting such a plan into action. Keogh asserts that "game evangelists" (his term) like McGonigal and the folks over at Games For Change have a vested personal interest in seeing the public perception of video games shift toward seeing games in a positive light. And from Keogh's perspective, he sees Play, Don't Replay as placing games advocacy ahead of the needs of trauma victims. As you might expect, McGonigal has a few retorts to Keogh's piece in the comments where she defends the research behind Play, Don't Replay while also acknowledging how she's always receptive to feedback and has already incorporated several changes due to responses she's received. However, the malleability of some of these variables, specifically that the amount of time one should play the game was switch from 30 minutes to 10 minutes, certainly gives me pause from wanting to take McGonigal's word as gospel. At the very least, I'm interested in seeing further research conducted on the subject though.

Tuesday, July 9, 2013

Games For Change 2013: Speaking of Fun...


Before we get too far away from this year's Games For Change Festival that took place in New York City a few weeks back, I wanted to write about the two seemingly conflicting threads that I saw running through the keynotes. On one hand was the now-regular manta "make sure your game is fun." This sentiment comes about because most "serious games" are more concerned with delivering accurate information than probiding a fulfilling gameplay experience. On the other hand, there was also a new sentiment this year that declared "your game doesn't necessarily need to be fun." This notion was not born out of a regression from fun, back to sterile infotainment, but rather that fun gameplay might not be the best way to convey every idea a developer may want to express.

There have been an increasing number of game reviews that use the term "fun" in quotes, or describe games, as "not fun in the conventional sense." The first instance of this that I noticed was in reviews and essays about the game Cart Life, a Games For Change favorite and Hall of Fame recipient this year. Cart Life pushes players to empathize with the struggles of the main characters by carrying out tedious chores and making choices between options that have no correct answers. These characters' lives are difficult, grueling, and most definitely not fun. Wouldn't it be a dissonant, if not downright dishonest, experience for those games to be a blast to play?

Journalist and critic Leigh Alexander pushed for increased exposure of games from individuals on the margins, whose voices are rarely heard in popular and even indie game spaces. Many of these "personal games" don't play like the console staples we've grown accustomed to, and instead use accessible creation tools like Twine to expand the concept of what a video game can be. Personal games are acts of expression and palettes for interpretation. The game only needs to be as fun as the underlying concept requires, not as a prerequisite for being labelled a "game."

Prior to Leigh Alexander's presentation, professor Ian Bogost reflected on the nature of "games for change, " and whether those types of games are really the one's having a significant impact on players. He made a push for the creation of "earnest games" instead, games that though-and-through embody the concepts and systems which developers seek to express. These games would express earnestness through what Bogost terms "procedural rhetoric,"the language of games as presented through systems. All too often, games that aspire to social change feel disingenuous, as if the developers are only presenting information in game form so that the commissioning organization can show that they helped produce a game (how progressive!) about subject X. Bogost contended that most "serious games" are not fun because they fail to be fun, not because they never intended to be.

Robin Hunicke managed to both agree wholeheartedly with Bogost's plea for "earnest games" while also espousing the virtues of fun gameplay. While this may seem to put Hunicke in a hypocritical position, her company Funomena is focusing on games that use fun as a central conceit, making them earnestly fun. Hunicke is interested in the kind of fun that comes from play, as in the free-form, childlike play that few video games offer, least they be deemed "not-games" and cast into the abyss. Funomena's goal of creating games that are earnest in their campaign to be fun and socially conscious is ambitious, but their formula, not to mention the involvement of Katamari Damacy designer Keita Takahashi, seems promising.

There still remains a risk in "earnest games," especially those seeking to be "not fun" on purpose, of relying too much on empathy in directly simulated outcomes. Designer and academic Eric Zimmerman spoke of this concept as design literalism. He gave the example of a game that was in development for a school, where ultimately the endgame was that your character stays in school and learns about the virtues of doing so. In other words, it's a game set in a school about staying in school, meant to be played by students in school to detract them from not staying in school. Bored yet? He countered this by listing off games that already carry out the mission of keeping kids in school, though their content has nothing to do with that goal, such as chess club and sports teams. Zimmerman suggests that getting students to form a Starcraft team would be a much better "stay in school" proponent.


Zimmerman's theories about design literalism brought me back to Cart Life, a game where you learn to empathize with individuals, whose stories could easily translate to the struggles of innumerable people in the real world. Cart Life avoids design literalism through the player's embodiment of the struggling protagonist. A literal design choice would have been to see the characters falling on hard times from an outsider perspective and then deciding how to interact with them. For such a game it would be easy to assign the moral of "be nice to others," but it would always come off as the game telling you something instead of letting you figure it out for yourself. Playing Cart Life, you go about the banal day-to-day activities of individuals struggling to keep their head above water, and as someone who's playing the game from a position of privilege, I'm getting a perspective on life that I would not otherwise be exposed (this is the "change" part). Cart Life is a game designed with the utmost earnestness, and it's not "fun" in the traditional sense. It doesn't need to be, and would likely betray its original concept if it was.

You can watch all of the 2013 Games For Change Festival keynotes on the organization's YouTube channel.

Thursday, July 5, 2012

Recap: Games For Change Festival 2012


The video game industry catches flak from individuals claiming that games are a waste of time, or worse, a detriment to the socio-intellectual functioning of those who play them.  It's assuring to know that there is some semblance of luminaries in the field with researched findings to the contrary.  Many of these people convene annually for the Games For Change Festival, now in it's 9th year.  My attendance at the event (my first time) has come and gone, but what have developers, educators, and gamers taken from the discussions, forums, and demos?  I can only speak for myself, so allow me to recount the conference in daily breakdowns.  I'm not going to cover every single event that took place, and instead focus on the ones that left the greatest impression on me.  The events during the festival-proper on Tuesday and Wednesday were all livestreamed, so you can view archived video of most all of the major presentations given on those days.

Monday
The first day was really more of a "Day 0" since it was billed as a pre-festival summit.  Two groups sponsored simultaneous dockets spanning the entire day, each with specific focuses.  The Federal Games Working Group (FGWG) focused on intersections between the gaming industry and the government.  For what it's worth in the interest of disclosure, I am a member of this group through my Smithsonian affiliation.  However, I spent the majority of the summit day at the AMD Foundation's sessions on teaching game design to youth, which are more immediately relevant to my job as an educator.

The AMD session began with a tepid panel discussion featuring the day's lineup of presenters.  There was too much surface-deep talk about why games are great for education, and how that relates to their specific organization.  It was as if the introduction was the panel, which I understand the purpose of in concept, but it didn't lead anywhere interesting except for a couple decent audience questions that pointed to case study experiences.  Based on the crowd of attendees, I think it was safe to assume that everyone was already on board for using games in education, yet the panel was keen on reiterating this inherent understanding.  Perhaps this was information that one could take back to their traditionally entrenched institutions in hopes of better conveying more progressive stances on games in education.  Perhaps.

Next up was a walkthrough of Gamestar Mechanic, a game design learning tool that removes coding and focuses purely on the design process.  It's meant as a low-barrier introduction to these basics, targeted at the middle-school set.  The audience was prompted to play through a "level" for teachers that acted as a tutorial.  I found the tools pretty impressive in terms of making a side-scrolling or top-down game.  The tools for feedback and iteration were the most impressive aspect.  Classmates can play one another's games and leave comments on notes in-game ala Dark Souls.  When you  switch between play and edit modes on the fly, you can act on feedback notes immediately rather than having to switch to a disconnected editor.

GameSalad tools
The Activate! presentation in the afternoon similarly demoed a game design platform for classroom implementation, but this time it was GameSalad.  This was the presentation I was most excited for during the summits because I'm developing a workshop framework that uses that very program.  I first learned about GameSalad when it was mentioned in coverage of various game jams as a tool that anyone could learn to use.  Objectively speaking, the Activate! presentation may have leaned too heavily on GameSalad how-tos, but from my point of reference, it was exactly the sort of information I was looking for.  GameSalad definitely feels like a step up from Gamestar in terms of complexity, but even though it gets into code writing, you never have to actually "write" code, just use the drag/drop interface to place pre-programmed commands where you want them and adjust sliders accordingly.  Using some ready-made assets, audience members created a functional versions of Breakout in a mere half hour.  GameSalad seems like a powerful and empowering tool for high school students or even adults looking to dip their toes in the game design pool.

I jumped back over to the other summit at this point to catch up with some colleagues and shuttle off to attend a FGWG meet n' greet with some game designers who would be speaking during the festival the following two days.  I was pleased with my summit choices, but couldn't help wondering if I'd have enjoyed some of the FGWG talks more.  I read live tweets as they popped up during concurrent sessions, which seemed intriguing, though I appreciated how grounded and direct the AMD presentations were.  Having attended Digital Media Learning Conference (DML) earlier this year, I grew a little tired of the "big philosophical monologue then narrow case study" dynamic.  I looked back at the end of those days at DML with little to bring home and implement.  After the AMD summit, I definitely had pathways.

Tuesday
As festival Day 1 began, everyone filtered into an auditorium-style theater, tailor-made for presentations instead of the banquet halls and side rooms of the summits.  TED Talk alumnus Jane McGonigal held the opening keynote position and delivered an engaging presentation the covered self-help, design theory, neuroscience, and personal struggle.  The easiest reference for Jane McGonigal's game design work is Halo 2's I Love Bees alternate reality game/marketing campaign, where she was the community lead.  The driving focus of her speech was in alignment with the philosophy behind her latest game: SuperBetter, which supports players as they build real-world resilience.  McGonigal spoke of an incident where she suffered severe head trauma and was faced with a situation that seemed to present her with "no reason to live."  In order to help her get through day-to-day existence, she began to gamify her life.  She would set challenges for herself that would take concentrated effort, but could realistically be achieved, and used this tactic as a significant contribution to her recovery.  McGonigal wants SuperBetter to be a game where players can improve themselves in similar ways, but without having to undergo trauma.  I don't know all of the technical details about how you're supposed to "play" the game, but the design philosophy was touching and impactful, leaving me with a desire to explore SuperBetter further at some point.

Before lunch, Cow Clicker creator Ian Bogost took the stage to discuss games as tools for journalism.  "Newsgames," as he dubbed them, are games that can be played to consume news stories in a different way than other forms of media.  Bogost detailed the history of the relationship between traditional news media and games, and particularly how the downfall of newspapers and emergence of Internet and TV news has squandered the most all intersections of games and news.  Bogost is part of a team creating a newsgame tool called Game-O-Matic that allows users to almost instantly create a game based around a news story.  The instantaneous element is important since game design normally takes the effort of a small team and multiple hours, and news obviously changes much more quickly.  Newsgames need to be more akin to photojournalism in their accessibility and promptness.

The Game-O-Matic presents you with a blank slate where you can make a word-web of nouns and attach them together with verb-laden arrows.  The tool only provides a preset list of verbs, but through a little interpretive reasoning, you should be able to find something that will generate the desired behavior.  Once this is setup, you simply click a big red "create" button and poof, your newsgame has a ruleset and is ready to go.  Sample games were generated using Mayor Michael Bloomberg, soda, and obesity as the elements, to amusing results.  By default the insta-games just use colored dots with text labels, but you can sub in icons as you wish.  Gameplay options appeared simple, consisting of mechanics that have been around  for a long time like "collect all of something," or "exit the screen to the right," but there could be obstacles depending on how complex you make the relationships between objects.  Does this lend Game-O-Matic particularly well to handling dourly serious news content?  Probably not, but it seems adept at just about any subject you can shake an editorial cartoon at.

Sweatshop screenshot
A round of game design case studies was offered in the afternoon, highlighting titles that deliberately seek to be agents of change, each in their own way.  The two that stuck out the most to me were both British in origin: Sweatshop and The EndSweatshop is a tower defense-style game where you have to put together consumer products on an assembly line.  The game gets increasingly complex as different workers specialize in different steps of the process and you must keep them hydrated and productive, taking on the role of floor manager.  The End is a puzzle platformer that borrows symbolism from various religious traditions in an effort to inform the player about these belief systems.  As the name implies, there's a particular focus on the afterlife, and the game has gridded out some historical figures so that depending on how you answer certain questions posed by "boss" characters, you are shown to be leaning closer to, say, Churchill or Einstein.

Having played, but not completed either of these games, I can't say anything with absolute conclusion, but they both do an excellent job of showing effective socially conscious game design, and also bringing to light where these kinds of games can fall short.  Sweatshop is stylish, witty, and quite fun to play, but I could see the name and subject matter putting people off outright.  The End provides an interesting service in its alignment of like-minded historical figures, but I found the platforming gamelplay to be rather rote, even if it did look pretty.  Both games also pop up with blocks of text after completing levels that inform you of certain real-world implications or examples of how the game reflects things outside of itself.  I imagine the vast majority of players just skip these over, seeing as their tone seems to be coming from outside the game, even if they put it in a word bubble of a recognizable character.  I'd be interested to read about the measurable results of these games since they seem both difficult to quantify and boldly ambitious with their goals.

After a day-closing keynote from Nolan Bushnell, everyone sauntered over to a nearby bar for the opening night party featuring free PBRs and a few Kinect games (nothing I hadn't seen before: Dance Central, Sesame Street, and Happy Action Theater).  The casual atmosphere and light socializing was a pleasant cap on a full day of sitting in an auditorium listening to people talk while furiously rapping on my iPad with my fingertips.

Wednesday
ASU professor James Paul Gee kicked off the final festival day with a charge for the development of what he termed "Big 'G' Games."  This charge calls for the creation of games that truly foster learning by both existing as pieces of software, but also connecting players with real-world people and spaces.  Gee claims that to have a good Game, you'll need to provide or facilitate an affinity space (somewhere for people to commune, discuss, problem solve, and innovate) and also follow about 20 or so principles that he went on to detail with the rest of his talk.  One of the big points was to focus on not just cognitive intelligence, but also emotional and social intelligences.  This was a rallying point for Gee against traditional education systems, which he sees as offering excruciatingly narrow pathways for growth, and I believe he'd argue that growth to be unsupportive of all three realms of intelligence.

"Passion" was a topic that recurringly surfaced during Gee's talk as well.  For a game to be a Game, it, like all good art, should inspire passion within those who choose to engage with it.  He cited modding communities as people who've developed passion for a game and seek to change it for the better in some way.  This behavior is not by coincidence, but rather the tools have been laid out by designers for willing individuals to pick them up and use them.  In cases like this, the original designers' influence over the game will at some point become obsolete, and the collective intelligence of players will push the game into new territories.  As designers, the proposition of relinquishing so much control over your creation may be scary, but crafting a Game that encourages this to happen actually presents much bolder and more dynamic learning opportunities for players.

Way screenshot
One of the talks that I was most looking forward to was Chris Bell's, who has gained a great deal attention for his work on Journey, and whose previous game, Way, was nominated for a number of awards at Games For Change this year and ended up taking GOTY honors.  I hadn't seen Bell's GDC speech, which this one supposedly borrowed from quite a bit, so I was going in fresh.  His talk was about friendship, and how games can seek to bring people together as successfully as they can incite competition (I don't think he'd want to imply that the two are opposites though).  Bell recounted a touching story that he claims inspired him not just to create innovative game mechanics, but also think differently about basic communication systems that humans use to interact with one another.  In brief, he found himself very lost in a gigantic fish market in Japan and in need of returning back to his bus in 5 minutes.  He had no map, no phone service, and no conversational command of the Japanese language.  Bell did have a photo of the shrine where the bus was supposed to be and knew how to say "excuse me," but that was it.  An older woman heard him, recognized his look of panic, took his hand and ran with him to the shrine where the bus was, arriving just in time for Bell to board.

Bell spoke of how this incident stuck with him, and the influence of that day in the fish market is explicitly evident in both Way and Journey.  More features doesn't necessarily equal better features.  This isn't an argument about prioritizing resources, though that one could be made, but rather that meta-game and communication mechanics are often taken for granted, as if there's one path that can be taken towards optimal systems.  With this standard in place, it's easy to judge your feature set's range and project resources accordingly, but you'd also be failing to acknowledge all of the options.  Both Journey and Way use what have been deemed "limited" communication systems for player interaction, but Bell argues that this actually provides a more stable groundwork for potential friendships to blossom with strangers than the ways online games primarily use headsets and implement player-to-player dialogue.  I was able to interpret a lot of these intentions on the part of Bell by simply playing the games he's worked on, but it was that story of the older Japanese woman in the fish market that really surprised me and made me hopeful for the future of the medium, hearing that leading game designers are taking inspiration from those kinds of experiences.

Having gone to school for art, I kind of relish opportunities to participate in formal critique sessions.  While I didn't get to go on stage or anything, I did get to witness a Demo Spotlight (not archived) wherein four developers put themselves up on the chopping block in front of an auditorium filled with onlookers, while the likes of Kellee Santiago, Dan White, and the Executive Director of Zynga's philanthropic arm, asked questions, offered advice, and handed out critique.  It seemed kind of scary for some of the developers whose projects were either not that far along or required some convincing to get the panel on board.  One game was Zombie Yoga for Kinect, which just by the title is a "strike 3, you're out" kind of situation for me.  It seemed like the Zombie Yoga team's main goal was to make a game that adds visuals to illustrate what the body/mind is doing with different yoga poses.  I don't know anything about yoga, and I don't want to, but the game showed in a way that made even that baseline concept come off as a target that was not exactly being hit.  I imagine the Demo Spotlight was more helpful for those teams than ones that have their packages nearly together.  An iPad game called Popchilla's World, a digital learning tool for autistic children, seemed like a solid, well-conceived package.  Though, since special needs learning is such a specific realm of education, it seemed difficult for the panel to conjure questions of real critique.  I get a bit of a nostalgic trip out of seeing those kinds of honest discussions happen though, so I was pleasantly surprised by their inclusion in the festival.

By Tuesday evening, I'd seen dozens of lectures, played a handful of unique indie games, and gotten to hang out with some pretty smart people.  I love to hear about how the world of video games is expanding beyond the basic confines of human-computer interfaces, and in particular those efforts that are seeking to improve the world we have.  We know that making successful games is difficult, and that making games that instigate social change is equally, if not more difficult, so imagine how tough it is to make one that does both.  It's a daunting task to consider, but conferences like Games For Change do their part to retain a sense of optimism that such goals are achievable.