Archive for 2008



An Aside – Checking Book References Online

One of the things I meant to mention in the previous post when I referenced a famous quote from Johan Huizinga’s Home Ludens (“Play is a voluntary activity…”) was how to view this quote in its original context using services such as the online Google Books service. (I’ve actualy done this “in context” in one of the comments to that post, with a link to Live book search.)

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This passage is is quite widely cited in a range of other books on the subject of game theory. If you click on the Popular Passages link, you can gain access to references to some of those books that have cited (that is, quoted and referenced) Huizinga’s view:

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Microsoft’s rival service – Live book search – http://books.live.com – also allows you to search within books for that famous quote, although you do need to log in to see the quote in context to comply with copyright licensing matters…

I’ll have bit more to say about copyright, and its enforcement using digital rights management in the computer games industry, in the next week or two…

There are two three (!) main reasons I wanted to bring your attention to these services (and I guess I should add a third, the Amazon’s Search Inside this Book service, to the list, too).

Firstly, they demonstrate how the interface provides an interactive way of searching the full text of a book whilst online. (Note that not all books have been digitised yet, and copyright reasons mean that you can’t necessarily see all the content of those that have been, but the trends would seem to indicate that the content of books can increasingly be googled!)

Secondly, they are something you can play with, which leads back to the question of just what a game is, and in particular what’s its relationship with “play” is….

(If nothing else, I’d like to try to get you think about how having a playful attitude can often help drive a positive learning attitude to a particular problem, such as learning how to make the most of new technology…)

Thirdly, they provide a way in to finding out more about what people have had say about the notion of games through the book literature.

If any of the books take your fancy, be warned – many of the academic publications can be quite expensive. However, you might be able to find them in a library near you using a service such as WorldCat. For example, here’s a WorldCat library book search around Milton Keynes for a copy of Huizinga’s book:

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Okay, that’s enough of that aside… (unless you can think of a WorldCat game we could play, such as a booksearch-cum-treasure hunt involving a hunt across UK libraries for a set of books that all cross reference each other, perhaps?! ;-)

If you haven’t already done so, watch the first part of the interactive tutorial on “Understanding Games”.

As you do so, ask yourself the questions what does the character identify as the key features a game must have? and how is the publishing medium itself (i.e. the animation) being used to communicate the message it contains?.

I’ll post my answers to those questions tomorrow, along with the first Game Maker tutorial…

So What is a Game?

Kate offers “Some sort of interactive activity on a computer – usually including some form of goal to achieve. Not a complete definition, but a start maybe?”, Loiuse reckons “participative goal-oriented entertainment” and Andy suggests “definitions can get in the way sometimes.” ;-)

So what is a game?

There have been many types of games across the centuries; the earliest recorded game play dates back over 5,000 years ago, and there are those who would argue that this demonstrates that game play is a definable characteristic of human beings. Whilst we all know that dogs can play happily for hours on end, fetching a stick that has been thrown for them in the apparent hope that it will be thrown again, is the dog actually playing a game with us? Or are we playing a game with it?!

I make no claims at all about my knowledge of “game studies”, so working under the assumption that this is a question that I’ll keep coming back as I learn more about the nature of gaming, I’m going to step back from the question for a moment and use the approach we took in a traditionally presented course I’m also involved with, T184 Robotics and the Meaning of Life, where we asked a similarly tricky question: what is a robot?.

In that case, we looked for a set of common properties that something appeared to need in order for us to class it as a robot. In this case, I’m going to start off by looking at a few games to see what they have in common, and also ask myself what it means to play a game

http://flickr.com/photos/jbird/29583993/The Sims

To get in the mood, here are some slideshows of different sorts of games on flickr:

Those images suggest that activities as different as Hopscotch, The Sims, Yahtzee and Football might all be considered to be games, although they are very different types of game. At first glance, a childhood pavement game, digital “god” game (where the player is only loosely in charge of apparently independent characters within the game world), a traditional table game and an international sport seem very different activities indeed…

…but what do they have in common? Winning, or playing ? Entertainment, or pleasure? A set of rules or a defined play area? In order to think more deeply about the common characteristics of games, perhaps we should ask what is not a game? We are almost playing a game if we simply have a ‘kick about’ or throw the dice just to see what number turns up; that is, we are definitely playing at something, but there is a degree of aimlessness to our play. Is it a game?

Perhaps a good game must have an aim, objective or goal, as Kate hinted? Or can an aimless activity, even within a set of rules, motivate game play?

For example, the highway code provides a given set of rules and the UK road system and a car (or even just Google Maps!) provide a reasonable set of “playing pieces” but without a treasure hunt to provide a reason (albeit an arbitrary one) for an otherwise pointless journey, driving around the backraoads of deepest Norfolk probably would not be classed as a game.

Some sort of aim or objective seems to be a common feature of a game. Only when some aim is introduced do we feel fully engaged in game play. So, irrespective of the differences between childhood fun, computer media, gambling and sport there must be some commonalities in the structure of game play towards achieving an aim.

In his seminal (that is, thought of as important!) work, Homo Ludens (1938), (from the Latin, meaning ‘man as player’:-), Johan Huizinga defined the playing of games as follows:

Play is a voluntary activity or occupation, executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is “different” from “ordinary” life.

Does this mean that to create limits or rules to achieving an aim creates amusement ? Or maybe a game provides a context within which arbitrary obstacles to performing an otherwise easily achievable task create the possibility of play rather than irritation.

In the game of football, this might mean having a goalkeeper obstructing the easy scoring of a goal, for example.

This obstacle or impairment is a limit, or boundary, and maybe another defining component of a game. Indeed, game playing was described as using ‘less selection of inefficient means’ to achieve a particular goal by Bernard Suits in the article ‘What Is A Game’, that appeared in issue 2 of volume 34 of the academic journal Philosophy of Science in 1967.

To give that reference more formally, using the rules of academic referencing:

Suits, B. ‘What Is A Game?’, Philosophy of Science 1967, Vol. 34(2), pp. 148-156. [Open University members can access it here directly; you might also be able to get access to this article through your own, local library’s electronic books and journals collection.]

To play any game, then, is actually to engage in a ‘directed’ activity towards achieving an aim or set of aims that are usually entirely arbitrary and only make sense within the context of the game. Directed activity is a process of set tasks with a specific set of aims. For example, in the games mentioned above, the directed activity was variously:

• to hop and jump without standing on the square with the stone on it (hopscotch)
• to develop a successful social scene (The Sims)
• to throw the desired score on the dice (Yahtzee)
• to kick more balls into the net than an opponent (football)

These aims, however, have to be achieved within the bounds of a set of specific rules to constitute game play.

For example, in “the Beautiful Game” (i.e. football, though I can’t stand it, personally!), without the constraints of the off side rule, scoring a goal would be much easier and perhaps less engaging. So it is true to say perhaps, that the rules constrain the activity in such a way as to create a dynamic possibility; the rules define the game play in pursuit of the aim.

This first attempt at a “model” of what we need to make a game identifies an aim (or goal – literally or figuratively speaking!) and some arbitrary obstacle as important characterstics, as well as a play area in many cases. Rules also seem to be relevant…

Anyway, I’ve rambled on for far too long today, so if you’ve made it this far, here’s something a little more light-hearted…

Watch the first part of the interactive tutorial on “Understanding Games” at http://kongregate.com/games/pixelate/understanding-games-episode-1.

As you do so, try to spot what the character identifies as the key features a game must have.

http://flickr.com/photos/little_lushie/57099921/ Watching Myself: I was just fooling around with a CD, when I noticed how my hand looked holding it. The painting in the background is “The Return” by Magritte. It’s hard to describe the moment. I actually wanted to take a pretty picture of myself, and it ended up like this. Little Lushie

If you’re feeling really with it, try to watch yourself watching the animation and ask yourself: how is the publishing medium itself (i.e. the animation) is being used to communicate the message it contains?

Time To Make a Start – Welcome to Interactive Media and Game Design

[The Digital Worlds uncourse blog experiment was an experiment in authoring an online Open University course in public. A lot of the material in the Digital Worlds blog found it’s way into the Open University course T151 Digital Worlds – designing games, creating alternative realities, which next runs in May 2010. But you can also read it here… for free…]


Have you ever played a computer game – or watched someone playing a computer game, and wondered how the game works, whether from a technical point of view, or at a more psychological level? Why is one game fun to play, for example, when another is not?

Or maybe you’ve noticed an increasing number of television adverts for computer games, many of them looking like big budget Hollywood movie trailers, and asked yourself just how big an industry is computer gaming?

This blogged-course aims to give you a greater understanding of how interactive media in general, and computer games in particular, work. From the technical basics, through the development process, to marketing and distribution; from the simplest 2 dimensional computer arcade games like Pacman and Space Invaders, to immersive three dimensional virtual worlds populated by thousands of other people, you’ll see how the media landscape is changing, and how game technology is helping to drive that change.

First of all, let’s have some ground rules:

  1. this “course” is not a course about learning how to play computer games better; that said, one of the best ways of learning about game design is to look at – and play – some of the games that are already out there. I’ll direct you to some of these games at appropriate points, as well as providing you with opportunities to explore some virtual worlds, but don’t spend too long playing with them! If you already are a gameplayer, we’ll hopefully provide you with new ways of looking at, and thinking about, the games you play.
  2. this “course” is not really a course (although it might come to be…). I like to think of it more as a learning diary of my own journey into the world of computer games and interactive media design. I have a map, of a sort, in the form of this interactive mindmap (click through to see it…), which includes topics I’ve been told are worth looking at, but as with all the best journeys, I may stray from the original path I had in mind at times!
  3. I like weblinks; in fact, I love weblinks. So you may find many of the posts include links to other stories and resources, such as this story I saw yesterday: It’s official: games revenues overtake music at retail (here’s the original press release from the Entertainment Retailers’ Association). Please feel free to follow the links and check out the stories, bookmark/favourite them, or open them in another tab in your browser so you can read them later.
    Some links – like the tabbed browsing link – I’ll add ‘in passing’, a bit like links to a glossary in a book (so if the term, concept, or idea is new to you, click through to learn more…:-).
    If time is pressing though, you shouldn’t miss out on too much by not following the links….

Along the way, I’ll be exploring how to design and build computer games, as well as exploring some of the digital worlds that are starting to appear all over the web. Each week, I’ll post a mini-tutorial on game development using the Game Maker package (at least at first). You can download Game Maker for free from the YoYo Games website.

What I’d link to think is that the tutorials I’ll post will encourage you take up the challenge of creating your own games – and maybe share them back with me, and other readers of this blog, via various social websites (but we’ll come to those in a later post!)

So are you ready to begin? We’ll start for real, tomorrow, with a look at look at what games are and how they’ve evolved over several hundred years.

In the meantime, why not write down the names of three of your favourite games, and then ask yourself what they have in common.

Once you’ve done that, try to write down your own definition of what a game is

If you want to share your answers as comments to this post, please do so :-)

~Planning Ahead?

So what’s this blog all about then? A “course”….?

Marc made a reasonable point in a comment to the About page: “I had a really memorable interaction with Randy Hinrichs and Anoop Gupta of Microsoft Research a few years ago when we (KMi) proposed some fairly radical course environment/production/experiment ideas to them. One of their responses was, ‘COURSE?’ ‘Why are you so COURSE-centric?’ ”

So this is what it’s about – a journey; a journey through the digital world of interactive media and computer game design.

Hopefully, we (if we are a we, otherwise I guess that ‘we’ should be an ‘I’) will learn something along the way. Not only at the “topic level” – interactive digital media design – but also at the structural level, at the medium level… In particular, at the level of how well suited a daily blog is as the delivery medium for a “course”, compared to using a VLE, for example… (VLE? – look it up… ;-)

I have an idea of the sorts of things I intend to post about over the next 2-3 months, but that is potentially subject to change.

If you want to know what sorts of things those things might be, I’ve shared a mindmap of a course (yes – a real course) in this area that we’ve been trying to work on in a traditional way.

You can find it here: interactive mindmap overview of the course we originally had in mind….

(The mindmap was created with Freemind, which you can download and install from the Freemind website. If you’d like to try out a mindmapping tool without having to download one, there are several around: online mindmapping tools.)

What’s next? Well, I’ll start blogging “on topic” in the next couple of days…

In the meantime, why not just carry on going with the flow….;-)

Or if you’ve had a peek at the mindmap, and seen mention of Game Maker – yes, I’m going to be posting some activities round that, so you may want to go and get hold of a copy. You can download it (for free) from YoYo Games.

In the beginning….

… we had an idea for a course…

…on digital interactive media and computer game design…

…and we went round and round in circles, not quite getting the “lessons” written in time for when the system wanted them…

So then we thought: let’s change the rules of the game, let’s have a go at blogging our way through the material, in public…

And here we are…and here you are… maybe…?

Are you ready? We’ll be starting next week… one post a day (ish;-) for the next 10 weeks…

In the meantime, you might enjoy this: flow in games.

I find it quite peaceful.

Maybe it’s the music, or the motion, or even the colour palette the designer has used? What do you think?

It might not be as elaborate as the PSP version, but I can get lost in it for hours…

This is where it all begins…


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