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GDCV1845 / GDSS1845 - Class01 (2019A)

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Class 01 - What is play ? What is game ?

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GDCV1845 / GDSS1845 - Class01 (2019A)

  1. 1. GDCV1845/GDSS1845 – Videogames and arts Class 01 Introduction Class website http://gdss1845.wordpress.com
  2. 2. GDCV1845/GDSS1845 – Videogames and arts Schedule Class introduction Teacher Students Facilities Class activities Assignments
  3. 3. Objectives The course aims to provide an introduction to the study of games, videogames as an art form in particular, as well as understanding games as a business, a cultural phenomenon and a technological invention.
  4. 4. Benefits The game design process will be introduced as a way to enhance problem solving skills and creativity.
  5. 5. Requirements Students will be required to design a new game using the principles learnt in class and at the same time to address social issues that related to their everyday life experience.
  6. 6. Teachers William Wong william@i-for-interactive.com http://www.i-for-interactive.com
  7. 7. William Wong (http://www.i-for-interactive.com)
  8. 8. William Wong
  9. 9. William Wong
  10. 10. Class format Presentation Lecture Tutorial Workshop Screening Play test
  11. 11. Activity CONNECTING STORIES, a self-introductory game Have everyone divide into small groups of 6-8 people. Ensure each table has several post-it notes and pens. The goal of the game is to connect mini-stories in an interesting way. Each person must share at least one item that connects to the other mini-stories. The longer the chain of items that can be created, the better. Write down a few words on a post-it note to keep track of each part of the story. From https://www.icebreakers.ws/small-group/connecting-stories.html
  12. 12. Before we work on with videogames, we start with games. Before we start with games, we look into play. Definitions
  13. 13. Homo Ludens – Johan Huizinga (1872 – 1945)
  14. 14. What is PLAY? …a free activity standing quite consciously outside ordinary life as being not serious,… It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. J. Huizinga Definitions
  15. 15. No profit can be gained? Definitions
  16. 16. Not Serious ? Definitions
  17. 17. What is PLAY? …it creates no wealth or goods, thus differing from work or art. Roger Caillois Definitions
  18. 18. Differing from work or art? Definitions
  19. 19. Differing from work or art? Definitions
  20. 20. What is PLAY? An activity that is fun, voluntary, intrinsically motivated, incorporates free choices/free will, offers escape, and is fundamentally exciting. Brian Sutton-Smith Definitions
  21. 21. What is PLAY? A free activity standing quite consciously outside “ordinary” life. Johan Huizinga Definitions
  22. 22. Second Life How many lives do you have ?
  23. 23. Properties of PLAY Voluntary act Pleasurable Challenging mentally or physically Separated from reality Mary Flanagan Formal properties
  24. 24. Must play have rules? Definitions
  25. 25. What is a GAME? A form of art in which participants, termed players, make decisions in order to manage resources through game tokens in pursuit of a goal. Greg Costikyan Game vs. Play
  26. 26. Properties of a GAME? It is a system. It is artificial. It has players. It has conflict. It has rules. It contains a quantifiable outcome/goal, and ending state in which players can either be considered the winners or the losers. Properties
  27. 27. Man, Play and Games, Roger Caillois, 1961
  28. 28. Types of game? Agôn Alea Mimicry Ilinx Roger Caillois
  29. 29. Types of game? Agôn – competition Alea – chance Mimicry – simulation Ilinx – vertigo Roger Caillois
  30. 30. Competition
  31. 31. The equality of chances is artificially created. A rivalry which hinges on a single quality, such as speed, endurance, strength, memory, skill, ingenuity, etc. Inevitably imbalances are negated or modified by drawing lots at the beginning, then by strict alternation of favored positions. Competition
  32. 32. Sustained attention Appropriate training Assiduous application Desire to win Competition
  33. 33. Chance
  34. 34. Based on decision independent of the player, an outcome over which he has no control, and in which winning is the result of fate. Chance
  35. 35. Reveal the favor of destiny. The player is entirely passive. He risks his stake. Fair play lies in being compensated exactly in proportion to the risk involved. Result is necessarily uncertain and paradoxically must approximately the effect of pure chance. Chance
  36. 36. Negate work, patience, experience, and qualifications. Games of chance are not as important to children as to adults. Chance
  37. 37. Simulation
  38. 38. Simulation
  39. 39. Simulation
  40. 40. Temporary acceptance of an illusion, then at least of a closed conventional, and in certain respects, imaginary universe. Becoming an illusionary character oneself, and of so behaving. Simulation
  41. 41. Children imitate adults, for example, with toy weapons and miniatures. Simulation
  42. 42. The basic intention is not that of deceiving the spectators. It is only the spy and the fugitive who disguise themselves to really deceive because they are not playing. Simulation
  43. 43. Competition or Simulation? Spectator sports
  44. 44. Vertigo
  45. 45. Vertigo
  46. 46. Vertigo
  47. 47. An attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo
  48. 48. Desire for disorder and destruction, a drive which is normally repressed. Kind of pleasure from the intoxication stimulated by high speed … Vertigo
  49. 49. Next, we move to the very brief introduction of videogames. Videogames
  50. 50. O X O X X O O X Tic-Tac-Toe, Alexander Douglas (1952)
  51. 51. Tennis for Two, William Higinbotham (1958)
  52. 52. Spacewar, Steve Russell, 1962 MIT
  53. 53. Spacewar, Steve Russell, 1962 MIT
  54. 54. ADVENT, Colossal Cave Adventure, 1967
  55. 55. ADVENT, Colossal Cave Adventure, 1967
  56. 56. Magnavox Odyssey, Ralph Baer, 1972
  57. 57. Programmable Logic for Automatic Teaching Operations – an early computer network platform. He developed the ‘online’ version of the Spacewar. Image from http://www.classicgaming.com/ Spacewar, Rick Blomme, 1969
  58. 58. Alternative? Videogames and Art
  59. 59. Pong - Outdoor pong game with mobile phone interface Blinkenlights
  60. 60. Blinkenlights
  61. 61. Mario Brothers, ITP NYU
  62. 62. Game Boy Music, Haeyoung Kim
  63. 63. Electroplankton, Toshio Iwai, NDS
  64. 64. Feng Mengbo
  65. 65. Velvet Strike, Anne Marie Schleiner
  66. 66. 3D Movie Maker
  67. 67. Adam, a real-time rendered film by Unity

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