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Hello
                                  F.R.O.G.!


Kieran Nolan
Dept of Music & Creative Media, Dundalk Institute of Technology, Ireland
www.kierannolan.com
Alternate
                               Gaming
                               Interfaces

Kieran Nolan
Dept of Music & Creative Media, Dundalk Institute of Technology, Ireland
www.kierannolan.com
Not just the
Controller by itself,
or the GUI / feedback
by itself...
Player input >

       Our message to
       the computer

Facilitated by...
Feedback >
          Audio
          Visual
          Tactile

A communicative process
A Balance of

                    Aesthetics
                    Functionality
                    Playability


The ultimate goal
“He watched the kids stand in front of the
            machines their bony arms like umbilical cords
            joining human and machine. He asked the
            kids questions about what made a good game.
            Arawaka realized the most successful games
            had something that player’s couldn’t articulate.
            The words used to describe them were usually
            reserved to describe forms of intimacy between
            people. It was as if the players and the game
            itself had somehow merged.”




Page 83, ‘Game Over – Nintendo’s battle
to dominate videogames’, David Sheff,
1993, Coronet Books)
Motivations for creating
Alternate Game Interfaces
         Commercial
         Accessibility
         Experimentation
         Artistic expression
         Education
Dead or Alive
A Froggy Fairytale
The Final Battle
Demon Hunter
Reaction Contraption
Move By Nature
Plenty more projects to see...
"Kart Duel players will pay for the
           experience and not the high tech graphical
           content… In other words, what is the point
           in providing expensive, state of the art
           visuals when people simply want to sit in a
           damn kart"




Mike Nevin, Namco Europe (Edge, 2000)
“It's not really something only in the future, some
       people already have them, chips in their bodies. If for
       some that would be a bit too scary, then you could
       also do something more simple, like using wristbands
       or a pendant. So using devices like these for sensing
       would be good I think. I think that for arcades games I
       want something that's a bit futuristic."




Yu Suzuki, Sega (Arcade Mania, Brian Ashcraft, 2008)
- Location
        - Actions
        - Thoughts


Uploading our digital shadow
Hybrid Future – Blurred Realities
kierannolan.com
  twitter.com/kierannolan
  linkedin.com/in/kierannolan

  dkit.ie/creativemedia
  creativemediaresearch.com
  cmdkit.wordpress.com




Thanks!

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Alternate Gaming Interfaces

  • 1. Hello F.R.O.G.! Kieran Nolan Dept of Music & Creative Media, Dundalk Institute of Technology, Ireland www.kierannolan.com
  • 2. Alternate Gaming Interfaces Kieran Nolan Dept of Music & Creative Media, Dundalk Institute of Technology, Ireland www.kierannolan.com
  • 3. Not just the Controller by itself, or the GUI / feedback by itself...
  • 4. Player input > Our message to the computer Facilitated by...
  • 5. Feedback > Audio Visual Tactile A communicative process
  • 6. A Balance of Aesthetics Functionality Playability The ultimate goal
  • 7. “He watched the kids stand in front of the machines their bony arms like umbilical cords joining human and machine. He asked the kids questions about what made a good game. Arawaka realized the most successful games had something that player’s couldn’t articulate. The words used to describe them were usually reserved to describe forms of intimacy between people. It was as if the players and the game itself had somehow merged.” Page 83, ‘Game Over – Nintendo’s battle to dominate videogames’, David Sheff, 1993, Coronet Books)
  • 8. Motivations for creating Alternate Game Interfaces Commercial Accessibility Experimentation Artistic expression Education
  • 15. Plenty more projects to see...
  • 16. "Kart Duel players will pay for the experience and not the high tech graphical content… In other words, what is the point in providing expensive, state of the art visuals when people simply want to sit in a damn kart" Mike Nevin, Namco Europe (Edge, 2000)
  • 17. “It's not really something only in the future, some people already have them, chips in their bodies. If for some that would be a bit too scary, then you could also do something more simple, like using wristbands or a pendant. So using devices like these for sensing would be good I think. I think that for arcades games I want something that's a bit futuristic." Yu Suzuki, Sega (Arcade Mania, Brian Ashcraft, 2008)
  • 18. - Location - Actions - Thoughts Uploading our digital shadow
  • 19. Hybrid Future – Blurred Realities
  • 20. kierannolan.com twitter.com/kierannolan linkedin.com/in/kierannolan dkit.ie/creativemedia creativemediaresearch.com cmdkit.wordpress.com Thanks!