Welcome to the Workshop on Research Prototyping in Games (WRPG 2012).
Presentation of scope and schedule for the WRPG workshop, held the 29th of May Raleigh, North Carolina. The workshop was co-located with the Foundations for Digital Games Conference (FDG), and associated with the Association for Computing Machinery (ACM).
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Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)
1.
2. Research Prototyping in Games
General: C t th b t possible
G l Create the best ibl
design, guided by design goals.
Here: Create a prototype that can yield
the most knowledge or insight to a
particular question or area of inquiry.
Build it to understand it (Stern & Mateas
2005))
Wicked Problems (Churchman 1967)
3. Challenges
To do game design, but not only aiming
to do a good design, but also gain
answers to certain questions.
Design for the (always limited) play
tests: to balance how big or small the
vertical slice should be
be.
4. Introductions
Organizers: Mirjam P Eladhari (Malta University, Gotland
University), Elina M.I. Ollila (Independent), Anne Sullivan
(Univ Of California, Santa Cruz)
(Univ. California
Program Committee: Stephane Bura (Namaste Ent.), Dan
Cook (Spry Fox) Joris Dormans (Univ Of Amsterdam)
(Univ. Amsterdam),
Jussi Holopainen (Nokia), Ian Horswill (Northwestern
University), Mark Nelson (IT University of Copenhagen),
Brian Schwab (Blizzard Entertainment)
Speakers: Mark Nelson, Emmet Tomai, Rosendo Salazar,
Dave Salinas, Jon Manker
Participants
5. Program
9:00a - 9:30a Welcome
9:30a - 10:30a Morning Session 1
9:30a - 10:00a - Prototyping Kant-inspired Reflexive Game Mechanics - Mark Nelson
10:00a - 10:30a - An MMORPG Prototype for Investigating Adaptive Quest Narratives and Player
Behavior - Emmet Tomai, Rosendo Salazar and Dave Salinas
10:30a - 11:00a Break
11:00a - noon Morning Session 2
11:00a - 11:30a - Testing the Designscape – Prototyping a Game Prototyping Tool - Jon Manker
11:30a - noon - The Research Prototyping Toolbox - Elina MI Ollila
noon - 1:30p Lunch
1:30p 2:00p Presentation of workshop
1 30 - 2 00 P t ti f k h
2:00p - 3:00p - Group work
3:00p - 3:30p Break
3:30p - 4:15p - Group work
4:15p - 5:00p - Discussion and wrap-up
Editor's Notes
Full game design that may net make sense to implement. But need larger context to understand the part. Resources.
history. Realizing that thereZ is little on games research proto. Most I knew, I learned from Elina. Euproj.We wrote a paper on it. Anne using similar methodology. Many do! Build it to Understand it (2005), Wicked Problems.Now this workProgram committee composition: researchers in the wicked design space. Industry people who design in the space, and articulate thoughts in books etc. (not so much division re acadea-industry in this, more alike each other re work-driving forces than many in the home-org)Ask forName affiliation and what they want to get out from workshop