I attended the all day event on April 17th, which included guest speakers from 3G Studios, Sandia National Laboratories and UC Santa Cruz.
James Kosta gave an very informative presentation on how 3G Studios develops games. Their development team doesn't stick with one audience, they in fact go the direction that they believe produces the most profit - i.e. moving to a Wii fitness game from a PC/Console WWII FPS.
Donna Djordjevich gave an overview of the training scenario game the DHS wants to use in place of tabletop games. This game scenario presented had a toxic airborne substance, and such issues that would arise in the game would be how to allocate resources and where to place command structures.
Michael Mateas from UC Santa Cruz discussed previous projects of his, including a game called Facade. Facade was a first person view of a person visiting an old friend of his and his wife. As the night goes on their dialog and the player's create different scenarios.
Wednesday, April 29, 2009
Game Discussion
The class developed an idea of a game based on how the Sims operates. Instead of being contained within your house though, your avatar could go anywhere as he/she pleased (i.e. sitting at a cubicle at work all day, or attend those fun corporate meetings). It would really just be a model of the real world, but we agreed upon that the social aspect is what would keep the customers coming back. There would be a social/career ladder as well that everyone would have to climb, so eventually someone could become president, or Supreme Galactic Overlord depending upon the type of gov't.
I would imagine the social aspect would spawn several parties/factions much how WoW, Eve-online, and real life have. It begs the question of: what rules should the game employ? Do we want the players to have the ability to dissolve organizations (if this is the direction we want to take the game in the first place), or have some hard system in place that players have to work with.
I would imagine the social aspect would spawn several parties/factions much how WoW, Eve-online, and real life have. It begs the question of: what rules should the game employ? Do we want the players to have the ability to dissolve organizations (if this is the direction we want to take the game in the first place), or have some hard system in place that players have to work with.
Tuesday, April 14, 2009
Larry Dailey presented some information on what he described as serious games within Journalism. He showed off some interesting web games students had made, such as an electoral votes US map puzzle, and quiz the candidates on issues game. I learned that although some games are old, they still have relevance today and are still played quite a bit. On the journalism side of serious games I gathered from the lecture that the fun aspect to presenting the news resonates more with the audience, for example The Daily Show or The Colbert Report.
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