|
Experimental
Gameplay Workshop
The 2nd annual Experimental Gameplay Workshop
took place at the Game Developers Conference 2003.
The 2002 workshop is archived here.
2003 Presentations:
The Outcome of the 2003
Indie Game Jam
Chris Hecker, Doug Church, and an ensemble cast
|
|
In the Indie Game Jam, a
whole bunch of experienced game programmer/designers get
together for 4 days and work their asses off. The goal is for
each participant to create a small game with new and
interesting gameplay, based around a specific theme.
Participants are provided with a pre-written codebase,
implementing the core functionality necessary for a game of
this theme.
|
|
This year's core engine was
based on Zack Simpson's Shadow Garden
system. The rendered image from the game is projected
onto a large screen. The player stands in front of the screen,
casting a shadow onto it. That shadow is the player's means of
interacting with the game, pushing around objects or making
shapes.
|
|
The following programmer/designers
participated in the Jam: Sean Barrett; Ranjit Bhatnagar, GameLab; Atman Binstock; Charles Bloom; Chris Carollo, Ion Storm
Austin; Doug Church, Eidos; Ken
Demarest; Ryan Ellis, Oddworld
Inhabitants; Chris
Hecker, Definition Six; Robin Hunicke; Mike Linkovich; Dean Macri, Intel; Casey Muratori; Brian Sharp, Ion
Storm Austin; Zack Booth Simpson;
Michael Sweet, GameLab; Thatcher Ulrich, Oddworld Inhabitants
|
Mojibribbon Masaya
Matsuura
|
|
This game uses an analog stick to
simulate the flowing feel of calligraphic writing. Each level
consists of a rap written in calligraphy, which the player must
"write" with the stick in the appropriate rhythm. A voice
synthesizer reads the rap as it is written. Players can compose
their own raps.
More photos and extended summary
are available on
Robin Hunicke's page. (Photo on this page taken by Robin.
It is a photograph of the game being played on a projection
screen, so it does not represent the image quality of the final
game).
| |
The Warcraft 3 Mod Scene Dave Taylor
|
|
Many interesting mods have sprung
up for Warcraft 3. Dave talked about three of the most interesting
ones: Tower Defense, Sheep Tag, and Aeon of Strife. From a game
design point of view, designers of the rather tired RTS genre seem
to be getting their asses kicked by mod makers. (The picture here is
from Tower Defense; see e.g. this download
site.) | |
|
Fairy Dust is a puzzle game in
which controls are focused on specifying the rules of a simulation,
rather than the juxtaposition of objects within one. Players
manipulate configurations of particles in a field by programming
nanobots with search and replace style 'rewrite' rules. Each rule
consists of coupled 5x5 search and replace patterns that are
dynamically painted by players. Every occurrence, in the game field,
of a rule's search pattern is re-configured to it's respective
replacement pattern. This game is an exploration of the
relationships among different combinations of rules, and of how
players manage the responsibility of programming for play. | |
M.A.D. Countdown Steffen
P. Walz
|
|
M.A.D. Countdown is a
location-based game. Players use PDAs on a wireless network to solve
clues and defuse a bomb hidden in a building. In addition to the
real-world physical floors of the building, there's a "virtual
floor"; player activity crosses back and forth between the real
setting and the virtual one. The official web site is here
(Warning: mandatory Flash-based fullscreen browser action).
| |
definition six's Climbing Game,
one year later
Chris Hecker |
|
The rock climbing game is an
experiment in direct control over a human body and its limbs.
Instead of laying an abstract interface over the motions of a body,
we allow the player to drag and position limbs directly, with a
"body knowledge" subsystem that will [hopefully] keep the
climber moving in an intuitive and predictably human way. The goal
is to capture the rhythm of movement and stress/relief cycles of
rock climbing.
| |
|
Chris also talked about Robot
Alchemic Drive (RAD), a game by Enix. [Here is the game's official
web site.] RAD uses an interesting direct-control system, where
individual sticks and buttons control the mech's arms and legs. The
game successfully achieves a sense of scale lacking in other games
about big things.
| |
Galstaff: Expressive control
via spell-casting fiction
Jonathan Blow |
|
Recent games such as Black & White and Arx
Fatalis use a "mouse gesture" system for casting
spells. The player uses the mouse to draw a shape, and that shape
indicates the spell to cast. However, these games don't pay much
attention to the exact shape you drew; they just match it against a
library of shapes and then throw away the input.
Galstaff attempts to
leverage the analog nature of mouse gestures as a control medium.
The gesture recognition measures various analog properties of the
shape you draw, using them to control parameters of the spell.
Spells become versatile, malleable things, and the player retains a
degree of nuance in control. However, this freedom creates several
challenges in game design; these challenges were the meat of the
discussion.
| |
|