| Experimental Gameplay Workshop
2004 Call for Participation |
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I.
Introduction The
Experimental Gameplay Workshop is a forum for the discussion of
innovative game designs. We meet once a year.
The next meeting will occur at the 2004 Game Developers
Conference in II.
Purpose The
goals of the Experimental Gameplay Workshop are to:
III.
Philosophy
The game industry provides little support for experimentation in game design. Experimentation involves taking risks, which implies frequent failure; today's game industry is extremely risk-averse. The Workshop does not see this tendency of the mainstream industry as a negative thing; rather, it is natural and to be expected. The Workshop seeks ways to augment this mainstream system.
Other recognized art forms, including music, film, and literature, have developed publishing systems that exhibit strong risk aversion; but they also have established mechanisms for encouraging and exploiting experimental works, and for bringing these new ideas into the mainstream creative process over time. These mechanisms prevent an art form from iterating endlessly on proven successes and stagnating creatively.
The Experimental Gameplay Workshop provides a platform for designers to showcase their risky new work and discuss it with peers. By explicitly acknowledging the existence of a community of experimental game designers, we help to legitimize and popularize gameplay-oriented research and development.
IV.
What is, and is not, Experimental Gameplay? The
boundaries of gameplay experimentalism are hard to delineate
precisely. We give
examples in the hope of illuminating the submission guidelines,
but these examples should not be considered too carefully.
Don't hesitate to contact the workshop organizers with
questions. Things
We Consider to be Experimental Gameplay
Things
That Would Be Inappropriate for the Workshop
The
above guidelines are a bit vague -- this is purposeful, as new
and experimental things will by definition fall outside existing
preconceptions.
Here are two examples of games from the 2003 workshop that illustrate what we're about:
We
recognize that not all experiments are successful; designers
learn from failure as well as success. There is no requirement
that submitted gameplay experiments be "fun"
("fun" being one definition of "successful
gameplay"), but they should be interesting. There
are no constraints on game budgets, team size, on whether the
game has a publisher or has been published already, or on the
target platform. Submissions
do not have to be finished games, but having a playable demo is
important. It is possible that a submission could be accepted
without a running game to demonstrate the gameplay concept, but
this would be an exceptional case. Proposals
are accepted at the sole discretion of the judges. V.
What Your Participation Entails You
will be asked to give a presentation about your game, between 10
and 15 minutes long. This
should be an "action-packed" high density
presentation, including a demo of your game, with some
slides for introduction. Some
games will be picked for an additional longer-term discussion
session, about 20 additional minutes.
This time will be devoted to peer discussion and
question-and-answer regarding your game design.
You should be ready to answer questions about the various
aspects of your game. You
should be able to attend the Game
Developers Conference 2004, where the workshop is being
held. However, if you cannot attend, we can make arrangements to
present your game in your absence. VI.
Participation Entry Form To
describe your game, please fill out this section and email it to
the address below. We will respond with great haste and discuss. Send
completed questionnaire to workshop@number-none.com
by
Questions or comments? Contact us at: workshop@number-none.com
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