Experimental Gameplay Workshop 2007
Call for Participation
Introduction
The
Experimental Gameplay Workshop is an annual gathering of innovation-minded game
developers, hosted at the Game Developers Conference in San Francisco.
The
EGW features many different kinds of games, including prototype demos (such as
the Indie Game Jam games), shipped
products (such as Katamari
Damacy and
MojibRibbon), and student demos. There’s always a bit of lecturing and
discussion as well.
If
you’re pushing the boundaries of traditional gameplay, we encourage you to
submit your work using the entry form below. The submission deadline is
Friday January 26, 2007.
Purpose
Our goals are to:
-
Showcase experimental, creative, non-traditional designs and ideas;
- Evangelize the process of gameplay experimentation;
- Galvanize the community of experimental game developers;
- Advance computer game design as a craft and art form.
Today's mainstream game industry provides almost no support for experimentation
in game design. Experimentation involves risk, and the industry is very
risk-averse. But for the field to remain healthy,
risks must be taken somewhere, and we must learn from the successes as well as
the failures.
The Workshop strives to support risk-taking and to provide channels for
communicating the results. We aim to legitimize and popularize gameplay-oriented
research and development.
What Is Experimental Gameplay?
The boundaries of gameplay experimentalism are hard to delineate. The best we
can do is to give some examples of things that are inside and outside of our
domain, in order to illustrate the workshop's philosophy. We often deal with:
-
Innovative user interfaces that use natural language processing, image
recognition, gestural control, new hardware devices, and the like.
-
Generative games, where the gameplay or world is dynamically
generated based on choices the player makes.
-
Gameplay based on the emotions of (and interactions between)
non-player-characters, where the player influences the characters to achieve
some goal.
-
Interactive storytelling, where the plot or dialog of the game changes in a
fine-grained manner (in contrast with more typical discrete "branching points").
-
Subtle emergent gameplay, where game systems interact to provide evolving
situations. Physics-based gameplay would be an example of this. Another example
would be a game with complex interpersonal interactions, like alliances and
feuds between groups.
-
Novel sorts of multiplayer interactions -- online, at the same machine,
with wireless devices, using image recognition, or whatever.
The workshop does not deal with:
-
New, strange, or "edgy" background stories, settings,
character designs, artwork, audio, or plots that do not affect
the core gameplay in a major way.
-
New hybrids of already-existing genres, unless the resulting
gameplay is unexpectedly more than the sum of the parts.
-
Games targeted for under-served audiences, like games for
girls, seniors, or 37-year old Antarcticans, but where the
gameplay itself is not experimental.
-
Purely technical innovation, experimental business models or distribution
mechanisms that do not affect gameplay.
The above guidelines are vague and incomplete, as new and experimental things
will by definition fall outside existing preconceptions. Don't hesitate to
contact the workshop organizers with questions. You may also wish to see what
was presented during
previous workshops; click here for the 2006
workshop, or here for the 2005 workshop.
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 as
illustration, but this would be an exceptional case.
Proposals are accepted at the sole discretion of the judges.
Submission Form
To give us a good idea of what your game is like, please
fill out this section and email it to the address below. We will
respond with great haste and discuss.
Send completed questionnaire to workshop2007@number-none.com.
1. Name of Game
2. Description of Game (300 words or less).
3. Explanation of how the core gameplay is experimental (30 words or less).
4. Current phase of completion / Expected phase of completion at
workshop time. Please be descriptive of the level of functionality
present in the game; don't simply give a number indicating time
remaining or percentage complete.
5. Give more detail on the gameplay experiment you are performing
(take as much space as you need for this). Why is this experiment
important? What does it bring to games that is not already ubiquitous?
6. How will you know whether the experiment is a success? What
problems and limitations might arise? What do these limitations mean
for future incarnations of this kind of gameplay?
7. URL for Additional Info (downloads / info files / movies / etc.)
8. Special Notes: Does your presentation require any unusual equipment
or preparations? Is there anything you feel needs to be said that
was not covered in this entry form?
Submission Deadline
Please send the completed questionnaire to workshop2007@number-none.com no
later than Friday January 26, 2007. We encourage you to send it sooner than
that, if you can.
Workshop Participation
Accepted speakers will be asked to give a 10-15 minute presentation about their
game. All speakers should arrive with a completed, high-density presentation
(slides and demo) and be prepared to answer questions about the content
presented.
In addition, speakers must attend the Game Developers Conference 2007, where the
workshop is being held. If this is not possible, we can make arrangements to
present in your absence.