EGW 2010: Call for Participation

Experimental Gameplay Workshop

2010 Call for Participation


The EGW is an annual gathering of innovation-minded game developers, hosted at the Game Developers Conference in San Francisco.

The conference presentation features many different kinds of games, including prototype and student demos (Flower, PB Winterbottom), shipped products (Katamari Damacy, Portal, World of Goo), and Indie Games (Braid, Today I Die).  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 Tuesday, January 26, 2010.

Purpose

Our goals are to:

  • Showcase experimental, creative, non-traditional designs and ideas;
  • Publicize the process of gameplay experimentation;
  • Strengthen the community of experimental game developers;
  • Advance game design as a craft and art form.

Experimentation involves risk, and our industry is risk-averse.  But to remain healthy, we need to embrace risk, learn from our successes – and more importantly – from our failures.

We strive 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 experimental gameplay are hard to delineate.  To illustrate the workshop’s philosophy, the best we can do is to give examples of what we consider inside (and outside) of our domain.  We often present games that feature:

  • Games that create new or unexpected play experiences, or otherwise promote unique feelings within players.
  • Generative games, where the gameplay or world is dynamically generated based on choices the player makes.
  • Emergent gameplay, where game systems interact to provide evolving situations. Simulation or physics-based gameplay are examples of this.
  • NPC Gameplay, where interactions with & between non-player-characters influences the characters in a meaningful way.
  • Interactive storytelling, where the plot or dialog changes in a fine-grained manner (as opposed to discrete “branching points”).
  • Innovative user interfaces — natural language processing, image recognition, gestural control, new hardware devices…
  • Novel multiplayer interactions — online, at the same machine, with wireless devices, using image recognition, etc.

The workshop does not deal with:

  • Novel content, narrative, settings, character designs, artwork, audio, or plots (unless they 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).
  • Purely technical innovation, experimental business models or distribution mechanisms, or games for under-served audiences (unless the gameplay itself is experimental).

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.

The Cost of Experimentation

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.

To submit for the workshop, please fill out this submission form. Proposals are accepted at the sole discretion of the judges.


EGW 2010: Submission

Game Submission Form

Tell us about your game


To give us a good idea of what your game is like, please fill out this form, and email it to workshop2010@number-none.com. As a spam-prevention measure, you may be sent a follow-up email, which you must reply to in order for your submission to be received.

We look forward to reviewing your submission!


  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?

EGW 2009

2009 was the best EGW yet – and we’re not just saying that. Not only did we have a very large number of submissions (tons of experimenting going on!) – several of the games we showed went on to win awards at the IGF and IndieCade!

We will create an archive, but in the meantime: here are write-ups on Destructoid , the Onion, and Grumpy Tech Guy.

We promise to update this page before GDC 2010.

EGW 2008

In 2008, we had a jam-packed session (not unusual)… and we finished on time (highly unusual)! 800+ developers got to see a wonderful set of demonstrations – including Jon’s expert play-through of some of the hardest levels in Space Giraffe (truly an amazing display of talent).

Check out roBin’s write-up and photos – and this Gamasutra coverage of the event.

EGW 2007

In 2007 Kim Swift joined us for a sneak-peak at the then-unreleased Portal – much to the delight of everyone in the (larger, darker and significantly less overheated) workshop session. We also saw more of Jon’s game Braid, and a bit of Flower as well!

Here is a writeup – more to come as we update the archives!

EGW 2006

In 2006 we had an *excellent* demo from Harmonix, of the never-shipped freestyle jamming mode from Guitar Hero. The room was absolutely packed, and some people couldn’t get to the session before the fire marshalls closed the doors for good. Too bad – because Eric smashed his toy guitar after ripping out a pretty amazing solo.

Here is the Gamasutra coverage, and the archived page for 2006

EGW 2005

In 2005, the CMU team that eventually became indie developer 2DBoy gave a presentation covering their university projects in experimental gameplay! We saw Mark Healy’s project Ragdoll Kung Fu, as well as an IndieGameJam all about characters.

Here is a write-up of the event, and the archived page for 2005

EGW 2004

In 2004 Keita Takahashi demonstrated the yet-unreleased game Katamari Damacy! We also showed a big slate physics-based Indie Game Jam games – which included a game inspired by “Waiting for Godot”, and… a game about Iyengar Yoga!

Here is a writeup of the demonstrations, photos from the jam, and the archived page for 2004

EGW 2003

In the second year of the Experimental Gameplay Workshop – we demoed a set of Indie Game Jam games that used shadow tech. We also got a fantastic demonstration of Matsuura Masaya’s rhythm game Mojib Ribbon – which used speech synthesis to generate the vocal track, and pioneered a “paper and watercolor” art style later seen in games like Okami.

Here is the archived  page for 2003

EGW 2002

2002 was the inaugural year of the Experimental Gameplay Workshop – and the debut of the Indie Game Jam. This is where the magic all began…

Here is the archived page for 2002


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