Video Games are Dead: Chris Crawford

Interview with Chris Crawford at Gamasutra.

I must admit that I admire the conviction of Chris Crawford’s statements, but there is a worrying edge to them, as in:

GS: How do you feel that the creative spark has gone out of the industry?

CC: Well basically, new ideas don’t go anywhere. So the industry is just rehashing the same stuff over and over. During the 80s there was a lot of experimentation, a lot of new ideas being tried (many of them really bad) but there was at least experimentation. Now we don’t see any experimentation whatsoever.

I would personally say that a lot of new ideas are popping up – in rhythm games, open-ended simulations, MMOs, alternative interfaces, the Icos, etc… So what about the Wii?

GS: Continuing with the Nintendo theme, do you feel that the Wii in is a step in the right direction as far as innovation? Or do you think it’s going to be the same old stuff only with a fancy new controller?

CC: More likely, the latter. I’m not a fortune teller. I don’t know what they’ll do. But I think that it is reasonable to expect that an industry that hasn’t produced any innovation in at least a decade is unlikely to change its spots.

Perhaps being open to new directions and surprises can be a good thing?
So what does Crawford propose with the new StoryTron?

CC: It’s interactive storytelling. [Now that’s new! – JJ.]
GS: And what does that mean to the common person?

CC: It’s a story you get to participate in as the protagonist. You’re the hero…and you let the story go. It’s not at all like a regular story. It’s not as if you’re just following the footsteps of the hero in a standard movie. Interactive storytelling has a more meandering feel to it. You don’t charge down a plot line towards the end, you meander through a social environment. The key thing is that it’s about people, not things. Social interaction, not mechanical interaction. The primary thing you do an interactive storytelling is talk to other people. What a concept! Most gamers react to that concept with some disdain: ?all you do is sit around and talk? That?s no fun,? and it isn?t any fun for many gamers. But that’s the kind of thing that most people spend most of their time doing.

I don’t think I can count the number of times I have heard such a description of a new game or game project. How about Omikron: Nomad Soul?

The game is entirely in 3D real time. Players can visit the immense city of Omikron, with its hundreds of passers-by, air-cushion vehicles, its day/night cycles and its random weather. Behind each door in the city lies a real decor. The player can thus go for a drink in a bar, buy a book in a bookshop, look for medication in a pharmacy or go to watch a strip tease show.
He can also go back to his apartment to watch hologram television.

In Omikron-The Nomad Soul, the player can explore the universe, dialog with the characters, interact with the environment, fight with hands/feet, use weapons, make and cast spells, drive air-cushion vehicles and reincarnate.

To Crawford’s credit, his two main points about verbs and people, not things, really are strong points. Now show me the money!

perthDAC 2007: Call for Papers

perthDAC 2007 – The Future of Digital Media Culture
7th International Digital Arts and Culture Conference
15 -18th September 2007, Perth, Australia.
http://www.beap.org/dac

KEYWORDS – computer games, hypertext theory and literature, new media narrative, streaming media, interactive and networked performance, digital aesthetics, interactive cinema, theory, art, bio-art, nano-art, augmented reality, cyberculture, electronic fiction, electronic music, electronic art, games culture, games system design, games theory, interactive architecture, cinema and video, MOOs, MUDs, RPG, virtual reality, virtual worlds.

ABOUT perthDAC
perthDAC is the seventh iteration of Digital Arts and Culture. DAC was the first conference to attract and present the work of researchers, practitioners and artists working across the field of digital arts, cultures, aesthetics and design.

In September 2007, DAC will be hosted as the key international conference in the public program of the Biennale of Electronic Arts Perth (BEAP) in Perth, Australia. BEAP celebrates and critiques new and novel technologies (digital, bio, nano, other) by showcasing artworks made with, or that are about, new technologies. perthDAC’s conference program will be closely inter-woven with BEAP’s exhibitions.

perthDAC’s academic programme is being developed with the close co-operation and support of the fibreculture forum, who will also be active on the perthDAC conference steering committee.

CALL FOR PAPERS
Papers are sought for PerthDAC 2007 that will illuminate both the near and long term Future of Digital Media Culture. Papers which present research outcomes, track trends or developments, describe case studies or works in progress, are speculative projection, challenge existing paradigms or record a history, are all welcome. Submissions are encouraged from any professional, craft or scholarly field that relates to communications art/design, cultural expression, practice and aesthetics, and the technical means by which they are enabled.
Continue reading “perthDAC 2007: Call for Papers”

Call for Papers: “Extending Experiences”

Olli Leino is visiting the Center for Games Research, and is editing a volume on player experiences. Deadline is June 26th, 2006.
University of Lapland, Faculty of Art & Design, Department of Media
CALL FOR PAPERS, BOOK “EXTENDING EXPERIENCES”

While players of video games have always been waiting for the next generation of technology, less fuss is made about next-generation experiences. If such experiences are already there, what are they like? What would be the 21st-century-equivalent to the experiences of Andy Capp’s Tavern’s customers who rushed into the bar to play Pong until the machine got jammed with coins? Ask a script writer, a political mod artist, a middleware developer, a computer game researcher, and someone who has traded off his social contacts in real life for a high-level character in a MMOG – and you will be overwhelmed by the diversity of what makes an experience worth striving for.
Department of Media at the Faculty of Art & Design of the University of Lapland and Mediapolis Innomedia project will publish a multidisciplinary book on player experiences in early 2007.? The book will be a compilation of peer-reviewed articles. Respecting the department of Media’s tradition of combining research with design, the book aims to piece together contemplations from researchers, designers, and those in-between, within or outside the academia. The working title or a catchphrase of the book is “Extending Experiences”. On one hand, the extending might mean creating games that allow new kinds of experiences or are more emotional, maybe by implementing innovations regarding for example gameplay, graphics, sound or the interface. Also the players are creative. Their use of games in a way designers did not intend alters their experiences. On the other hand, the extending takes place concept-wise. In the wake of new forms of games and playing new types of players get introduced to digital games. Thus, the concept of player experience has to assimilate very different takes on how, where, when and why games are played and experienced. No matter from which viewpoint one looks at the player’s experience, it seems that it poses challenges for those trying to observe or analyse it, not to mention those who are trying to understand it in order to be able to design something new. Continue reading “Call for Papers: “Extending Experiences””

Half-Real: Sample Chapters Available

For your perusal, I have made a few sample chapters of my book Half-Real available on the website:

  • The Preface (in which I talk about my first video game)
  • The Introduction (the overview of the field)
  • The References (the texts and the games)
  • The Index (the people, the subjects, and the games)

I am also working on an update to the dictionary, which should be ready soon.

Doctor, I assume you Chose AiAi

The latest news.com story about how video games are good for surgeons (and their patients by extension).

Doctors were measured on their performance of the “cobra rope” drill, a standard laparoscopic training exercise used to teach how to sew up an internal wound.

Researchers found that surgeons who played video games immediately before the drill completed it an average of 11 seconds faster than those who did not. Any errors committed during the training lengthened the time it took to complete the task–indicating that faster finishers made fewer mistakes.

The article mentions Super Monkey Ball, but is not clear whether that was the game used in the test.

Super Monkey Ball is becoming something of a favorite for clinical studies though.
AiAi

Seed MMO Launched

Congratulations to local developers Runestone who have just launched their new MMO, Seed.
To quote from the page:

What Seed is all about
– Sci-fi MMORPG
– Personalized stories
– Social/political gameplay
– Believable NPC’s
– 3D comic book graphics

What Seed is not about
– Combat
– Character classes
– Standard quests

Oh, cosplay already. Could be worth a go:

Seed screenshot

Pinball Retro

News.com piece on collectors of vintage pinball machines.

And things just were sliiiighty better in the old days:

“(Pinball machines) are mass produced now–cheap,” complained Hal Erickson, a regular at the secret pinball “arcade.” According to Erickson, today’s pinball makers “buy licenses and time releases to the crest of a fad, like ‘Pirates of the Caribbean’ or ‘Nascar.’ They’ve gotten slicker, but the designs are not as creative and individual.”There’s a huge difference in the way the game is played, too. “It’s really grueling, higher speed and intense movement…You can burn yourself out on new games,” said Erickson, who said he was ranked among the top pinball players in the world in the early 1990s. “Older games are more sane.”

The article also has links to pinball emulation sites.