Game Seminar in Copenhagen this Friday the 13th

If you are in the neighborhood:

We are having an informal research seminar this Friday in Auditorium 2, the IT University of Copenhagen, Rued Langgaards Vej 7, 2300 Copenhagen S.

10:15-10:30: Welcome
10:30-11:00: Sara Mosberg Iversen (ITU): “Challenges, motivation, fun & games”
11:00-11:30: Espen Aarseth (ITU): “Quest theory: an introduction”

11:30-11:45: Break

11:45-12:15: Andreas Gregersen (Film and Media Science, University of Copenhagen): ?Cutscenes, Camera and Action: Halo, Half Life 2, Ninja Gaiden and Jade Empire?

12:15-13:15: Lunch

13:15-13:45: Jesper Juul (ITU): “Without a goal”
13:45-14:15: S?ren Svendsen (Film and Media Science, University of Copenhagen): “Japanese and Western Games”

14:15-14:30: Break

14:30-15:00: Jonas Heide Smith (ITU): “Homo Ludens Vs. Homo Economicus – may the best approximation win”

Optimal Scissors, Paper, Stone Strategy Revealed

From BBC News:

Apparently an art collector in Tokyo couldn’t decide between selling a collection via Christie’s or Sotheby’s, so he asked them to play Scissors, Paper, Stone [rock, paper, scissors] for the right to sell the collection.

Sotheby’s reluctantly accepted this as a 50/50 game of chance, but Christie’s asked the experts, Flora and Alice, 11-year-old daughters of the company’s director of Impressionist and modern art, and aficionados of the game.

They explained their strategy:

1. Stone is the one that “feels” the strongest
2. Therefore a novice will expect their opponent to go for stone, and will go for paper to beat stone
3. Therefore go for scissors first

Sure enough, the novices at Sotheby’s went for paper, and Christie’s scissors got them an enormously lucrative cut.

Without any data to back it up, I also think that stone is played more often because it feels “strong”, but apart from that I think the only consistent thing about rps/sps is that we all believe for a second that we can peer into the mind of our opponent. Don’t we?

Bristol, Oxford

Going to Bristol tomorrow to speak at University of West England.

I can’t make it to the bigger event in Bristol, Playful Subjects on May 13th/14th.

Also not going to the Board Game Studies colloquium in Oxford April 27th-30th. The latter is one of those things – we video game people do like to pretend that we made up everything about studying games, but there is another older and parallel field of game studies that we should get more in touch with.
David Parlett will be talking about What are the rules of a game and who authorises them? What sorts of rules are there, how can they best be expressed, and how do they get to be changed? A core question, indeed.
How do we enable more cooperation and communication with the non-digital games people?

Virtual Goods for Real Money from the Actual Company

Somewhat surprising, Sony is starting their own virtual goods for real money service as Station Exchange. It’s only for EverQuest II for the time being.

Wired writeup.

PS. As an aside, this site has auctions for H?jhuset, the children’s avatar chat I have been working on/for during the past few years. The currency for auctions are “monetter”, the in-game currency unit, but another price list values all objects in the world in the number of plant objects that they are worth. There are a lot of plants in the world.
Plant
This is the kind of stuff that the users are just excellent at figuring out, I would certainly never have come up with it.

Competition: The New Games and Culture Journal

At Game Studies, we now have competition: The Games & Culture journal:

Games & Culture is a new, quarterly international journal (first issue due March 2006) that aims to publish innovative theoretical and empirical research about games and culture within the context of interactive media. The journal will serve as a premiere outlet for ground-breaking and germinal work in the field of game studies.

My first reaction was that this might as well be an introduction on the Game Studies web site. So how are they going to position the new journal? Reading further, Games & Culture seems to be positioned as belonging to the American cultural/critical studies tradition.

This leads to the problem is also that it is currently not very clear how we are positioning Game Studies: In 2001, it was brand new to do an academic peer-reviewed journal on video games, but now that everybody and their aunt are doing game studies, I think we lack a more specific profile.
If Games & Culture take on the “political” things, are we then doing “aesthetics, ontology, and design”, is this a ridiculous distinction, or are we / shouldn’t we / should we be doing both, or something else entirely?

Do we need a stronger profile for Game Studies?

Plot versus Interactivity Solved!

(Inspired by Robin’s post.)

There is currently talk about shutting down the dormant Idrama mailing list. From recent postings, no small amount of frustration is shared between the participants on the list.

Chris Crawford, as ever, remains certain of victory sometime in the future.

I remain absolutely certain that interactive storytelling can and will be achieved. Many of the arguments I witness on the topic no longer excite my attention, as I have long answered most of those questions to my own satisfaction. First among these is the “plot versus interactivity” debate. I solved that problem 15 years ago, published the solution, and nobody seems to have noticed it. Fine. They’ll figure it out someday. There remain serious problems to be solved, but I no longer consider any of them to be killer problems. They are what physicists like to call “engineering details”.

Taking one step back, I think the basic issue with “interactive drama” or “interactive storytelling” is that as headers they need to be qualified. Here are a few options:
1) Is it “narrative” – the presentation of a sequence of events?
2) Is it “story” – a fixed sequence of events?
3) Is it a question of content – human interaction and such?
4) Is it the symbolic coherence and economy of narratives (if a gun hangs on the wall in act one, it must be fired by the final act)?
5) Is it creating believable AI characters?
And the academic version:
6) Is it redefining our terms so that the problem goes away?

It’s certainly hard to solve a problem until you know what the problem is … And since the overall heading of “interactive drama” does not refer to any specific problem, there isn’t going to be any specific solution.
(Btw, I think Facade is aiming at 3, 4, and 5.)

In the quote above, Crawford claims to have solved the “plot versus interactivity” problem 15 years ago. I think he is referring to this piece:

Is not West Side Story a rehash of Romeo and Juliet? Sure, the sequence of events is different, but isn’t it the same story? Think of how many stories have been told and retold a thousand different times, each time with different details of wording, while preserving the basic story.

What’s important are the interpersonal dynamics going on, not the actual events. The events serve to reveal those interpersonal dynamics, but they are windows on the story, not the substance of the story itself.

Our program must start with the interpersonal dynamic and generate events in response to the player’s actions. The precise sequence of events will be variable, but the underlying story will always be the same.

Crawford seems to be making two very different core claims:
A) The “heart” of any story is not tied to a specific setting but can be transferred between environments. While this is at least partially true, I am not sure it actually reflects on the overall problem, unless we want an “interactive story” where the user’s input consists of moving a core story between different settings (could be fun). It’s not unlike some of the improv theater I have seen, but is this what we were asking for?
B) A very different claim, that the heart (“meat”) of a story is not the actual events, but the interpersonal dynamics. From a user perspective, I am not sure how to make a clear distinction between events and interpersonal dynamics. This interestingly rules out centering a story around chance encounters and fate, and I do think there is a close relation between storytelling and a feeling of fate and inevitability (try implementing a Paul Auster story without it). If we are talking about implementing an interesting open world (3-4-5), sure, but is it still Romeo and Juliet if they never happen to meet (actual events)?

Not very convinced. Also not very convinced because as much respect I have for Crawford’s work and writings, it is not clear what problem he claims to have solved.