News for January 2010

iPad impressions

“The iPad is the beginning of a new category‚ one that is hyper-convergent and humanistic.” (via designmind)
iPad

I am definitely impressed with some things (and less impressed with others), though I personally wouldn’t buy one until perhaps the 2nd or 3rd generation. That seems to be the trend for my purchasing of Apple products, anyway.

Regarding the possibilities for the iPad as a gaming device… it seems there is major potential, although it may not be as attractive to developers as Apple would like. Gamasutra had a good summary.

“…although Apple’s official specs page simply lists “accelerometer,” an Apple representative at the event told me the device’s accelerometer will be able to detect tilting on both the X and Y axes, unlike the iPhone, unlocking true 3D control as a possibility, but this capability was not demonstrated.”

True 3D control? Old school arcade turret games come to mind…

“The iPad will be as big a crap shoot for developers as the iPhone is. Forstall promised “another goldrush” when the iPad launches. But that promise, rather than exciting them, might make most developers a little queasy.”

A bigger crapshoot, I’d say. Especially within the first generation.

Also … still no Flash(!) – but Unreal Engine 3 on the other hand… the combination of low cost SDK/developer access and Unreal’s free UE3 licensing plan is an explosion of UE3 content waiting to happen, provided it sees support for non-PC dev.

Having spent some time designing for user interaction and interface on the Civilization Revolution iPhone/iPod Touch port here, I’m pretty excited to see the beta SDK for iPad roll out… I want to see the capacity for multitouch recognition. Two players simultaneously? Four?

Posted: January 29th, 2010
Categories: apple, impressions
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Mario: Trendspotter

I found this video (posted after the jump) amusing – using a gaming icon to illustrate trends covering a few different topics. Also Ratatat as soundtrack!

Commenter response to the video on Kotaku seems to communicate disdain, ambivalence, or utter bafflement. The struggle seems to be with either the lack of a powerful message or the strangeness of familiar game elements used out of context. It is what it is … only using a somewhat unorthodox medium for the subject matter.

Certainly by this point, Mario and other gaming icons have adequately penetrated the cultural/societal lexicon to be used effectively to communicate an out of context message. Will framing real life issues within the vocabulary of interactive entertainment become more widespread with technological accessibility and increased (possibly) cultural relevance? This also has plenty of implications for the serious games movement.

(more…)

Posted: January 20th, 2010
Categories: IRL, alternative, etc, serious games
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Marc Owens’s “Avatar Machine”

I’ve been meaning to link this for a while, this has to be one of the most interesting things I saw in 2009 (despite it being from 2008).

Avatar Machine [LONDON] 2008 from MARC OWENS on Vimeo.

The “Avatar Machine” was created by Marc Owens, a recent participant at the designers in residence program at the Design Museum in London.

Incorporating a physical, wearable costume inspired by (and apparently directly derived from) low-poly in-game character graphics, a suspended, back-mounted camera system, and a head-mounted visual interface, the Avatar Machine essentially allows a participant to move about and interact with an environment while viewing him/herself in the third person – an entity in a 3D world, viewing oneself outside oneself.

Avatar Machine

Avatar Machine

His statement for the piece:

“The virtual communities created by online games have provided us with a new medium for social interaction and communication. Avatar Machine is a system which replicates the aesthetics and visuals of third person gaming, allowing the user to view themselves as a virtual character in real space via a head mounted interface.

The system potentially allows for a diminished sense of social responsibility, and could lead the user to demonstrate behaviors normally reserved for the gaming environment.”

Avatar Machine

Game nerds everywhere rejoice (…?). Gamers are intimately familiar with the experience of visualizing a self-representational entity from a 3rd person/over-the-shoulder/behind-the-back viewpoint, as it remains a standard convention of perspective in 3D games. With that shared experience as the context for the piece, it would be wild to be able to have it translated to your actual, physical self and environment, though I expect gamers and non-gamers would approach that experience very differently.

Avatar Machine

“The system potentially allows for a diminished sense of social responsibility, and could lead the user to demonstrate behaviors normally reserved for the gaming environment.”

For the most part, the language of third-person perspective 3D games is the language of violence. To a lesser extent, it also includes spatial navigation, exaggerated physical movement/capability, AI interaction, and so on – but pick up any 3rd person perspective game, and chances are good that the predominant way of affecting the virtual environment is through a physically destructive capability.

Is this what the statement suggests is the end effect of the Avatar Machine on the user?

Bearing that in mind, this hypothetical seems a bit bold to me. Can it potentially lead users to this conclusion? Or does it encourage it? Is that almost the intention of the piece?

Additionally, how much of this is enabled by the simple fact that a weapon representation is incorporated into the costume itself? Is anti-social behavior encouraged more by the simple fact that the Avatar Machine includes a modeled sword?

Arrows.

The language of 3rd-person games: arrows and guns. …And swords.

Guns.

If anti-social behavior is simply suggested by a sense of viewing yourself from a traditional violent game perspective, would the implications be the same were the user unfamiliar with these paradigms of gaming? If you’ve never experienced a third-person perspective violent game, or controlled a polygonal fighter in a virtual environment, why would you have any inclination of these things in the Avatar Machine?

Avatar Machine

For non-gamers, people unfamiliar with this viewpoint and its conventions in games, I think what would be most notable is a sense of detachment; a sense of being outside yourself.

Therefore, does Owens suggest that this sense of detachment would lead a user to said gaming-environment-type actions without having game experience? That the natural conclusion of a sense/perspective of physical personal detachment is this diminished sense of social responsibility, contextual game experience notwithstanding?

Avatar Machine

Another thought: what would be the difference in self-perception if there was no “costume,” no polygonal wearable parts? Having the outfit – clunky, low-res models reminiscent of late 90s era 3D game tech – adds an immediacy, a visual impact to the piece, but doesn’t necessarily say anything about self-perception; the user’s place in the environment as an individual. Rather, wearing it, you become a generic bunch of abstracted polygons.

What if it incorporated appropriately digitized textures of your face, clothing, hair, etc. to a generic model, a la some existing attempts at in-game player texture mapping for custom characters? What if you were no longer “blond spiky-haired hero” and instead a differentiated, distorted representation of yourself as an individual? How then would you approach your place in the environment?

Via DesignBoom.

Posted: January 11th, 2010
Categories: IRL, alternative, art, outside the box
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A new Real Kanojo “bug”?

After writing on twisted, distorted body imagery in Japan’s Real Kanojo, I see this stunning image, also titled, without any context, “Real Konojo”…

Real Konojo

Found here.

Posted: January 8th, 2010
Categories: IRL, art, etc
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The Pretentious Gamer’s Top 5 of the Aughts

One quick post before I get on my plane back to Shanghai.

In no particular order…

Portal
Portal.

Shadow of the Colossus
Shadow of the Colossus.

Braid
Braid.

Half Life 2
Half Life 2.

Katamari Damacy
Katamari Damacy.

Why? Just because. No blah-blah this time around. There’s enough brilliant stuff written about these games already. I will write about why the other usual suspects didn’t make the list though (er… later).

Happy 2010!

Posted: January 5th, 2010
Categories: games, lists
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