Avant Gaming:
avant-gaming
-noun
1. an advanced group in game design whose works are characterized chiefly by unorthodox and experimental methods.
-adjective
1. of or pertaining to the experimental treatment of games and play styles.
2. unorthodox or daring game designs; radical.

Disney Tourism, DS-Style

January 22nd, 2008

Disney DSкомпютриIt seems like the big companies are really catching onto using pervasive computing devices for game-like tourism experiences. As reported by Engadget today:

The DS has already proven some of its versatility by ordering food and dishing out replays at Safeco Field, and it looks like Disney’s set to expand those non-gaming capabilities even further, with it now testing a system that turns the handheld into an interactive tour guide. Dubbed the Disney Magic Connection, the app appears to be fairly extensive, including not only maps of the Magic Kingdom, but details on wait times at various attractions, directions to the nearest washrooms and ATMs and, of course, the odd game. Unfortunately, at least in its current state, you’ll only be able to take advantage of those features with one of Disney’s pre-set up DSs and not your own — no word if that’ll change once the system moves beyond the testing phase. Hit up the read link below for more pics of the app itself and a first-hand report from one lucky tester.

Now from the sounds of this report, the Disney DS app sounds like it is actually a homebrew project by a very large homebrewer. My guess is that the Imagineers are doing proof of concept / beta testing before going through the arduous process of having official carts licensed.

Joystiq’s report on the subject states that the Disney DS has GPS support. Following links, I have no idea how & where GPS got into the picture. Furthermore based on my past conversations with Disney Imagineers, I would be very surprised if GPS was actually used. They understand the problems of GPS development as much as anyone, and have shown themselves to be very willing to reach solutions through RFID & WiFi triangulation. So if the Disney DS does utilize GPS, it would represent a minor turn of the tides internally at Disney Imagineering.


Boundish Wallpaper: Human League

January 18th, 2008

I wanted some new wallpaper, so I made some. Here’s a screenshot reproduction from Boundish’s Human League. My process isn’t nearly as cool as Ian’s, but I try.

The thumbnail links to the full-res image:

Human League Wallpaper


This is just getting silly (or stupid).

January 9th, 2008

Originally via game girl advance:

I rather like Joystiq’s commentary, so I won’t attempt to re-write the wheel:

Have you ever had this thought while playing Guitar Hero? “I’m really enjoying simulating playing guitar, but I just don’t feel like a big enough tool.” Luckily, Nitrous Roxxxxxide (extra Xs added for emphasis) and Jada Toys have your back with the officially licensed Guitar Hero Air Guitar Rocker.

Basically you strum a magical pick across a very demonic-looking belt buckle and one of 10 different songs (only five of which are licensed) comes streaming from a speaker that you’ll also have attached to you. What’s more, it doesn’t require batteries, as it runs on pure human dignity (this feature still not confirmed). This video from CES makes it seem as if it works about 80 percent of the time, which maybe is to be expected, considering it’s only going to set you back $30. Look for it (or don’t) in March.


The PSP suddenly an interesting device for Pervasive Gaming?!?

January 7th, 2008

GPS for PSPMost of the time I pay little, if any, attention to the PSP. Simply put, I’m just not interested in what Sony has decided that this device is all about. Via a slew of announcements, this week and last, it now appears that Sony might be changing their mind about what the PSP is all about. Accordingly, I might be getting interested in the device as a pervasive gaming vehicle.

Here’s the run-down of announcements (via Joystiq & Kotaku):

As I said, I don’t own a PSP and have never seriously looked at what kind of resources the PSP Homebrew community has to offer, but it may be time to invest and research.


Rare Atari Auction: Super Breakout LCD Prototype

January 3rd, 2008

Atari Breakout PrototypeOk…this is a very cool auction, but I might actually be more excited about the fact that this unearths a bit of video game history that I did not previously know (Steve Kent needs to get back to work).

eBay seller atarimuseum has several interesting auctions up, but my favorite (and the one getting the most blogosphere love) is the Super Breakout LCD Prototype.

The history lesson comes from the Atari Museum page linked to from the auction page:

Atari started and quickly stopped its new division: Atari Electronics Games. Among the products were the Atari Touch Me handheld which was released in 1978 and coming in 1980 there would be two new handhelds based on the Atari licensed Space Invaders and Atari’s own Breakout. These new games would be managed through Atari’s new offices in the Toy Building at 200 Fifth Ave in New York City. However sluggish sales in the handheld market did not look favorable to Atari’s management and the plug was pulled on Atari’s new Electronics Games Division and with it the new handhelds.

…and accompanying awesome image:

Atari Handhelds


Baby’s First Casual Game(s)

December 28th, 2007

Smart Girl’s PlayhouseSo maybe it is because I’ve been preying on the bank accounts of the parents of [umm…] designing for young children lately that Smart Girl’s Playhouse caught my eye. For those who don’t know (so everyone), Smart Girl’s Playhouse is a collection on casual games for girls ages 3 and up.

What absolutely convinced me to put my $15 on the counter was the branding on the back of the package:

Smart Girl’s Playhouse

As my rather snarky younger brother phrased it, “Starting them on the road to Bejeweled a wee bit early these days, are we?”


Adapting Gaming Experiences for Mobile

December 27th, 2007

One of my ongoing pursuits is being a Jane Goodall of sorts in relation to mobile gaming (phone-type devices, not Gameboys or PSPs). A facet of this design anthropology that I find particularly interesting is examining how larger/more complex games are adapted/devolved to work with mobile’s affordances and limitations. Recently I’ve come across two mobile adaptations of existing game experiences that share a common strategy.

For lack of a better term, I will call this the “Always On” strategy- meaning that a core function of gameplay, which the player controls in other versions of the game, is simply always on in the mobile version. The reasoning behind this strategy is if players are doing Action X most of the time in the console version of the game, given the limited interface of mobile devices, it should be ok for them to being doing Action X all of the time in the mobile version.

Geometry Wars: Retro Evolved MobileFirst of all, a poor implementation:

Geometry Wars: Retro Evolved Mobile is the Xbox Live Arcade’s smash hit faithfully brought to mobile devices. A modern arcade-style game in the spirit of Robotron: 2084, Asteroids, and Tempest, the player controls a “ship” that must annihilate an onslaught of circles, squares, and diamonds. This is the most intense action ever created for cell phones - deep gameplay and simple pick-up-and-play controls combine for the ideal mobile game experience. Geometry Wars: Retro Evolved Mobile brings gamers the addictive action of the original, anywhere and anytime. (src)

In Geometry War: REM, the “always on action” is the firing of your weapon. I’m guessing that the designers thought that by always having your blasters blazing, you would be free to do things like fly around. Well flying around is kind of pointless because if you continually rotate your ship in a 360 degree cardinality, you are pretty much invincible. In fact as soon as I figured out how to do this (the first time I played GW: REM), I couldn’t go back to playing the way that the designers intended. The 360 degree exploit isn’t fun, but the way the designers intended isn’t exactly riveting gameplay either.

Secondly, a decent implementation:

Super Mario PlanetTo be honest, I don’t know the full story with this game. It might be a complete fan creation or it might be a cracked/modded version of a licensed commercial game. Regardless, Antone Samy’s Super Mario Planet  (also here) is a good first draft of a mobile Mario game.

Super Mario Planet’s “always on action” is running- Mario is always running forward. What makes this different than other ‘on rails’ games is that, to a certain degree, players can accelerate and decelerate within the frame of the advancing screen. For the most part, this works. I’ve played a straight Symbian port of the original Super Mario Bros, and it didn’t play well. Trying to run and jump at the same time was just too much for the 1 or 2 button control scheme so not having to worry about running as much was a refreshing change of pace. That being said, Super Mario Planet’s level design isn’t great. I’ve actually cleared every level, but all too often I felt that I got lucky rather than being good.

So in adapting an existing game for mobile, or developing an original title, maybe designers should consider defaulting to an “always on action.” The only problem is that it can break your game as much as it can make it.


Wii Opera SDK

December 21st, 2007

Pretty cool link this morning. Daniel Gump has developed and released custom Javascript libraries that allow designers to make meaningful web games for the Nintendo Wii. What do I mean by meaningful? Well Wii web games I’ve played in the past have basically recognized the Wiimote as a mouse, so gameplay was limited to point and click ventures that in no way took advantage of the array of sensorspacked into the Wiimote.

Enter Mr. Gump.

Daniel’s SDK parses and returns data for all of the Wiimote functionality (X, Y, Z [distance], roll). In addition to the Wiimote library, libraries for drawing, online communication between players, 3D math, and a FPS-optimized 3D math.

I have no idea when I’m going to have time to play with these, but I’m beginning to wish that I was back in the Experimental Game Lab and able to see what other people do with these.


I Shot Andy Warhol

December 7th, 2007

I Shot Andy WarholI’m really starting to enjoy revisiting & reentering items into the Avant Game List. Analogously it has been like taking a picture of something, and then forgetting that that thing continues to live/evolve after the picture was taken.

In that light, it has been interesting to see how Cory Arcangel’s I Shot Andy Warhol changed since I last took a look at it. The game itself hasn’t changed, but the popular knowledge of the game has. It has garnered a decent number of blog posts over the last year- most likely precipitated by a YouTube video showing game footage.

What I find most interesting is that I Shot Andy Warhol now seems to be totally absent from Cory Arcangel’s website. I wonder what caused this- I believe that it used to be there, but I might be wrong.

Regardless, I Shot Andy Warhol has been added to the Avant Gaming List.


Finally…

December 5th, 2007

Augmented ColiseumI’ve been intending to repopulate the Avant Game List for like forever (Clone High anyone?). So without further excuse:

Augmented Coliseum:

…a game environment using augmented reality (AR) technology that enables virtual functions for playing a game using small robots is proposed. Similar to how children can use their imaginations to make a normal room into the air for playing games with toy airplane, we propose a way to embody such imaginations virtually by superimposing computer graphics onto toys in the real world.

Augmented Coliseum has been added to the Avant Game List.