Friday, October 31, 2008

WK11 (10-30) "Welcome to the World of Tomorrow!"

1) Watch the copyright violation:

3) Do your homework: Play your games – write your papers - Compile your list of interactions on the ARG websites - Contribute to the class blog

Friday, October 24, 2008

Thursday, October 16, 2008

WK7 (10-16) indie games - presentations

HW: Read the 10 Commandments and discuss. Do you agree? Are these "in stone" or are they flexible? Do they need to be updated? If so, how would YOU update them?



"Chasing the Wish"

"Urban Hunt"

Thursday, October 9, 2008

WK7 (10-9) - Mainstream Games – Presentations

Mainstream Games

Hex 168
Hex 168 ARG Presentation - 10-9 - Upload a Document to Scribd

I Love Bees!
i Love Bees ARG Presentation - 10-9-08 - Upload a Document to Scribd

Watch 2007 ARGfest: 42 entertainment: "Play My Game!" (both parts) and blog about it in light of tonight's presentations. (Also, Jonathan and Sean want to know the code word.)

Tuesday, October 7, 2008

flOw and "Flow Theory"

Every so often you come across one of those little jewel time-waster flash web games that ingratiate themselves to you. I found one yesterday called "flOw" by Jenova Chen. The neat thing about it is that it is in a 'spiritual' series of games based on "flow theory" which is essentially "the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it (Csikzentmihalyi, 1991) .” and the subject of Chen's Thesis. The thesis "provides a unique game design methodology to realize player-centric Dynamic Difficulty Adjustment (DDA) in video games, which creates optimized video game experiences for different types of players." as stated on the Flow in Games site. The potential is limitless... Chen is even working on a math quiz that uses "Flow Theory" which you can try on the site.

The game I was playing flOw: " a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss. As part of Jenova Chen's thesis research, flOw inherits an embedded design of active DDA (dynamic difficulty adjustment), players with differing skill levels can intuitively customize their experiences in the zone and enjoy the game at their own pace. “Addicting” is the most common word its fans use to describe it." I'll vouch -it was addicting. (And yes there IS a connection to "Spore" - search the forums and you'll find it.)

Cool. Now, how does this relate to ARG? Specifically, how does "Flow Theory" apply to the self-organizing nature of the player base and the 42 Entertainment inverted triangle model of player participation?

Monday, October 6, 2008