Sam & Max and my research

Again, it's been a while. I have the excuse of spending the last few months running my main data collection study, though I have also been playing games throughout. Maybe I've been quite busy, but maybe I also haven't felt like I've had a lot to say. Recently though, I've been thinking more and more about one particular series I've been playing and how I got back into it after being convinced to give it another go as a result of one of my data collection sessions.

Over the past few months, I've been asking participants to keep a set of gaming diaries and to come into the lab we've set up in the department to play games. They had to keep the diary for three weeks and come in on three seperate occassions so I could hook them up to various physiological equipment (to measure changes in muscle tension, galvanic skin response and heart rate) and observe them playing games. The sessions lasted about 2-3hours so all in all it was quite an investement from them. Even when all I could offer was a Amazon voucher just to say thanks, 9 people actually agreed to take part and for that I am very grateful :-)

Anyway, during the first two sessions I would ask people to bring in a game of their choice, preferably something they'd been playing. But for the final session I would pick a game for them. For my first participant - who is also a friend of mine but for the purposes of anonymity, let's call him Matt - I chose Sam and Max: Save the World . It's a point and click type adventure, with lots of puzzle solving where you play Sam and Max who Wikipedia describes as "self-styled vigilante private investigators, the former an anthropomorphic dog and the latter a 'hyperkinetic rabbity thing'" as they set about uncovering a hypnotism conspiracy.



I picked the game up ages ago for the Wii and though I played for a bit, I got stuck at one point early on and just never went back to it. I'm going to be honest here, while I wanted to choose something Matt hadn't played before (and that contrasted in pace to his own choices - survival horror/FPS), I also chose it because I thought he would find it boring. And I wanted to see whether all that physiological data I've been collecting would reflect that. I'm still working on the data so I'm going to have to save the in depth analyses for later on (and hopefully publication...) but he didn't find it boring. He liked it. That didn't mean he wasn't frustrated by some aspects of it, but he seemed to enjoy it. What really surprised me was that him liking it made me want to try it again. So I did, and I finished it this time. And then I bought the next series, Beyond Time and Space on Steam (because it wasn't on the Wii) and finished that. And then I played the latest series The Devil's Playhouse, and had to wait for Telltale to complete the last two episodes so I could finish that too.

So what happened? Why did I write the game off only so soon? What made me go back to it? How many other games do I have that I never really gave a fair shot? Looking back, I remember wanting to like Save the World but getting a little annoyed by all the dialogue and getting impatient with some of the puzzles. Even though I did think it was funny, I guess I didn't think it was funny enough to keep playing. So when I got stuck, maybe it didn't feel like there was enough incentive to go back. It was a good couple of years ago now when I got the game so I can't say for sure, but I also imagine that I got distracted by other games that I had at the time. So I forgot about it, until I started my study and had to come up with games for other people to play. That's already going to put it back on my radar, but then Matt seemed to enjoy it and we talked about it afterwards, and it made me want to give it another go. I think the fact that we are also friends who talk about games has something to do with it too. Though I don't think he's played the game since, him playing it in the session made me feel more like a shared experience, and when I refer to the series he knows what I'm talking about. Could that alone have increased my involvement with the game? I think it might have. And I'm glad it did.

I'm not saying it's a perfect series. Like most point and click adventures, the puzzles are less about creative problem solving and more about trying to figure out how the designer wants you to solve it. The dialogue is funny, but there is a lot of it and the story doesn't always really make a whole lot of sense... It was ok playing it with the Wii controls but the later games weren only out on Steam so I had to switch. I think the second game, Beyond Time and Space was the weakest of the three I played - it felt rushed, shorter than the others, with puzzles that made even less sense than normal. But the more I played, the better I got at it (and yes I did sometimes resort to walkthroughs or increased the in-game hint level, but I noticed as time went on this happened less too). Maybe I learnt how to think like the designers, but the puzzles didn't feel as frustrating. So even if the narrative was a little out there, I kept progressing, and I still wanted to know what was going to happen next. But I needed a reason to get past the initital hurdle I came across and that seemed to come from sharing the experience with someone else. Without them even being in the same room! And now it's got me wondering what other games I would have enjoyed? Also, I'm wondering what I would have given up on if I hadn't had others to share the experience with?!

All of this ties in with my reseach because I'm not just interested in what happens when we play but why we choose to play anything in the first place. Like I said, the analysis is at a pretty early stage but if I can uncover at least part of that, and explain how it all might relate to learning, then I might just have something decent to put in my thesis ;-) Plus, it's something I need to consider when I am doing my analysis - if my participants had an impact on my game-playing, then how did I impact theirs?

Tax breaks and the games industry

The governement has decided not to go through with the pledge to provide tax relief to the games industry.

This worries me. In my last post on the Game-based learning conference I mentioned Richard Wilson from TIGA talking about how important it was for the industry to receive tax breaks to encourage business to grow and expand. The parties seemed to be behind it initially - so what's changed? I can see how removing tax incentives might save money in the short term but surely it makes more sense to encourage local talent and industry to grow to create more jobs and make more money in the long term?

Game Based Learning 2010

On Monday and Tuesday I was Game-based learning 2010 at the Brewery in London. It was a really good couple of days - think I still need time to recover from it! Apart from the talks and meeting new people it was also good to catch up with fellow PhD student Wee-Hoe Tan from Warwick and to bump into Jeremiah Alexander from Ideonic again.

For a broad overview of the conference experience, Terry Freedman provides quite a good account of what the event was like. It's impossible to reccount everything here so I'm just going to talk about some of the highlights for me. The conference started with a couple of politicians who I don't remember having anything massively interesting to say (though I now know there is an All party video games group!) but I think I was reassured that whichever party wins the next election they'll be supportive of the video game industry. You see the recession did come up a bit but it looks like video games will save the day! Well maybe not single-handedly, but in addition to the politicians, Richard Wilson from TIGA highlighted how important industry is economically, educationally and culturally - and how the recent tax breaks will create more jobs and bring more money into the economy.

Back to day one and the games though. I really enjoyed Alice Taylor's talk about what she is commissioning for Channel 4 to support young people's informal learning. These ranged from the recent Smokescreen (which aimed to helped people learn about privacy online) to the soon to be released Ada (which aims to inspire girls interest in science) but what I really noticed was how a lot of the entertainment she was discussing was multi-platform and seemed a ARG inspired. I'm also really impressed by the work being carried out by Derek Robertson in colleagues up in Scotland. Their work within the Consolarium has meant that games are essentially becoming a normal part of classroom activity, and it's a shame the rest of the UK seems a long way off from that. I like the emphasis they place on the teacher but also on sharing what teachers are doing - it's not about games replacing classrooms but understanding that they are another useful learning tool that can be used. It was nice to see this backed up with examples from headteacher Gillian Penny in a later talk.

Moving on to the subject of piracy, one of my favourite talks was Matt Mason who I knew absolutely nothing about till he got up on stage. He provided a very interesting case for pirates - in the sense that they can often push the boundaries of what is possible (as opposed to those who just nick stuff) and actually came up with ways of dealing with the issue that made more sense than "punish them!" - which is something I think rushing in the new Digital Economy bill focuses on a bit too much. Anyway, I'm gonna have to get his book.

ARGs came up, in a more academic context, with Alex Mosely and Simon Brookes talking about how they used them on their HE courses. I liked the mention of communities of practice here as it's something I'm going to be looking at though I think I will need to go back and have a look at Schaffer's concept of epistemic frames again. Communities of practice also came up again at the later MirandaMod meet (which was an interesting if slightly confusing experience as I wasn't sure what a MirandaMod was!) which will hopefully be up soon. It's just good to know that people are realising that games aren't played in a vacuum and it's good to see that other things are now being taken into account.

On day two I got to start of the research strand with my presentation "Press Start: Motivation, Engagement and Informal Learning through Video Games" (see pic below). It think it went pretty well, though I probably did run through quite a lot of information in the 15 minute slot. Derek Robertson was kind enough to mention me and my blog link on his twitter feed as did a couple of others (and that's where I got the pic from - btw, is being tweeted a measure of success?!). I'm glad I got a couple of other theories out there - Calleja's Digital Game Experience Model especially - but hope I also got people thinking about why it's important we understand the bigger picture when it comes to studying games. The thing I like about the DGEM is that it gives me a way of discussing different game play experiences (on both a micro and macro scale). And if there is an existing framework out there I don't need to produce one of my own, but I think it can help in what I am trying to do - which is explore the relationship between motivation, engagement and informal learning through games. Anyways, all in all it was a good opportunity to meet other people and ultimately reflect on my work.


I enjoyed the rest of the research strand too, especially Karl Royle and David Squire's talk on their DoomEd mod and sharing what they learnt from the experience, and also Paul Hollins talk (prepared with Nicola Whitton) about 10 things educators could learn from the games industry (though a few more Do's thrown in with the Dont's might have been good too). I thought he raised an interesting point how educators should think more about entertainment rather than simulation because I couldn't help but notice that some of software on show (and discussed) are really simulations rather than games. I think are some important differences here in terms of learning (or maybe even just with respect to how people approach them). I mean simulations - and a lot of serious games - try to be as real as possible, so it's easier to apply what is learnt in the real world but games shouldn't be real because realism can be boring, and though we learn in games, we also know what behaviour is appropriate in the real world and what isn't. Hmm, maybe one day I'll be able to verbalise this better and have some evidence to back up what I'm trying to say.

In the final part of the conference I got to see Tom Chatfield (who wrote Fun Inc.) talk about the role of failure in learning and games - "What is learning? Failing better" and Margaret Robertson discuss what educators can learn from casual games. Sean Brennan from Bethesda games seemed to make the audience squirm a little (and get the Twitter feed buzzing) by essentially reading out his powerpoint slides and telling most of us what we already knew about games and learning. Maybe it was his struggle to come up with a reason that the commercial games industry should get involved in games (he ummed for a bit and then suggested PR maybe?) or maybe it was that he thought education should be doing more to make sure he got the skilled games designers he needed but I'm not sure his talk went down well.... Though conference organiser Graham Brown-Martin did assure us afterwards that beneath the "ballsy arrogance" Sean was a good guy really! And I suppose he did donate some games for the prize draw at the end too... including Bethesda's Fallout3 - which I didn't get :-(

The conference closed with Jesse Schell speaking to us via a live video link and I think gave everyone something to think about by arguing that education should be like the rest of our future - beautiful, customisable, shareable and real. I think my favourite part of this talk was at the end when someone asked how we might be able to benchmark collaborative work and he just said "Screw all that" as school should be preparing people for the real world and not trying to figure out ways to standardise and measure everyone. Definitely need to check out his DICE talk too.

So I left with the feeling that the future is going to be a very exciting place to be. And it would be very cool to be a part of making it that way.

Heavy Rain (PS3)

It's been longer than I thought since I last wrote but since then I bought myself a PS3 and have been playing lots of games :-) One of which is Heavy Rain.




I really enjoyed this game. Actually, enjoyed might be the wrong word, as I'm not sure I've played anything that's made me feel the way Heavy Rain has, especially in terms of experiencing guilt. I should probably post the obligatory SPOILER ALERT here as I will be discussing what happened when I played the game, though I won't reveal the identity of the Origami Killer. I don't want to spend half this post telling you about the game itself though, as this is less of a review and more a way to document my own response to it. For those who know little about the game though and don't plan on playing it go here for a synopsis.

So first off, it's probably worth knowing that I didn't play the game on my own. My friend Paul came round and we took turns playing (on three seperate session). I'm not sure how I would of felt playing it on my own, but we both came away from it feeling like Heavy Rain could be the start of something very exciting, with Paul suggesting it might even be the start of a new genre. From the start, when we were given instructions on how to make an origami figure from the paper that came with box, we knew it was going to be an immersive experience. Yes it did feel a lot like a movie, in fact it felt like one of those books from when we were kids that asked you to make a decision and then turn to the appropriate page once you had - just a lot more effective! And ok, there is definitely room for improvement - the controls could get annoying, there were some plot holes, a pretty gratuitous sex scene (and a little unconvincing given how beat up Ethan was, and how little time him and Madison had spent together) while I think we were mostly deliberately lead astray about the identity of the origami killer - but overall, I would thoroughly recommend playing it.

The reason I do is because of how I felt when I played it. I felt helpless when Jason (Ethan's oldest) died as there was little I could do. I felt pleased with myself as Agent Jayden when I managed to calm a suspect down and get him to lower his weapon only to feel incredibly guilty when the suspect spun round during his arrest and I shot him, only realising too late he was holding a crucifix and not another weapon... I liked playing the hard-drinking private investigator who also seemed soft-hearted because though you fought people, you also had to change a baby's diaper and rock it to sleep after rescuing it's mother from a suicide attempt. I felt relief when I was Madison and I went to visit a creepy doctor to get some more clues and then left before he came back in the room (after having found the clue I needed and refusing to drink the drink he gave me - I'm not sure what would have happened if I did but I know it wouldn't have been good!).

But the guilt came back when I was playing the investigator again and I ended up in a car at the bottom of the river with Lauren, a prostitute whoose son had been murdered by the Origami Killer and was helping me with my investigation. A lot of the tension in the game involves having to react to quick time events, and this was a particularly tense situation as I had no idea how much time I had. Though I managed to cut my own ropes and free myself, in my panic to escape the car I ended up kicking my way out without rescuing Lauren... I felt terrible, and the only thing I could think to say to Paul afterwards was that we really need to save Shaun now! As if somehow it would makes Lauren's death worthwhile...

I think the fact that we played the game together made it even more interesting though. Depending on what we were doing and how connected we felt to the character we were playing at the time, we would refer to the character by name, as "I" or even "we". The Origami Killer sends Ethan a series of tasks to complete (each more dangerous than the last) and in one of them you are supposed to go to someone's house and kill them. After going to the house, there is a struggle and you end up pointing a gun at the guy in his daughter's room. Paul just turned round to me and said, I don't want to do it. So I said ok, even though we had failed the previous task (and so were now going to miss out on two clues), because that's not who we wanted Ethan to be. After almost every scene we would discuss what had just happened, reflecting and wanting to make sure we had done the right thing. Interestingly there were also a couple of moments where we didn't actually want the responsibility of having the controller - knowing that our decisions and ability to react could influence the outcome, meant there an awful lot of pressure on who was playing not to mess up. And that was the feeling I had during the final task Ethan had to carry out, which asked him to drink a poison that would give him enough time to rescue his son, but would then kill him. I actually paused the game at this point so we could discuss what we should do (and I think it was the only time that we stopped mid-gameplay to do so). After a lengthy discussion we decided that we weren't going to do it, because it would really suck if after everything that happened, Shuan survives to lose his Dad as well.

You can replay bits of the game but we wanted to play it all the way through first. After we finished, we did go back and try different things out to see what would happen - turns out the poison dilemma wasn't as serious as we thought, and that Madison being able to get to Ethan before the end is what you'd really want to not mess up. I'd like to see some of the different endings but I'm not sure I really want to replay the whole game from start to finish again. While it's an interesting "what if" exercise, I think it could become a little tedious, and won't ever compare to playing it first time around.

There is probably loads more I could say about how this game affected me but this has already turned into an essay. I think I just want to say that though Heavy Rain didn't do everything perfectly I was fascinated by the ethical discussions we had about it, and thoroughly engrossed while both playing and watching it. Maybe the game gave us the illusion that we had more control than we did (despite a large number of possible endings there is still a limited number) but maybe that illusion is more important than actually having a completely open ended experience. Maybe it is more like a movie than a game, but so what? It still felt more engrossing than watching a film about the Origami Killer would. And maybe I would have felt less positive about the game if we hadn't saved Shaun and got one of the "better" endings but I still think I would have enjoyed the process.

I think this is the first time I've been able to experience the way games can provide us with such powerful emotional experiences and it's something I'd like to see a lot more of, both in commercial games as well as educational. This is something that games can do in a way other media can't and I for one would really like to see how these sorts of games develop.

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Machinarium (PC)

Go and play Machinarium.

It not only looks good - it's set in a sort of rusty cute looking robot world - but manages to engage without a single word of dialogue being spoken (at least not as far I've played it). It's an independent point-and-click puzzle solving adventure without the tedious dialogue. Don't get me wrong, I love the narrative and humour of the Monkey Island games and I've even been playing the new episodic ones but it's the pretty much the same formula,though it is done well. But you can also get that wrong - like with A Vampyre Story. Czech designers Amanita Design have done something different here and have managed to communicate a storyline through the use of thought bubbles and (pretty cool) drawings alone.


Not only that but they've included a really clever little mechanism for getting help within the game. I think I've mentioned this before, but I do use walkthroughs when I get stuck. There are just points where I don't have the patience to keep trying something, and if the information is out there I don't see it being massively different to asking a friend for some help. But, in order to access these walkthroughs (or tips or whatever) I have to leave the game and go online to find out what I need. And once I've caved and started looking at the walkthrough I then run the risk of ruining the gameplay by reading ahead so I don't have to come back for the next puzzle... However, in Machinarium, I have two other options. The first is to click on the light bulb on the far right to give you a hint for how to solve the puzzle. If that's not enough then you click on what looks like a locked journal of some kind. Now this will give the solution but (and here's the bit I really like) you have to play a somewhat boring mini-game to get to that solution. The reason I love this so much is because it means it stops me from ruining the game by easily accessing the walkthrough whenever I want - I have to decide whether it's worth playing the game first. So while the mini-game isn't very interesting (or very long for that matter) it makes me think twice about looking up the solution. But if I really am stuck, then I have a way to fix it without ever having to leave the game! Genius :-)

So I finally posted something about a games again (and not conference related!). I've been playing a few different things lately so I'm hoping there will be more to follow soon.

GameCity Squared 2009

I spent the last few days in Nottingham for the GameCity festival. I started off by attending the Interactive Technologies and Games conference and then spent the next couple of days checking out the exhibits in town and going to a couple of talks - all in all, it was a good couple of days, and a nice excuse to re-visit where I spent my undergrad years :-)

So, the focus of the conference was on the use of technologies and games for education, health and disability. There was a lot stuff on how the Wiimote and nunchuck can be used to help those with physical and learning difficulties, such as Steven Battersby's talk about a series of projects exploring the different ways in which the controllers can be adapted and utilised e.g. as a WiiGlove. Other highlights include hearing about David Brown discuss European wide research on developing serious games for those with learning disabilities, where participants were also brought in to talk about their experiences with different games (participatory research - always good!) and Mark Griffiths discussing all the different ways in which games can be used as therapy. It was good to see Maria Saridaki again (who I met at ECGBL last year) and hear her discuss her work on the e-ISOTIS project - which highlighted the importance of considering both students and teachers as end users when it comes to design. I also caught up with Ulises Xolocotzin Elgio who I met at EARLI this year and thanks to Maria for getting us into the opening ceremony for GameCity festival (see the pic of us below sipping on free champagne!).


But perhaps the thing that struck me the most about the conference was the focus on using technology to support the elderly. This came in the form of developing ways in which to make the Internet easier to use (Ernestina Etchemendy talking about the Butler system), using games as a way to motivate stroke patients to carry out their exercises (James Burke) and using games as a way to keep older people's brains active (Karel Van Isacker discussing the start of the OASIS project for older people). Given the fact our population is getting older as a whole, it's no surprise that there is an interest how we can assist the elderly and make their lives richer but I guess it's not something I've thought too much about before. Plus it also got me thinking about what things are going to be like when I get to that age!

As for the festival itself, I think the highlight for me were the talks I went to. Sure it was good to see cool things going on in town - the Indiecade (including the Path - though I did end up telling some kids who were getting bored with it that they really didn't need to listen to the game instructions and should be wondering off the path into the woods, lol), the EA exhibit (though all the games seemed to be out already), and Lego Rockband does look like a laugh. Oh, and it was fun to watch loads of people playing the same game at once (see pic below).


But I also went to Lord Puttnam's opening speech - as well as having been a seriously impressive film producer, he is also Chancellor for the Open University - comparing the games and film industries. He was essentially pointing out the power that games could have and essentially pleading for games designers to start producing more mature games. The comparison between the two industries served to make the point that it takes time to understand the potential of a new medium - in the early days of cinema apparently, people would have been shocked by the idea that 90minute-2hour films would become the industry standard, for instance. Puttnam is also interested in climate change and reckons the solution to a lot of our problems is to develop a smarter, better informed society that is aware of the consequences of our actions - which is were games come in. It was quite an inspiring speech, but I think he was placing a lot of responsibility on the shoulders of games designers by essentially asking them to change the world...

David Surnam continued with the idea that games need to grow up a bit when he started the GameCityU day with a talk about what game design means. He went into a lot of different issues - the fact that there has been an explosion of game design courses, that games content should be improved, and that there is a lot of confusion about the roles and responsibilities of games designers and developers. I think he was keen to stress the creative (as well as technical side) of game design but more importantly, wanted to urge students and current designers to take ownership of the design process and their own idenity.

But perhaps the highlight for me was the GameCity U panel with Babsie Lippe (currently an artistic developer for the soon to be released indie MMO Papermint), Rex Crowle (illustrator for Media Molecule who worked on Little Big Planet) and Robin Hunicke (who has worked for EA on MySims and BoomBlox and now works for thatgamecompany) interviewed by David Surnam - see blurry pic below of the panel.


This was just a really cool opportunity to hear from some really creative people who've worked on some fantastic projects. They talked about their different gaming experiences - both as players and designers - gave advice to students in the room, and basically came across as people you'd seriously enjoy having a drink with. And two of them had PhD's, which made we wonder about where I'll end up in the next ten years! Though again, the emphasis was on creative side, so it would be quite surprising if I ever end up as a designer but what I did like how they encouraged students to immerse themselves in all sorts of things from books and music to being outside and trying something different because otherwise they will just end up making games that are self-referential and other little in terms of new experiences to the player.

There were a few other things I would have liked to have seen - like Night Blooms: Flower in the Exchange Arcade and hear Masaya Matsura's closing keynote (the designer responsible for PaRappa the Rapper and VibRibbon) but I'm not sure I could have justified spending much more time away from work (or gotten hold of tickets...). The whole thing was definitely worth going to and I'm glad I was left feeling that while the games industry seems to be at a crossroads, there seems to be a real desire from games developers to make games that matter. And I for one am looking forward to seeing where it's all going to go next.