Open Culture Robin Burke GAM 224. Outline Admin Open Culture fan-dom open architectures / tools machinima Cultural Resistance.
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Open Culture
Robin Burke
GAM 224
Outline
Admin Open Culture
fan-domopen architectures / toolsmachinima
Cultural Resistance
Admin
Play papersstill not finished
Culture papers due next week
Open Culture
Culture is not produced by one groupand consumed by another(sometimes seems this way)
Culture is a web in which all parties participatein different ways
Open Game Culture
Games are like this one group produces games another group buys
But players have their own voice that voice influences what games are
produced, and (most important) that voice influences how
the games are understood
Non-game example
Star Wars Fanatical fans
in-depth knowledge of every piece of official Star Wars narrative Producers
not totally free to rewrite the story to their convenience the hard-core fans are a crucial audience
• big consumers• strong influencers of others
Appropriation Fans produce their own materials using the settings and characters
of the original• fan fiction• art, etc.
Star Wars images are popular symbols• http://www.moveonpac.org/savetherepublic/?id=5543-
5460587-.smXU7V00dw94dQMzWo2uQ&t=6
Questions to ask
What is the extent of fan involvement in the game? fan sites fan art / fiction
What do the publishers do to generate greater involvement? marketing materials hosted discussions public beta releases
Game Platforms
Platform Specific computer hardware, as in the
phrase "platform-independent". It may also refer to a specific combination of hardware and operating system and/or compiler, as in "this program has been ported to several platforms". It is also used to refer to support software for a particular activity, as in "This program provides a platform for research into routing protocols".
FOLDOC
Game Platforms
Open architecture game specifically designed to support
modification Designers think of the game software
as support software supports many possible games including the one they've written
Users acquire the game also the tools for modifying the game
Design issues
Declarative architecturehow to design the game so that its
components are declaredrather than programmed
End-user toolshow to create the toolsso that an end-user can produce
game content with them
Declarative Architecture
User Game Program
Hardware
User Game Engine
Hardware
Game Content
Procedural
Declarative
Engine Characteristics
Defines what properties can be associated with game objects
Defines what kinds of game assets (graphics, sound, etc.) can be used
Defines the limitations of the physics of the game world
Example
Unreal Tournament
Capabilities
First-person 3-D environment indoor multi-level
Characters health armor
Artifacts weapons ammo health power-ups emphasis on respawning of items
Supports multi-player indoor battles
Example 2
Warcraft III
Capabilities
3rd person 3-D environment outdoor tiled map
Characters health manna many others
Artifacts buildings characters are produced economic attributes
Supports single- and multi-player strategy games
Machinima
Machine + cinemaUsing computer game environments
to generate movies Repurposing the game tools
to support non-game endsthe game is "played" to generate
particular video sequenceswhich are treated as shots and edited
into movies
Examples
Next Wednesday
Culture papers due in class Grand Theft Auto III case study
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