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Computerspil II Introduction
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Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

Dec 22, 2015

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Page 1: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

Computerspil II

Introduction

Page 2: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

about today

• Players: me, you.• Course description• Course format• Course contents

• Games• Reception• Design• Multiplayer

break

part I

part II

Page 3: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

players

• Academic background

• Research• Game Design• Courses taught• What am I playing?

• Name• Academic background• Writing thesis?• Computerspil I?• Virtuelle verdener og

rum?• Why are you here?• What are you playing?GM

multiplayer

Page 4: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course description I

• Understand games reception, game communities and the effects/uses of games

• Understand the process of creating and developing a game

• Describe the principles and practice of game design, focusing on multiplayer games of various sorts

• Discuss aspects related to the game development process

• Create a computer game prototype by applying experience with games, theoretical understanding and technical skill

• Learn to document ideas and take them to practice

goals

Page 5: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course description II

The course studies computer games from the player’s point of view, taking theories of digital reception, interaction and instrumentalization as a starting point. Our focus will be multiplayer games, since they involve more complex interaction and bring up interesting digital communities issues.

In order to work with applied theory, the practical side of the course deals with designing a computer game from scratch, which is a different process to that of designing any other digital product although it shares some characteristics with them. Here we will focus on: how to work with raw ideas, the game proposal (documents, planning, scheduling), genre-specific issues, immersion, interactivity (actions and gameplay), the interface (setting, time, space, characters, etc), tools, the AI, levels, testing, etc.

contents

Page 6: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course description IIIwhat is the bonus?

• Game industry: designer, programmer, artist

• Game journalism: tester, critic, reviewer• Incorporate game aspects into your digital

work (websites, education, advertising...)• Theoretical: reception, interaction,

communities, ideology... Necessary reflection upon IT phenomena

Page 7: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course description IV

• The concept of play• Games history and genres• Games and narratives• Gameplay, flow, emergence• Time• Space• Structure• Exercises: building games (Pac Man, Unreal)

prerequisites - Computerspil I – Jesper Juul

Page 8: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course format I

blocks

lecture

seminar

Guest (RL/VR)

workshop

9 to 15 = 6 hours

lunch break 12 to 13

9 to 10 with break

10 to 11 with break

11 to 12

13 to 15

Page 9: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course format IIevaluation is flexible

- Project: prototype + design documents

- Empirical research study + analysis

- Research paper on theoretical issues

negotiate outcomes / set own goals

oral examination

groups

Page 10: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course content

computer

games

Reception theory

Focus: multiplayer Practical: design

Page 11: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

course content II

• Introduction• Game Aesthetics: Reception, critics and players• Game Aesthetics: Interaction & Instrumentalization• Game Aesthetics: Genres• The Multiplayer experience• Game Culture• Game communities• Advergaming• Virtuelle verdener som spil• Game Ideology• Edugaming

Page 12: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

Please give us a BREAK

Page 13: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

1902

Page 14: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

games

• Not a puzzle (static)• Not a toy (no goals)• Not a story (linear)• Not “passive”

(traditional media)

• Decision making (+interactivity)

• Goals• Opposition (struggle)• Managing Resources • Game Tokens (your

way to be present in the game)

• Information

no yes

(Crawford / Costikyan)

Artifacts/ objects/ art forms?

Page 15: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

games II

• Diplomacy• Color (atmosphere)• Simulation• Randomness, variety• Identification• Roleplaying• Socializing• Narrative tension• ...

(Crawford / Costikyan)

other things...

Page 16: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

games III

In their seminal The Study of Games, Avedon and Sutton-Smith examine what they call ”the usage of games”: games ”have functional value” and can be put to different uses of which the ”recreative purpose” is only one. At the first glance ”games for fun”, ”le jeu pour le jeu” appears to be the ”authentic” function of games, and most current writing looks at games from this perspective. Avedon and Sutton Smith devote chapters to military uses, business uses, educational uses, medicinal uses and so forth, claiming that all these ”functional uses” spring from the first one (games for recreative purposes) and are in that respect secondary.

expanding context

...or was it always there?

Page 17: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

reception IReception theory emphasizes the reader's consumption of the literary text over and above the question of the sum total of rhetorical devices which contribute to its structure as a piece of literature.

-Historical (Canon, interpretive communities, particular histories of response, histories of reading, cultural context...)

-Philosophical (Theory of literary communication, interpretation, aesthetic effect, phenomenology, blanks, implied reader, pragmatics...)

-Sociological (Media Studies)

sides

Page 18: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

reception II

Reception theory is an important part of digital aesthetics since it studies the processes through which digital art is experienced. It is also a part that is lacking from most of the literature, that has so far concentrated on formalist approaches as if the last 40 years of humanities research had never happened...

Page 19: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

design

• The “thinking” part• Apply ideas• Consider contexts• Look for effects• Learn process• Analyze results

Page 20: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

multiplayer

Computer games as “anomalous” games “without” social aspect in their origin.

Social dimension brings in new perspectives, contexts, consequences...

Why do we play? What is fun?

Page 21: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

purpose of a course like this

The modern technological world is the culmination of Western metaphysics. (Heidegger)

Western Social Imaginary is linked to concepts such as analytic logic, reason, and infinite progress and perfectibility. (Hoeg)

Technology – Economy – Society

We have to do and think

Cultural objects and art as products for mass consumption. (Jameson)

Page 22: Computerspil II Introduction. about today Players: me, you. Course description Course format Course contents Games Reception Design Multiplayer break.

for next week

• Read articles to prepare seminar• Choose & read 2 Rouse chapters to prepare

workshop• Visit Aki Jaarvinen’s website and read his

sample article to prepare for guest chat. Write down questions you would like to ask him.

info in weekly planner