Random Blends 2010

Random Blends 2010

Ok, I’ve been inactive on my blog for quite some time, and for very good reasons – this is one of them.  I hereby invite everyone reading this to come for Random Blends 2010, the exhibition that showcases the works of students (both graduate and undergraduate) from the Communication and New Media Program.  Unfortunately, I’m not showing anything this year, but I get to curate for the interactive media displays, which is also kinda cool.

Without further ado, here are the details:

  • Venue: 2902 Gallery, Old School.  11 Mount Sophia, Block B, #B2-09
  • Date: Friday, March 19, 2010
  • Time: 7:00pm – 9:30pm

Here’s the description from our Facebook page:

“Random Blends 2010” is the second public exhibition of students’ works by the Communications and New Media (CNM) Programme. This multimedia exhibition comprises photographs, children’s storybooks, short videos, video games, machinimas and interactive stories created by students from various undergraduate and graduate design modules.

It is a student-initiated effort, from the production and reproduction of the works, to curating, and garnering sponsorships and publicity. All of the students are participating in their first-ever exhibition.

There will be over 80 pieces of work on show.

Do head over to the Facebook page and RSVP.  I think they need to know how many people are going because there is going to be free food.  Hope to see you guys there.

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Negative Space and “Readymades” in Games

4:32

I was really intrigued by Jesper Juul’s recent game 4:32.  I’ll try not to spoil anything by referring to details of the game’s design in this post, but I urge you to quickly go over and give it a shot before reading this post for better context.  Despite all the good things I have to say about the game and what it has done for the medium of gaming as a whole, one thing that continues to puzzle me was its reference to John Cage’s 4:33, because I see little link between the concept driving the game and the idea behind Cage’s work.

The link I do see between Juul’s work and artists before is its connection to “Readymades” created by artist Marcel Duchamp in the early 1900s.  Duchamp, a champion of the Dada art movement, created a series of artworks using manufactured objects with the intention of challenging the conventions of what Duchamp calls “retinal art”, one of the most famous piece is an overturned urinal that Duchamp named Fountain:

Marcel Duchamp's Fountain

Here’s an excerpt from Avant-Garde, a magazine run by Duchamp and his friends:

He took an ordinary article of life, and placed it so that its useful significance disappeared under the new title and point of view – created a new thought for that object.

The fact that Juul has singled out a oft-forgotten part of our daily gaming lives and frames it as an artwork, creates new meaning for the subject.  I am both excited and proud that gaming has come this far for such exploration to be plausible and interesting.

That said, I am curious what a true 4:33 for games could mean.  Petri Purho’s 4:33 dealt with more of the original’s product of silence rather than its core idea of negative space.  Negative space refers to the “the space around and between the subject(s) of an image.” (Wikipedia)  This can also be extrapolated into music to mean the moments of silence between notes, which is as much part of the music as the melodious notes, as Cage’s piece points out.

What is negative space in games?  The moments during play that you.. do not play?  Let me know what you think. :)

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Playpod Discussion Session 3

Senet

This week’s discussion surrounded the interesting topic of ancient games and their relations to death, as proposed by Anne-Marie Schleiner.  Attendees were Alex Mitchell, Anne-Marie Schleiner, Joshua Wong and myself.  The topic started from an examination of the ancient Egyptian game of Senet (above picture), and how it has the rules of the game have been lost to the ages, and archeologists of today are trying to piece together probable rules and meanings to the game boards that were found buried in tombs.  This brings us to several interesting ideas:

  • Many games today used to have deep meanings to them that were lost, with only the rules remaining.
  • Joshua commented upon the concept of plays, theater and mimicry going through a similar “desacralization” process.  Such performances used to be religious rites of ancient civilizations.
  • Anne-Marie proposed an art exhibition that feature a number of weird contraptions that are depicted as “game boards”, but have no rules attached to them, and players have to formulate their own rules to play these contraptions.
  • Alex’s interesting idea about collecting the rules people come up with when playing these contraptions and then making actual games from there.  Also made good point about separating magic circle and consequences
  • Xuanming observed that chess (and other wargames such as Warhammer) were once a military general’s tool for battle, with each piece representing real people who actually die when pieces left the board
  • >There is an interesting relationship between the amount of game spectators and players to the level of seriousness involved in playing the game – the more serious the game, the less players and the more spectators.

As usual, if I’ve left anything out or should anything be further discussed, please post a comment.

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Playpod Discussion Session 2

Dear Esther HL2 Modification

The second Playpod Discusion session was held on 12th February, 2010.  Attendees were Kow Wei Man, Joshua Wong, Alex Mitchell, Anne-Marie Schleiner, and me, Zhou Xuanming.  The topic for this weeks discussion, proposed by Alex, was to play and discuss an alternative form of game storytelling as presented by the experimental Half-Life 2 Modification, Dear Esther.

The game attempts experimental storytelling in the form of player exploration.  As the player walks around a deserted island, he or she triggers audio clips narrating the content of letters sent by a dying explorer to a certain lady named Esther.  We played through the entire game in about 45 mins and proceeded to discuss our experience, which garnered the following points:

  • Much of the storytelling involved wasn’t concrete, which left it open to several interpretations.
  • The experience identified the question of self in a first-person shooter.  We found ourselves asking the question “Who are we playing?” more than once in the playthrough.
  • Connection to Hypertext novels – a bunch of loose pieces of audio that can be encountered in any order.  Gives possible motivation for replay.
  • As players , we like to test the boundaries of the game.  One of the first things we did was try to die.
  • The game was devoid of visible characters.  This was intentional, but we questioned whether this makes the game more or less entertaining as a story.
  • The ambiguous nature of the game left us wondering whether some parts we encountered were actual bugs or intended.  There was a car in the middle of the cave coming out of stone, which could have been indicative of the surreality of the space or simply a texturing bug on the stone surface.
  • Being set in a first person shooter environment like Half Life 2 made it a challenge to see what FPS conventions to follow (jump, crouch, flashlight, etc) and which to go against (useless mouse buttons)

Some additional critiques in the design of my own:

    • The “use/pickup” key was featured, but never actually used.  A simple use would be to remove the torchlight and have the player actually find and hold a lit lamp or something to explore dark areas.
    • The juxtaposition of visuals and sounds were not explored fully.  A lot of potential here for reading between the lines, for example: Dying author talks about seeing something amazing, and then player finds empty hallucinogen bottles on the ground.
    • Author didn’t really play with the identification of the player.  Very interesting area to explore, making the player convinced he IS someone, then twist it and make an Ohhh! moment somewhere towards the end.
    • Not much incentive for exploration.  Discovering hidden ghosts, letter, soundclips, readable scrawlings (like Portal), visually interesting areas (underwater museum) will add to my ooh-whats-around-this-corner.
    • Whole game has the interactivity of a museum after office hours.  There are stuff to see, stuff to hear… but I’m not really sure if I’d rather play this than an interactive adventure game like Myst.  Again, “use” key might be further utilized.
    • More consistent guide.  The author switches guides too often without recognizable pattern – writings, beacons, birds, ghost, etc.  Might be better to just settle on one and use it tactfully, I propose the ghost. :)

    Hope I have all the points covered.  Please add on in the comments if you have anything I left out.  Cheers.

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      Presenting the Playpod

      Playpod @ CNM

      I promised a while ago that I would post pictures of the secret game hideout known as the Playpod, hidden within the grounds of CNM, and here it is.  We own 4 consoles currently connected to the Panasonic LCD TV set:

      • Sony Playstation 3
      • Sony Playstation 2
      • Nintendo Wii
      • Microsoft Xbox 360

      There is, of course, the Guitar Hero World Tour drum kit on the left (with accompanying guitar but out of the picture), and a table filled with games from all 4 consoles.  Out of the picture towards the right sits a simple PC setup for playing PC games.  Its mostly quiet in here (ironically) so I use it as my office away from home when I’m at CNM.

      The second Playpod Discussion Session was held today with a new member: Anne-Marie Schleiner.  Her insight was valuable to our discussion today, which involved a playthrough and discussion of an interesting Half-Life 2 Modification called Dear Esther, which explored a storytelling using games as a medium.  I’ll post a summary of some of the thoughts generated over at Ludicwrath over the next day or so.  So stay tuned.

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