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© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Maria C.R. Harrington
Presentation to the Art Institute of Pittsburgh,
January 14, 2008, Pittsburgh, PA USA
Maria C.R. Harrington
School of Information Sciences
Department of Information Science and
Telecommunications
University of Pittsburgh
135 North Bellefield Avenue
Pittsburgh, PA 15260 USA
mharring@pitt.edu
Human
Computer
Interaction
Spatial
Information
Theory
Knowledge
Acquisition
Systems
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Maria C.R. Harrington
Dissertation:
“Simulated Ecological Environments for Education (SEEE): A
Tripartite Model Framework of HCI Design Parameters for
Situational Learning in Virtual Environments.”
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Overview
“The Poetics of Games: Art, Poetry and
Storytelling in Modern Game Design”
Art
Poetry
Storytelling
->>> Designing new experiences
Art in 3D
Worlds
Poetry in 3D
Worlds
Storytelling in
3D Wolds
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Art Overview
• Definition(s)
• Offer an
experience that
represents expert
execution and
high aesthetics
and high
intellectual and
emotional
response
Expert Execution = High Aesthetics
Novice Execution = Low Aesthetics
NoviceConcept=LowIntellectual&
EmotionalResponse
ExpertConcept=HighIntellectual&
EmotionalResponse
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Art: Example
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Poetry Overview
• Definition(s)
• Offer an
experience that
represents expert
execution and
High Standards of
Rhythm, Verse,
Sound and
Semantics
Expert Execution = High Standards of
Rhythm, Verse, Sound and
Semantics
Novice Execution = Low Standards
Rhythm, Verse, Sound and
Semantics
NoviceConcept=LowIntellectual&
EmotionalResponse
ExpertConcept=HighIntellectual&
EmotionalResponse
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Poetry: Example
He Wishes For The Cloths Of Heaven by William Butler Yeats
Had I the heavens' embroidered cloths,
Enwrought with golden and silver light,
The blue and the dim and the dark cloths
Of night and light and the half-light,
I would spread the cloths under your feet:
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Storytelling Overview
• Definition(s)
• Offer an
experience that
represents expert
execution and
High Standards in
plot of a narrative
or dramatic work
Expert Execution = plot of a narrative
or dramatic work
Novice Execution = Low Standards
plot of a narrative or dramatic work
NoviceConcept=LowIntellectual&
EmotionalResponse
ExpertConcept=HighIntellectual&
EmotionalResponse
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Storytelling: Example
• Treasure Island
• Robert Louis Stevenson, narrating a
tale of "buccaneers and buried gold".
1883,
• “Coming of age story”
• Adventure tale known for its superb
atmosphere
• Character and Action,
• Wry commentary on the ambiguity of
morality
• It is one of the most frequently
dramatized of all novels
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Poetry
Expert Execution =
High Standards of Rhythm, Verse,
Sound and Semantics
Art
Expert Execution =
High Aesthetics
Storytelling
Expert Execution =
plot of a narrative or dramatic work
Design Space for new
experiences with
Games
Expert Concept & High
Intellectual & Emotional
Response
Design Space:
Visual, Emotional, Rhythm, Sound
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Goal: Designing new experiences
• Start with what we know… Contrast to existing experiences…
• Games for excitement?
– First person shooters (targets)
– Collaborative often with teams
– Fast
– Violent!
• Games for ego?
– Cards
– Collaborative
– Competitive
– Roles are winner and losers
• What is the user experiencing in these types of games?
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
What are the user experiences?
• First person shooters?
– Excitement?
– Adrenaline rush?
– Accomplishment?
• Cards?
– Money!!!!
– Wining!!!
– Psych-out others?
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
What is missing?
• Need to define new goals in the “Gap”
• What is the “Gap” ???
• The Gap is the place that exists in the market
– user needs – that are not currently being
satisfied by the market…
Gap = New Design Features and Opportunities
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Goal: Designing new experiences
• What is missing? New goals? (Flip it!)
• Games for excitement calm?
– Exploratory (ok not to have a target)
– Individual? Or collaborative? But a different type - helping?
– Slow – not timed – under the individuals control
– Peaceful!
• Games for ego self? Intellectually and Emotionally Stimulating?
– Individual? Or collaborative?
– No explicit goal, pure exploration
– No winner and losers
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Poetry
Expert Execution =
High Standards of Rhythm, Verse,
Sound and Semantics
Art
Expert Execution =
High Aesthetics
Storytelling
Expert Execution =
plot of a narrative or dramatic work
Design Space for new
experiences with
Games
Expert Concept & High
Intellectual & Emotional
Response
Design Space:
Visual, Emotional, Rhythm, Sound
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
What are the user experiences?
• How to design for Calm?
– Slow and peaceful?
– “Flow” – Csikszentmihalyi, M. (1991). Flow the psychology
of optimal experience. New York, NY.: Harper Perennial.
– No goals
• How to design for Self?
– Highly personal
– “Multiple Intelligences” – Gardner, H. (1983). Frames of
mind: The theory of multiple intelligences. New York, NY:
Basic Books Paperback.
– Helping others = release of “endorphins”
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Designing new experiences
• Qualities of the design taxonomy
– Art => Aesthetics
– Poetry =>Rhythm
– Storytelling => Personal
• Experience
– Results from the Balance of main qualities
– Ambiance and Mood is created
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Designing Art => Aesthetics
• Definition
• Example of Art => Aesthetics in
Games
• Char Davies
• Virtual Environments Osmose
(1995) and Ephémère (1998)
[ Integrating full body
immersion, interactive 3D
digital imagery and sound, and
navigation via a breathing
interface.
• “Breath – “Just Breath”
•http://www.immersence.com/index.html
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Designing Poetry =>Rhythm
• Definition
• Example of Poetry =>Rhythm in Games
• SIGGRAPH 2006 video
• Heebok Lee, CMU “Tread Softly” an
interpretation of W.B. Yeats poem
• http://www.youtube.com/watch?v=QcmfU-9VGIQ
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Designing Storytelling => Personal
• Norbert Braun
• “Project “Geist
• “Storytelling in
Collaborative
Augmented Reality
Environments”
• WSCG 2003, Plzen,
Czech Republic
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Geist
The Castle of Heidelberg
Sketches of Characters
Augmented Reality Implementation and Interaction
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Critical Features of Experience
• Most Common
– Aesthetics
• Influences all signals
• Emotional and Affective
– Rhythm
• Linguistic
• Musical
• Pace of Spatial-Temporal
– Personal
• Anecdotes
• Tales
• Roles for both teller and listener
• Writer -> control of destiny
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Myst … A Case Study
• By Robyn and Rand Miller
• Released in 1993 for the Macintosh
• Best selling PC game for many years
• Over 12 million copies
• Four sequels: Riven, Myst III: Exile,
Myst IV: Revelation, and Myst V: End of
Ages
• Myst Masterpiece Edition, and
realMYST
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Myst: Some Background Facts
• The original Macintosh version was constructed in Hypercard
• The gameplay is a first-person journey through an interactive world
• Users can interact with specific objects on some screens by clicking
or dragging them
• This is an evolution of interactive exploration
• Narrative unfolds with nonverbal images & sounds
• The player must explore the seemingly deserted Myst Island
• Where they can find clues to be transported to several 'Ages', each of
which is a self-contained mini-world
• Each Age – (Selenic, Stoneship, Mechanical, and Channelwood) -
requires the user to solve a series of logical, interrelated puzzles
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Myst: What is different?
• The primary objective of the game is to discover the
objective of the game?
• There are no obvious enemies,
• No physical violence, and
• No threat of "dying" at any point
• There is no time limit
• No need for speed
• The game unfolds at its own pace and is solved through a
combination of patience, observation, and logical thinking.
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Myst: Extraction of Design
• Art: High Aesthetics and Emotion
– Surrealistic Island, Solitary and Mysterious Atmosphere
• Poetry: High Standards of Rhythm, Verse, Sound
and Semantics
– Pace, Images and Sound Create Poetry of Space
• Storytelling: Plot and Narrative Personally Engaging
– Discovered and Created on Route – Highly Personal
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Conclusion & Generalizations
• Critical Features to keep in mind for design
– Art: High Aesthetics and Emotion
– Poetry: High Standards of Rhythm, Verse, Sound
and Semantics
– Storytelling: Plot and Narrative Personally
Engaging
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Poetry
Expert Execution =
High Standards of Rhythm, Verse,
Sound and Semantics
Art
Expert Execution =
High Aesthetics
Storytelling
Expert Execution =
plot of a narrative or dramatic work
Design Space for new
experiences with
Games
Expert Concept & High
Intellectual & Emotional
Response
Design Space:
Visual, Emotional, Rhythm, Sound
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Conclusion & Future Application
• How to apply?
– Education
• “Talk-to-Me Phonics Amazing Animals Boxed Set”
– Edutainment
• “New Nancy Drew: The White Wolf of Icicle Creek”
– Advertisements
• IBM in Second Life
– Works of multi-media art
• SIGGRAPH Art Gallery and Emerging Technologies
© Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED
Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA
Demo & Questions
• Simulated Ecological Environments for Education
• http://www.sis.pitt.edu/~mariah/phd/index.html

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"The Poetics of Games: Art, Poetry and Storytelling in Modern Game Design," Maria C. R. Harrington, Ph.D., Art Institute of Pittsburgh 2008

  • 1. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Maria C.R. Harrington Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Maria C.R. Harrington School of Information Sciences Department of Information Science and Telecommunications University of Pittsburgh 135 North Bellefield Avenue Pittsburgh, PA 15260 USA mharring@pitt.edu Human Computer Interaction Spatial Information Theory Knowledge Acquisition Systems
  • 2. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Maria C.R. Harrington Dissertation: “Simulated Ecological Environments for Education (SEEE): A Tripartite Model Framework of HCI Design Parameters for Situational Learning in Virtual Environments.”
  • 3. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Overview “The Poetics of Games: Art, Poetry and Storytelling in Modern Game Design” Art Poetry Storytelling ->>> Designing new experiences Art in 3D Worlds Poetry in 3D Worlds Storytelling in 3D Wolds
  • 4. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Art Overview • Definition(s) • Offer an experience that represents expert execution and high aesthetics and high intellectual and emotional response Expert Execution = High Aesthetics Novice Execution = Low Aesthetics NoviceConcept=LowIntellectual& EmotionalResponse ExpertConcept=HighIntellectual& EmotionalResponse
  • 5. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Art: Example
  • 6. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Poetry Overview • Definition(s) • Offer an experience that represents expert execution and High Standards of Rhythm, Verse, Sound and Semantics Expert Execution = High Standards of Rhythm, Verse, Sound and Semantics Novice Execution = Low Standards Rhythm, Verse, Sound and Semantics NoviceConcept=LowIntellectual& EmotionalResponse ExpertConcept=HighIntellectual& EmotionalResponse
  • 7. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Poetry: Example He Wishes For The Cloths Of Heaven by William Butler Yeats Had I the heavens' embroidered cloths, Enwrought with golden and silver light, The blue and the dim and the dark cloths Of night and light and the half-light, I would spread the cloths under your feet: But I, being poor, have only my dreams; I have spread my dreams under your feet; Tread softly because you tread on my dreams.
  • 8. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Storytelling Overview • Definition(s) • Offer an experience that represents expert execution and High Standards in plot of a narrative or dramatic work Expert Execution = plot of a narrative or dramatic work Novice Execution = Low Standards plot of a narrative or dramatic work NoviceConcept=LowIntellectual& EmotionalResponse ExpertConcept=HighIntellectual& EmotionalResponse
  • 9. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Storytelling: Example • Treasure Island • Robert Louis Stevenson, narrating a tale of "buccaneers and buried gold". 1883, • “Coming of age story” • Adventure tale known for its superb atmosphere • Character and Action, • Wry commentary on the ambiguity of morality • It is one of the most frequently dramatized of all novels
  • 10. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Poetry Expert Execution = High Standards of Rhythm, Verse, Sound and Semantics Art Expert Execution = High Aesthetics Storytelling Expert Execution = plot of a narrative or dramatic work Design Space for new experiences with Games Expert Concept & High Intellectual & Emotional Response Design Space: Visual, Emotional, Rhythm, Sound
  • 11. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Goal: Designing new experiences • Start with what we know… Contrast to existing experiences… • Games for excitement? – First person shooters (targets) – Collaborative often with teams – Fast – Violent! • Games for ego? – Cards – Collaborative – Competitive – Roles are winner and losers • What is the user experiencing in these types of games?
  • 12. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA What are the user experiences? • First person shooters? – Excitement? – Adrenaline rush? – Accomplishment? • Cards? – Money!!!! – Wining!!! – Psych-out others?
  • 13. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA What is missing? • Need to define new goals in the “Gap” • What is the “Gap” ??? • The Gap is the place that exists in the market – user needs – that are not currently being satisfied by the market… Gap = New Design Features and Opportunities
  • 14. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Goal: Designing new experiences • What is missing? New goals? (Flip it!) • Games for excitement calm? – Exploratory (ok not to have a target) – Individual? Or collaborative? But a different type - helping? – Slow – not timed – under the individuals control – Peaceful! • Games for ego self? Intellectually and Emotionally Stimulating? – Individual? Or collaborative? – No explicit goal, pure exploration – No winner and losers
  • 15. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Poetry Expert Execution = High Standards of Rhythm, Verse, Sound and Semantics Art Expert Execution = High Aesthetics Storytelling Expert Execution = plot of a narrative or dramatic work Design Space for new experiences with Games Expert Concept & High Intellectual & Emotional Response Design Space: Visual, Emotional, Rhythm, Sound
  • 16. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA What are the user experiences? • How to design for Calm? – Slow and peaceful? – “Flow” – Csikszentmihalyi, M. (1991). Flow the psychology of optimal experience. New York, NY.: Harper Perennial. – No goals • How to design for Self? – Highly personal – “Multiple Intelligences” – Gardner, H. (1983). Frames of mind: The theory of multiple intelligences. New York, NY: Basic Books Paperback. – Helping others = release of “endorphins”
  • 17. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Designing new experiences • Qualities of the design taxonomy – Art => Aesthetics – Poetry =>Rhythm – Storytelling => Personal • Experience – Results from the Balance of main qualities – Ambiance and Mood is created
  • 18. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Designing Art => Aesthetics • Definition • Example of Art => Aesthetics in Games • Char Davies • Virtual Environments Osmose (1995) and Ephémère (1998) [ Integrating full body immersion, interactive 3D digital imagery and sound, and navigation via a breathing interface. • “Breath – “Just Breath” •http://www.immersence.com/index.html
  • 19. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Designing Poetry =>Rhythm • Definition • Example of Poetry =>Rhythm in Games • SIGGRAPH 2006 video • Heebok Lee, CMU “Tread Softly” an interpretation of W.B. Yeats poem • http://www.youtube.com/watch?v=QcmfU-9VGIQ
  • 20. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Designing Storytelling => Personal • Norbert Braun • “Project “Geist • “Storytelling in Collaborative Augmented Reality Environments” • WSCG 2003, Plzen, Czech Republic
  • 21. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Geist The Castle of Heidelberg Sketches of Characters Augmented Reality Implementation and Interaction
  • 22. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Critical Features of Experience • Most Common – Aesthetics • Influences all signals • Emotional and Affective – Rhythm • Linguistic • Musical • Pace of Spatial-Temporal – Personal • Anecdotes • Tales • Roles for both teller and listener • Writer -> control of destiny
  • 23. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Myst … A Case Study • By Robyn and Rand Miller • Released in 1993 for the Macintosh • Best selling PC game for many years • Over 12 million copies • Four sequels: Riven, Myst III: Exile, Myst IV: Revelation, and Myst V: End of Ages • Myst Masterpiece Edition, and realMYST
  • 24. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Myst: Some Background Facts • The original Macintosh version was constructed in Hypercard • The gameplay is a first-person journey through an interactive world • Users can interact with specific objects on some screens by clicking or dragging them • This is an evolution of interactive exploration • Narrative unfolds with nonverbal images & sounds • The player must explore the seemingly deserted Myst Island • Where they can find clues to be transported to several 'Ages', each of which is a self-contained mini-world • Each Age – (Selenic, Stoneship, Mechanical, and Channelwood) - requires the user to solve a series of logical, interrelated puzzles
  • 25. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Myst: What is different? • The primary objective of the game is to discover the objective of the game? • There are no obvious enemies, • No physical violence, and • No threat of "dying" at any point • There is no time limit • No need for speed • The game unfolds at its own pace and is solved through a combination of patience, observation, and logical thinking.
  • 26. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Myst: Extraction of Design • Art: High Aesthetics and Emotion – Surrealistic Island, Solitary and Mysterious Atmosphere • Poetry: High Standards of Rhythm, Verse, Sound and Semantics – Pace, Images and Sound Create Poetry of Space • Storytelling: Plot and Narrative Personally Engaging – Discovered and Created on Route – Highly Personal
  • 27. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Conclusion & Generalizations • Critical Features to keep in mind for design – Art: High Aesthetics and Emotion – Poetry: High Standards of Rhythm, Verse, Sound and Semantics – Storytelling: Plot and Narrative Personally Engaging
  • 28. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Poetry Expert Execution = High Standards of Rhythm, Verse, Sound and Semantics Art Expert Execution = High Aesthetics Storytelling Expert Execution = plot of a narrative or dramatic work Design Space for new experiences with Games Expert Concept & High Intellectual & Emotional Response Design Space: Visual, Emotional, Rhythm, Sound
  • 29. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Conclusion & Future Application • How to apply? – Education • “Talk-to-Me Phonics Amazing Animals Boxed Set” – Edutainment • “New Nancy Drew: The White Wolf of Icicle Creek” – Advertisements • IBM in Second Life – Works of multi-media art • SIGGRAPH Art Gallery and Emerging Technologies
  • 30. © Maria C.R. Harrington, 2008, ALL RIGHTS RESERVED Presentation to the Art Institute of Pittsburgh, January 14, 2008, Pittsburgh, PA USA Demo & Questions • Simulated Ecological Environments for Education • http://www.sis.pitt.edu/~mariah/phd/index.html