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GALA - Games and Learning Alliance, Network of Excellence on Serious Games, FP7


Storytelling & Games: Interactive Expression
Nelson Zagalo, University of Minho




                                                                     Lisbon, 25 June 2012
Serious Games




            Serious Games
                 =
Educational tools / Learning Software
The purpose


The purpose of Serious Games is not just putting
game strategies at the service of education or
training, but rather take the training and
education to the game.

Use games to teach, is not something new, we
had a lot of that in the 1990's, with the idea of
"Edutainment." Now we started over again with
this new label "Serious Games".

The main problem has been a total absence of
interest in the Player. Betting everything on the
teaching, on message conveying regardless of
form, structure and gameplay used.

We forgot the player and the uniqueness of
games as a communication and art form.
Why people Play


Games are trial structures, and people like to be
judged.

But beware, because they do not want any kind
of judgment, they want to be judged favorably.

The rewards are what explain to the player that
he performed his duties properly.

People play to be rewarded through:

Compliments, Points, Empowerment,
Self-Expression, and other forms.
We Play, We Do, We Become



Storytelling is the art of creating structures of consistent
events in order to stimulate specific audience effects.

In the games case, these events can only be triggered by
user participation in the course of interaction, fulfilling some
rules.

Thus looking into art and media comparison we have,


Literature - we read (ideas described symbolically of) what happened.

Film - we see (ideas displayed of) what happened.

Videogame - we do (actions that become ideas) happen.
The mechanics are the message




                       Learnign about Middle Passage at schools




Brenda Brathwaite, Gaming for understanding, at TEDxPhoenix (2011)
Mechanics on Middle Passage


                                   New World , board game improvised
                                   by Brenda Brathwaite




Families in Africa   Boat to take people to the US
Interactive expression, not film


The approach and attempt to glue the aesthetic universe and cinematographic
practices, is a natural step in the creation of video games when we think of sending
messages throughout any audiovisual medium.

But to some extent this glue has done more harm than good to the media, because
like what happened with the passage from theater to film, it is limiting the potential for
artistic expression of the games.

Film to games problems:

1 - inputs of cinematic stylitics
2 - very long cut-scenes
3 - a linear succession of dramatic events credible
4 - creating characters, dialogue and coherent fictional worlds
5 - obsession with graphic realism to support the need for coherent representation

What is ultimately the singularity aesthetics of videogames?
Singularity

Theatre
[Drama + (Architecture, Painting, Literature, Music)] Live

Film
[Editing + (Theatre)] Cinematography

Videogames
[Interactivity + (Film)] CGI*



Videogames Singularity: Interactivity


* CGI – Computer Graphics Images
Interactivity


Non-interactive, when a
message is not related to
previous messages;


Reactive, when a message is
related only to one immediately
previous message;


Interactive, when a message is
related to a number of previous
messages and to the relationship
between them.




(P) Person
(O) Other
(M) Messages
(Mj) Temporal sequences
P(Mj) or (OMj) - Messages based in Previous Messages
P(Mj/Mj-1) or M (Mj/Mj-1) - Previous messages based in earlier messages
Communicate through digital interactivity


Interactivity is the Singularity of Game. Interactivity is a consequently
communication cycle and between the object and person.

Questions,
    - Can I communicate complex messages through interactivity?
    - How can I do it?

We can start by taking the following
   - Create Art is Playing with ideas from our Reality
   - Structuring Play is creating Games

Without forgetting that,
    - In videogames we make happen actions that become ideas.
playing with world representations


                                         “The circles represent outside elements entering the
                                         marriage.

                                         The size of each square represents the amount of
                                         space that person is taking up within the marriage.

                                         The transparency of the squares represents how
                                         engaged that person is in the marriage. When one
                                         person fades out of the marriage and becomes
                                         emotionally distant then the marriage is over.

                                         The game mechanics are designed such that the game
                                         is fragile. It’s easy to break. This is deliberate as
                                         marriages are fragile and they feel fragile, I wanted to
                                         get this across.”


The Marriage, (2007), Rod Humble



http://www.rodvik.com/rodgames/marriage.html
playing with world representations




                                             “On the surface, the point of
                                             Passage is to open as many
                                             treasure chests within the allotted
                                             time. But that's not what Jason
                                             Rohrer's award winning game is
                                             really about. What it is really about
                                             is love, the passing of time, saying
                                             goodbye to youth and freedom,
                                             grief - ultimately life itself.”

Passage, (2007), Jason Rohrer




http://hcsoftware.sourceforge.net/passage/
playing with world representations

                                        “As a mother, it's your job to
                                        keep your little tyke in the
                                        safety of the homestead
                                        until they have enough
                                        experience to survive the
                                        monster-infested woods.
                                        Don't expect any gratitude,
                                        though. The brat will
                                        continually try to give you
                                        the slip and escape into the
                                        wild. After a while, like many
                                        a parent, you may well be
                                        tempted to let it go find out
                                        the hard way what the
                                        world's really like.”




A Mother in Festerwood, (2011)
de Austin Breed

www.newgrounds.com/portal/view/560920
playing with world representations




Distance (2010) de Austin Breed
“Austin Breed has created a split-screen tale of a couple separated by, well, distance. You follow
their separate, daily routines and at night get to pose one of two questions while they chat on the
phone. But will their eyes start to wander? What would you do? Find out!”

www.newgrounds.com/portal/view/55682
8
playing with world representations

                                        "One Chance is a game about
                                        choices and dealing with them.

                                        Scientist John Pilgrim and his
                                        team have accidently created a
                                        pathogen that is killing all living
                                        cells on Earth.

                                        In the last 6 remaining in-game
                                        days on Earth, the player must
                                        make choices about how to
                                        spend his last moments. Will he
One Chance, (2010), AwkwardSilence      spend time with his family, work
                                        on a cure or go nuts?"




www.newgrounds.com/portal/view/555181
playing with world representations
                                        “Gray is a riot - quite literally. In this
                                        cerebral, experimental game, you
                                        play the part of a lone dissenter,
                                        trying desperately to win a seemingly
                                        never ending horde of rioters over to
                                        your cause. It seems like a helpless
                                        task but one by one you manage to
                                        woo the rioters until eventually you
                                        have the majority following you. But
                                        what does any self-respecting rebel
                                        do when they are a member of the
                                        majority, well in this game, they
                                        switch to the other side of course,
                                        and repeat the whole process again
                                        but from the opposite direction.

                                        Gray raises some interesting
                                        questions about the individual and the
                                        possibility of one person changing the
                                        course of history.”
Gray, (2009), Greg Wohlwend


www.newgrounds.com/portal/view/495076
playing with world representations

                                              Connections, (2011), mindful xp




http://www.kongregate.com/games/mindfulxp/connections
playing with world representations




Every Day the Same Dream, 2007, Paolo Pedercini

“Every day the same dream is a slightly existential riff on the theme of
alienation and refusal of labor. The idea was to charge the cyclic nature of
most video games with some kind of meaning (i.e. the "play again" is not a
game over). Yes, there is an end state, you can "beat" the game.”

www.newgrounds.com/portal/view/540741
Storytelling & Games: Interactive Expression
Nelson Zagalo, nzagalo@ics.uminho.pt@ics.uminho.pt
H. http://nelsonzagalo.googlepages.com
B. http://virtual-illusion.blogspot.com
F. http://www.facebook.com/nelsonzagalo




GALA - Games and Learning Alliance
Lisbon, 25 June 2012

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Storytelling & Games: Interactive Expression

  • 1. GALA - Games and Learning Alliance, Network of Excellence on Serious Games, FP7 Storytelling & Games: Interactive Expression Nelson Zagalo, University of Minho Lisbon, 25 June 2012
  • 2. Serious Games Serious Games = Educational tools / Learning Software
  • 3. The purpose The purpose of Serious Games is not just putting game strategies at the service of education or training, but rather take the training and education to the game. Use games to teach, is not something new, we had a lot of that in the 1990's, with the idea of "Edutainment." Now we started over again with this new label "Serious Games". The main problem has been a total absence of interest in the Player. Betting everything on the teaching, on message conveying regardless of form, structure and gameplay used. We forgot the player and the uniqueness of games as a communication and art form.
  • 4. Why people Play Games are trial structures, and people like to be judged. But beware, because they do not want any kind of judgment, they want to be judged favorably. The rewards are what explain to the player that he performed his duties properly. People play to be rewarded through: Compliments, Points, Empowerment, Self-Expression, and other forms.
  • 5. We Play, We Do, We Become Storytelling is the art of creating structures of consistent events in order to stimulate specific audience effects. In the games case, these events can only be triggered by user participation in the course of interaction, fulfilling some rules. Thus looking into art and media comparison we have, Literature - we read (ideas described symbolically of) what happened. Film - we see (ideas displayed of) what happened. Videogame - we do (actions that become ideas) happen.
  • 6. The mechanics are the message Learnign about Middle Passage at schools Brenda Brathwaite, Gaming for understanding, at TEDxPhoenix (2011)
  • 7. Mechanics on Middle Passage New World , board game improvised by Brenda Brathwaite Families in Africa Boat to take people to the US
  • 8. Interactive expression, not film The approach and attempt to glue the aesthetic universe and cinematographic practices, is a natural step in the creation of video games when we think of sending messages throughout any audiovisual medium. But to some extent this glue has done more harm than good to the media, because like what happened with the passage from theater to film, it is limiting the potential for artistic expression of the games. Film to games problems: 1 - inputs of cinematic stylitics 2 - very long cut-scenes 3 - a linear succession of dramatic events credible 4 - creating characters, dialogue and coherent fictional worlds 5 - obsession with graphic realism to support the need for coherent representation What is ultimately the singularity aesthetics of videogames?
  • 9. Singularity Theatre [Drama + (Architecture, Painting, Literature, Music)] Live Film [Editing + (Theatre)] Cinematography Videogames [Interactivity + (Film)] CGI* Videogames Singularity: Interactivity * CGI – Computer Graphics Images
  • 10. Interactivity Non-interactive, when a message is not related to previous messages; Reactive, when a message is related only to one immediately previous message; Interactive, when a message is related to a number of previous messages and to the relationship between them. (P) Person (O) Other (M) Messages (Mj) Temporal sequences P(Mj) or (OMj) - Messages based in Previous Messages P(Mj/Mj-1) or M (Mj/Mj-1) - Previous messages based in earlier messages
  • 11. Communicate through digital interactivity Interactivity is the Singularity of Game. Interactivity is a consequently communication cycle and between the object and person. Questions, - Can I communicate complex messages through interactivity? - How can I do it? We can start by taking the following - Create Art is Playing with ideas from our Reality - Structuring Play is creating Games Without forgetting that, - In videogames we make happen actions that become ideas.
  • 12. playing with world representations “The circles represent outside elements entering the marriage. The size of each square represents the amount of space that person is taking up within the marriage. The transparency of the squares represents how engaged that person is in the marriage. When one person fades out of the marriage and becomes emotionally distant then the marriage is over. The game mechanics are designed such that the game is fragile. It’s easy to break. This is deliberate as marriages are fragile and they feel fragile, I wanted to get this across.” The Marriage, (2007), Rod Humble http://www.rodvik.com/rodgames/marriage.html
  • 13. playing with world representations “On the surface, the point of Passage is to open as many treasure chests within the allotted time. But that's not what Jason Rohrer's award winning game is really about. What it is really about is love, the passing of time, saying goodbye to youth and freedom, grief - ultimately life itself.” Passage, (2007), Jason Rohrer http://hcsoftware.sourceforge.net/passage/
  • 14. playing with world representations “As a mother, it's your job to keep your little tyke in the safety of the homestead until they have enough experience to survive the monster-infested woods. Don't expect any gratitude, though. The brat will continually try to give you the slip and escape into the wild. After a while, like many a parent, you may well be tempted to let it go find out the hard way what the world's really like.” A Mother in Festerwood, (2011) de Austin Breed www.newgrounds.com/portal/view/560920
  • 15. playing with world representations Distance (2010) de Austin Breed “Austin Breed has created a split-screen tale of a couple separated by, well, distance. You follow their separate, daily routines and at night get to pose one of two questions while they chat on the phone. But will their eyes start to wander? What would you do? Find out!” www.newgrounds.com/portal/view/55682 8
  • 16. playing with world representations "One Chance is a game about choices and dealing with them. Scientist John Pilgrim and his team have accidently created a pathogen that is killing all living cells on Earth. In the last 6 remaining in-game days on Earth, the player must make choices about how to spend his last moments. Will he One Chance, (2010), AwkwardSilence spend time with his family, work on a cure or go nuts?" www.newgrounds.com/portal/view/555181
  • 17. playing with world representations “Gray is a riot - quite literally. In this cerebral, experimental game, you play the part of a lone dissenter, trying desperately to win a seemingly never ending horde of rioters over to your cause. It seems like a helpless task but one by one you manage to woo the rioters until eventually you have the majority following you. But what does any self-respecting rebel do when they are a member of the majority, well in this game, they switch to the other side of course, and repeat the whole process again but from the opposite direction. Gray raises some interesting questions about the individual and the possibility of one person changing the course of history.” Gray, (2009), Greg Wohlwend www.newgrounds.com/portal/view/495076
  • 18. playing with world representations Connections, (2011), mindful xp http://www.kongregate.com/games/mindfulxp/connections
  • 19. playing with world representations Every Day the Same Dream, 2007, Paolo Pedercini “Every day the same dream is a slightly existential riff on the theme of alienation and refusal of labor. The idea was to charge the cyclic nature of most video games with some kind of meaning (i.e. the "play again" is not a game over). Yes, there is an end state, you can "beat" the game.” www.newgrounds.com/portal/view/540741
  • 20. Storytelling & Games: Interactive Expression Nelson Zagalo, nzagalo@ics.uminho.pt@ics.uminho.pt H. http://nelsonzagalo.googlepages.com B. http://virtual-illusion.blogspot.com F. http://www.facebook.com/nelsonzagalo GALA - Games and Learning Alliance Lisbon, 25 June 2012