VideoGames

A Social Screensaver or a Game?

Matt just sent this: The endless forest is a kind of game, described as a "a social screensaver". It's designed and directed by Auriea Harvey & Michaël Samyn (belgian game studio Tales of tales):

The Endless Forest is a social screensaver, a virtual place where you can play with your friends. When your computer goes to sleep you appear as a deer in this magical place. There are no goals to achieve or rules to follow. You just steer your deer through the forest and see what happens.

Currently The Endless Forest consists of a forest, a mysterious ruin, a lovely pond and as many deer as there are players at any given time. You can play the game anonymously but we encourage you to name your deer so other players can recognize you. Although not goal-oriented, there are several activities that you can engage in. Nothing very demanding or violent. Just fun things to do in a nice environment. Once every so often, the forest deities will appear, either in person or through their divine powers.

The Endless Forest client as well as the multiplayer service are available free of charge thanks to the support of several cultural institutions

Reading the authors' take is very insightful:

Interactive media, and especially real-time 3D technologies, have so much more to offer than the childish games that form the bulk of the offer today. The Endless Forest is an attempt for us to try and do something with these technologies that does not need to inherit all those things that we don't like in games. (...) It [The Endless Forest] is not designed to offer any challenges that need to be overcome, or points that can be scored. It's is much more freeform than that. It's probably a little bit like a nice painting. You can stare at it for hours a keep discovering new things. And best of all, you can be part of the picture and new things can appear at any time.

Why do I blog this? this is another pertinent move in the expansion of games or the blurring of boundaries and other forms of play.

Death of video games and the renaissance of "play"

Cyril has an interesting post about the "death of video-games". IMO video games creativity is not dead. What is dead is the video game development model which suck and is so publisher-driven that it kills innovation. Garage studios are no longer viable, in-house studios are following the headquarters order and cut innovation; and even when it comes to outsourcing, there is nothing good out of it. Of course there are still some good and innovative studios (blizzard) but they're less and less. I think Water Cooler also addresses that issue. To me, what is interesting is that the most important innovation with regards to video games are

  • not games but rather platforms, environment to do something together: I am thinking about WoW (even though has of course a RPG component) or Habbo Hotel (or even Flickr which started as a game platform).
  • not classical platforms such as consoles but rather on the Web, which is the most open innovation platform for developing things.
  • not game content but DYI game platforms (DYI MMORPG or at least 3D environment tools), artifacts (like game controllers as for the Nintendo Wii or the Sony augmented reality card game), machinimas or tools like Xfire (a very relevant tool to when your friends are online, what game they're playing, and what server they're on, join in on their games with one click and see what the friends of your friends are playing).

And this is interesting because video/computer games are now starting not only a tiny platforms but they're is now an ecology of artifacts connected to them which eventually are targeted at engaging people in playful activities such as developing DYI games, creating or watching machinimas, playing games with tangible interactions...

Why do I blog this? I am interested in foresight issues related to this sort of activities and how games is evolving from a very precise activity to a culture with fuzzier boundaries.

No buttons to press, just gesture

Time has an article about Nintendo's strategy. There is a relevant point there:

Nintendo can reinvent gaming and in the process turn nongamers into gamers. (...) "Why do people who don't play video games not play them?" Iwata has been asking himself, and his employees, that question for the past five years. And what Iwata has noticed is something that most gamers have long ago forgotten: to nongamers, video games are really hard (...) The learning curve is steep.

That presents a problem of what engineers call interface design: How do you make it easier for players to tell the machine what they want it to do? "During the past five years, we were always telling them we have to do something new, something very different," Miyamoto says (like Iwata, he speaks through an interpreter). "And the game interface has to be the key. Without changing the interface we could not attract nongamers." So they changed it. (...) Of course, hardware is only half the picture. The other half is the games themselves. "We created a task force internally at Nintendo," Iwata says, "whose objective was to come up with games that would attract people who don't play games."

And this seems to attract game designers:

John Schappert, a senior vice president at Electronic Arts, is overseeing a version of the venerable Madden football series for Nintendo's new hardware. He sees the controller from the auteur's perspective, as an opportunity but also a huge challenge. "Our engineers now have to decipher what the user is doing," he says. "'Is that a throw gesture? Is it a juke? A stiff arm?' Everyone knows how to make a throwing motion, but we all have our own unique way of throwing." But consider the upside: you're basically playing football in your living room.

"No buttons to press, just gesture": the essence of tangible interactions!

In addition, in terms of innovation, the article highlights few important concerns:

Nintendo has grasped two important notions that have eluded its competitors. The first is, Don't listen to your customers. The hard-core gaming community is extremely vocal--they blog a lot--but if Nintendo kept listening to them, hard-core gamers would be the only audience it ever had. (...) Cutting-edge design has become more important than cutting-edge technology. There is a persistent belief among engineers that consumers want more power and more features. That is incorrect. (...) intendo is the Apple of the gaming world, and it's betting its future on the same wisdom. The race is not to him who hulas fastest, it's to him who looks hottest doing it.

Why do I blog this? My interest for this console (and hence this article) is threefold: (1) I am curious to try it out (2) it's a good step towards the use of tangible computing metaphors (3) the innovation model of Nintendo is interesting.

Metaverse Roadmap: pathways to the 3D web

The Metaverse Roadmap is a ten-year forecast and visioning survey of 3D Web technologies, applications, markets, and potential social impacts.

What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When your avatar becomes your blog, your desktop, and your online agent? What happens is the metaverse. (...) Areas of exploration include the convergence of Web applications with networked computer games and virtual worlds, the use of 3D creation and animation tools in virtual environments, digital mapping, artificial life, and the underlying trends in hardware, software, connectivity, business innovation and social adoption that will drive the transformation of the World Wide Web in the coming decade.

The MVR is organized by the Acceleration Studies Foundation, a nonprofit research group, and supported by a growing team of industry and institutional partners, all pioneers in this important space.

So check out:

Creation of the Roadmap begins with an invitational Metaverse Roadmap Summit May 5-6 2006 at SRI International where a diverse group of industry leaders, technologists, analysts, and creatives will outline key visions, scenarios, forecasts, plans, opportunities, uncertainties, and challenges ahead. Below are a few distinguished attendees. Click 'view all participants' for the full list

The first steps of the roadmap 2016 is presented here

Why do I blog this? This is helpful for my foresight research about video-games.

Video Games Event in Milano

Today was the games@IULM in Milano (could not be there...), an event co-organized by some good people I follow:

The Humanities Lab at IULM University in Milan, Italy, is organizing a digital games conference and exhibition for May 3rd 2006. The event brings together game researchers from Italy, the United States (Stanford University), and Europe (the Computer Games Research Center in Copenhagen, Denmark.

Stanford's Jeffrey Schnapp, Henry Lowood and Fred Turner will take part in the event in mediated form. Their contributions will be delivered via video interviews recorded by SHL visiting scholar and game researcher Matteo Bittanti.

Jeffrey Schnapp examines the role of humanities in the digital age; Henry Lowood discusses the status quo of game studies and game culture, while Fred Turner comments on the politics and ideology of digital games. The video interviews will be freely available for viewing and downloading on the Games@IULM official website from May 3rd 2006

The program is there

Why do I blog this? this event seems to propose interesting and refreshing perspectives in the domain of video-games research.

3D Level design history

There is a good serie of columns on Gamasutra lately about level design by Sam Shahrani. It focused on FPS and 3D level design. What is good is that it gives a comprehensive overview of the different techniques used so far. Some very relevant excerpts about how level designers takes advantage of constraints to create spatial affordances that would support the game scenario and gameplay:

Level designers, or map designers, are the individuals responsible for constructing the game spaces in which the player competes. (...) The level design for Battlezone was relatively straightforward, in as much as it consisted of creating a game space (the “large valley surrounded by mountains”) in which the player could drive around and destroy targets for points. Essentially, the level design was that of a digital Roman arena, wherein the player could do battle, and it was a design that worked well for the limitations of the graphics engine, and provided enjoyable and novel gameplay for the arcade and home computer markets. (...) Not all attempts at 3D games involved the use of polygon-based 3D environments like those used in Battlezone; several games attempted to leverage other technology to provide an impression of a three-dimensional world. Notable efforts include Lucasfilm Games, now LucasArts, 1986 title Rescue on Fractalus!, a first-person title that used fractal generation technology to render the game world. (...) [Then in 3D FPS like Wolfenstein 3D]The emphasis on speed, however, again led to limitations on how detailed the world was. Interactivity in Wolf3D was relatively limited, with the player having only two ways to interact with the world; shooting things to kill them and opening doors by pressing the spacebar, a universal “use” key. Wolf3D upped the ante, though, by adding in “push walls”. These walls appeared like any of the normal solid walls in the game, but if a user hit the spacebar in front of them, the wall would slowly slide back, revealing a hidden room (Kushner, 108). Hidden rooms and secret levels would play a major part in future id games, and First-Person Shooters in general. The push walls were another innovation by Tom Hall, who served as the director of Wolfenstein 3D (Kushner, 108-112), and served to reward the player for thoroughly exploring the game world. It was an interesting gameplay mechanic, and one that grew out of a tradition in the video game industry for including secrets, or “Easter eggs” for players to find (Kent 188-189). While many would consider these “Easter eggs” to be afterthoughts, they present an important opportunity for level designers to maximize player investment and interest in the game world. (...) Doom fundamentally altered the First-Person Shooter genre (...) The Doom engine supported a number of new features that finally made realistic and interactive environments possible. Instead of merely featuring doors that could be opened, Doom featured the ability to alter the game world by using in-game switches and “triggers” to activate events. These events could range from a set of stairs rising out of the ground to unsealing a room full of ravenous near-invisible monsters to bridges emerging out of toxic slime. Additionally, Doom added in lifts, which could raise players to different levels inside the game world or, if used slightly differently, could act as pistons and crush players against a ceiling. Further, the Doom engine’s support of variable height floors and ceilings also meant that in addition to being able to move on all three axes, more complex architecture could also be created. Tables, altars, platforms, low hallways, ascending and descending stairs, spacious caverns and other objects could all be created using geometry. The ability to trigger events that could release monsters or alter geometry led level designers to create a number of surprisingly complex traps for players to uncover as they played through the game, from rapidly rising floors to bridges that would sink into toxic sludge if players moved too slowly. (...) In addition to architectural advances, Doom also added the ability to alter the light levels in a level. (...) The level designs for Doom were accomplished using much more advanced tools than previous id titles. Romero wrote an engine-specific level editing program called DoomEd (...) Doom also illustrates that levels do not have to be based on easily recognizable locations in order for players to enjoy them, nor do they have to conform to preconceptions of what an environment should look like.

An important concept is also this idea "Doom defined the first person genre, but more importantly it made the idea of users modifying a commercial title acceptable to developers.": the level design is the cornerstone of bottom-up innovation in the game world: through modding, end-user manage to create their own version what would be the world they want to play in.

Why do I blog this? What's explained here is of tremendous importance for the comprehension of spatial practices in virtual worlds. The author of this piece is Sam Shahrani, an M.A. candidate at Indiana University in the Master’s in Immersive Mediated Environments program through the Department of Telecommunications. He's making an incredible job explaining level design from the game developers' perspective. I am looking forward reading his dissertation.

It's certainly the most interesting piece about spatiality in video games I've read in the last few months.

About cross media entertainment

I was not aware of this concept of "cross media entertainment" that I saw on the Mind Candy Company. Christy Dena defines it as:

CME is also interchanged with ARG (alternate reality gaming) by ARG practitioners. I see ARGs, however, as a sub-category, a genre within CME (of which there are many).

I employ "cross-media entertainment" in two ways: as a top-level term to encompass all forms of entertainment that are distributed across platforms, in a variety of ways; to encompass all forms of entertainment that have multiple units (eg: locations and producers) but are not necessarily distributed across platforms (multiple websites for instance). In short, CME is multi-platform entertainment!

A cross-media creator is a conductor of an orchestra of media channels & arts types; an imagineer, constructing fictional worlds that cover the planet; a programmer, interpreting conversations between technology and nature; a sorcerer conjuring awesome events even they are surprised by; an audience member that wanted more, and so made a pact with The Creator to change the world.

More definitions of the CME world in this wiki.

Using Pictochat as a Backchannel in conference

Yesterday at the student presentation (Interactive Media Program at the Annenberg), there was a guy who briefly talked about the use of Nintendo DS' pictochat as a backchannel device during conferences. I found it pretty neat. Quoting his friend who gives the account:

The third best thing about the show was apparently the amount of Pictochat action going on in all the major keynotes. Of course, this anonymous metachat style leads to merciless barbs, such as when Valve's Gabe Newell accidentally started talking about 'beef' (as opposed to 'brief') in his Choice Awards intro spot, to a chorus of Pictochatted 'LOL' comments. Next time, GDC, let's see the Pictochatrooms projected on the screen behind the speakers - OMG?

More about what they do at the Zemeckis Media LAb in terms of backchannel in this paper: Justin A. Hall, Scott S. Fisher (2006) Experiments in Backchannel: Collaborative Presentations Using Social Software, Google Jockeys, and Immersive Environments. CHI 2006 workshop about Information Visualization and Interaction Techniques for Collaboration across Multiple Displays.

A pictochat picture taken from the Wikipedia:

Why do I blog this? I find backchannel interesting, especially when using simple and ubiquitous devices such as the Nintendo DS with its simple pictochat interface. It's a very efficient way to create and ad-hoc discussion. With this sort of things (as well as the Opera web browser), the DS is starting to be more and more relevant as a platform to do more things than video-games.

Google Map Games

Game on Google Maps offers a very good overview of the existing games that take advantage of google map. It ranges from very simple concept (finding a landmark) to more elaborate. With also ideas for possible implementations (Warcraft-like games or Risk or a revival of Where in the world is Carmen Sandiego?).

An interesting existing project is Brewster Jennings Protects America: The global spy hunt game.:

Remember playing "Where in the World is Carmen Sandiego" as a kid? Well now the new game Brewster Jennings Protects America brings this classic adventure into the 21st century by merging the game play with Google maps technology*. In the web-based Brewster Jennings Protects America game you race around the globe as a government agent trying to stop a deadly terror attack from taking place....

The story so far: You are an undercover CIA agent claiming to work for the fictitious "Brewster Jennings & Associates" company. You were just awoken at three in the morning by a phone call from The Chief telling you to report to your office immediately. From what he told you it looks like a terrorist is set to attack today and you are the country's last and only hope.

The "control your airplane" is almost an old-school shoot'em up with a google map.

My favorite is maybe Tripods in which you have to battle invading Google Maps tripod markers that are invading Manhattan!

Why do I blog this? with open platforms such as google map, there might be an opportunity to have creative location-based games/applications (with of course still some user interface issues).

Sharing in-game screenshots

Via AEIOU: Multitap is new video-game related webservice:

Multitap.net is a service that allows you to share your in-game screenshots with your friends. You can rate, discuss and categorise your screenshots as you see fit. Do something funny, interesting, bizarre or impressive in a game, and share a screenshot!

Multitap.net was designed to allow gamers to post screenshots of action during play, something we have done ourselves using forums and various image hosting services. (...) People are already starting to find out about it, and of course, suggestions are flying in on what features we should add…

Players upload their in-game pictures and comment on them. There are friends' lists.

Why do I blog this? I am wondering about the potential usage of such platform.

Novo Infotainment Table

Via joystiq, this interesting gaming table: the Novo Infotainment Table. The table is actually 32" LCD touch screen, a built in Shuttle PC or an Xbox or PS2, a rotating controller/keyboard panel, 60s spy-movie stlye. It's then a multi-purpose table: I don't really like the keyboard version (I hate those keyboards) but the one with the joystick is pretty cool: Why do I blog this? It's interesting to see that it's a way to repackage existing devices. This is the same phenomenon as the ambx system by philips: instead of focussing on a gaming device per se, some companies innovate by providing a service that embeds the console/pc in a larger context/experience.

In fact a cheaper version of this table is the following one, that Jan Chipchase showed last week:

Using video-game controllers/devices for other purposes

I recently came across this DTEC-BC-PRO (550$!):

The DTEC-BC-PRO is quite simply THE BEST boost controller ever made. It turns your Gameboy Advance SP into a powerful Electronic Boost Controller cabable of controlling boost pressures in excess of 60psi. The DTEC-BC-PRO allows everything from simple "one number" boost control that can be set up in minutes to the most advanced closed loop, gear dependant, RPM, and throttle position based programmable boost controller ever conceived. (...) The Gameboy Advance SP is not included. While it is required to set up the boost controller you do not have to leave it plugged into the DTEC-BC-Pro.

Why do I blog this? there are now numerous examples like this, what is interesting is to use the video games as a basis for:

  • taking advantage of people's habits to make them doing other activities with a game controller, like using a PS2 pad to control a missile
  • having certain affordances to trigger specific behavior
  • making device converging: more and more the portable consoles and cell phones get closer (even though the Nintendo Ds is not a cell phone yet, you can browse the web with it)

Learning through computer games modding

In Computers in Entertainment, Volume 4, there is an article about games modding by Magy Seif El-Nasr, Brian K. Smith. Called "Learning through game modding", it's a very interesting account of how computer games mods can be a mean to learn computer science, mathematics, physics, and aesthetic principles (a "learning by design" perspective).

some evidence that encourages the use of game modding in classes to promote learning of several subjects and concepts. We discussed the concepts we believe students learned through the cases presented here. Our preliminary evaluations of learning were based on student performance and our observation and interactions with them through their assignments and class discussions. We believe that using game modding motivated students to learn and allowed them to apply and visualize the utility and application of the concepts. We also observed that different game engines implicitly stress the use and development of certain skills. This becomes an important issue when choosing engines for pedagogical purposes.

Why do I blog this? learning theories emphasize the importance of "problem solving" and "hands-on activities" to foster learning; the article describes an interesting example of this concept through the usage of game mods. A pertinent side-effect of the open-innovation model that led game designers to let their game being mod-enabled.

Location-based games overview

Rashid O., Mullins I., Coulton P., and Edwards R. “Extending Cyberspace: Location Based Games Using Cellular Phones,” ACM Computers in Entertainment, Vol 4, Issue 1, January, 2006 This article is a comprehensive overview of location-based games, describing enabling technologies as well as examples of what's out there (no mention of Catchbob! :( maybe it's because designing our game was not the ending goal but a way to study certain phenomenons ). As they describe, it seems that GPS and WiFi are the most used technologies and they describe how bluetooth and RFID might be a good contribution.

Interestingly, the article gives a good critique of existing gameplay:

All the location-based games discussed can be categorized into three genres: action/adventure, treasure hunt, and role-playing games. Finding other players in a shoot-em-up game can initially be exciting, but the gameplay can quickly become repetitive, and the games rely on high numbers of players with the same game in the same area. Treasure hunt games can quickly become boring when played alone, and those that create an event appear to receive greater publicity and recognition. Although some of the games being marketed are massive multiplayer online role-playing games (MMORPG), their inability to compensate for the short gameplay of cellular users may hamper the ability to immerse players in the games. Geo-fencing provides a new element to games, in that players can specify their own virtual territory based on their actual physical neighborhoods. The incorporation of community features such as mobile chat are effective because they take advantage of the social nature of the cellular phone, and are features likely to prove significant in the success of these games. (...) For now, location-based cellular gaming is a niche market, which often depends on players owning specific devices and subscribing to specific carriers. However, there is strong evidence that these games are capturing the imagination of a new audience, and if the games can mature to give a wider variety of gameplay and experience, they might yet achieve their potential as a major location-based service.

Why do I blog this? it's a good overview, it depicts the actual picture of location-based games and some of the challenges. I would maybe add that lbg should go beyond object collection/hunt (in the same way LBS should move forward buddy finder and place annotation) to be more successful, offering more interesting challenges. But hey that's not so easy. Maybe a good way to do so is to have more features based on these scenarios or to radically invent new approaches.

Also, see the expression "extending cyberspace", this concept is still around for some people Alex!

Prototyping in video games

There is a great account of Maxis Senior Development Director Eric Todd's talk at the GDC on Gamasutra about pre-production through prototyping, which is a very important question in game design: what can game designers learn from prototypes? how early in the development of a game could they use them?

The talk was about pre-production. Some excerpts:

a prototype is used to convince others that your concept is "worth the risk of a full production".

Todd explained that the benefit of having a working mechanical model at hand is that, as far as communicating about design concepts is concerned, "words are fundementally a terrible way of communicating interactivity." (...) Demonstrating the concept, Todd showed a utility that allowed an amorphous worm creature to be prodded, deformed, and manipulated – he demonstrated how it felt to mess around with the utility, which seemed pretty tactile. As Todd said, having a tool like this "short-circuits" an inane conversation (...) prototypes should be as focused as possible upon just the few things you need to demonstrate to someone; (...) when someone finally threw together a prototype to show off the battle system and its animation style, he hot-wired the utility with PlayStation controllers and unveiled it during a staff meeting so as to delight the team and get them fired up about the project. Of course, there was no practical need for the Dual Shocks; there are no plans to place Spore on any console, and anyway users aren't really meant to interact with the game that way. That didn't matter; turning the battle system into a free-for-all brawl created energy. It led to people feeling more ownership over the project and to have more fun with it. The prototype also effectively educated the team what that game component was like, giving them a further impression for the way the game as a whole might come together.

An example of a prototype from the game Spore: Why do I blog this? these elements are very interesting and have a wider impact than just video game design. It made me think of the discussion we had at the Crystalpunk workshop about tools and architecture.

Modalities of space in video games

Axel Stockburger has a very interesting research topic entitled "THE RENDERED ARENA: MODALITIES OF SPACE IN VIDEO AND COMPUTER GAMES". He's working on this at the University of the Arts London, Research Scholarship London Institute with Dr. Angus Carlyle (LCC), Alan Sekers (LCC), Prof. Clive Richards (Coventry University).

one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken.

This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre’s reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault’s notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.

Why do I blog this? since space/place are the cornerstone of what I investigate in my research about pervasive games, I am interested by this approach.

Button mashing

According to Wikipedia, button mashing is:

Button mashing is the term given to repeated button presses over a short period. Most of the time, button mashing is seen in athletic and fighting video games. (...) Button mashing was first popularized by Track & Field in 1983 (...) Sometimes, random button mashing is actually more effective than skilled button pushing. This is frustrating to skilled players, who consider button-mashing a mindless action. There are many games that greatly rewarded the player for punching, kicking, or shooting a gun as fast as possible, which must be achieved through button-mashing. In order to reduce wear on controllers and allow players to gain the advantages of button mashing without having to actually mash the buttons, some game controllers feature a turbo button. This easily allows the player to maximize performance in games where a single button must be pressed repeatedly, but gives no advantage in fighting games or when two buttons must be pressed repeatedly one after the other. (...) Modern game designers recognize that many players do not enjoy hours of button mashing to complete games. The designers often incorporate auto-fire features or power-ups that alleviate button mashing requirements in their games. Button mashing is still used in gameplay, but sparingly during climactic points, such as a tight grapple with an enemy or breaking free from a confining attack.

Why do I blog this? button mashing refers to the good ol' day of video games but in terms of interaction design it was quite not that effective (not talking about the impacts of your joystick). However, the total craze it generated was quite funny (especially in those old sports games).

REX: a pervasive spell-casting game on mobile phones

REXplorer is a pervasive game designed to enhance the tourist experience in the medieval city of Regensburg. More about it here: REXplorer: A Pervasive Spell-Casting Game for Tourists as Social Software by Rafael Ballagas, Steffen P. Walz and Jan Borchers.

Participants will begin by renting their “magic wand” (actually a smartphone loaded with custom software and data necessary for the game) from the visitor center. (...) As they move throughout the city, players can attempt to cast spells at historic buildings using the Sweep technique that performs motion estimation by the way of the phone camera, and gesture recognition in (x, y, theta) dimensions. In response, players hear voices from magical spirits trapped inside the buildings through their magic wand (the loudspeaker on the smartphone). If they cast the spell incorrectly, the spirits will be disgruntled and uncooperative. (...) Participants may also need to duel against other participants in a spell-casting battle to achieve their goals. In addition, and more importantly, players can “cellcast” cooperatively to solve challenges. (...) As visitors are capturing media of the city in the game, the Regensburg application servers are automatically cataloging the media content they create to generate a website to show where they've gone and what they've done. During the game, this blog can be used to monitor the current game status by getting an overview of the teams' progress.

Why do I blog this? I like the interface trick using the phone camera, that's a good hack to create an innovative gameplay. The game seems also to be a good situation to have cooperative/competitive behavior.

Tamagotchi version 3

According to Wikipedia, here are the features of the new Tamagotchi:

Tamagotchi Connection Version 3 (Also known as Version 3, V3, Ver. 3, VR3, or Tama V3)

The third generation of the Tamagotchi Connection series was released at the end of January 2006. Like the Version 2, it borrows some features from the latest version of the Japanese toy, but greatly simplifies them. This means that the V3 does not go to school, get a career, or receive a salary. (...) Offers connection to Tamatown.com which, similar to the Japanese counterpart, generates codes which you can input into the toy and receive souvenirs, which are items that you can look at, but not much else. Passwords also give shop items and food, which cost Points. Other than the code from the Nintendo DS Game, the passwords unlocked on your pet or on TamaTown.com will not work on any other Tamagotchi.

6 new games:

  • Get, a game where one must collect falling music notes into a bag, and dodge the falling messes(read: Tamagotchi poop)and other bad things, in order to get a score of 100.
  • Bump, which is the same as the Connection Version 2 game, where your Tamagotchi becomes an almost sumo-like wrestler. However, point amounts are doubled from the Version 2.
  • Flag, a kind of "follow the leader" game, in which a flag appears on-screen, and one must press the corresponding button(s). However, there are imitation flags that will end the game if pressed. So be careful of them.
  • Heading, which is the same as the V2 version's heading, where the player must hit a falling ball back into the air. However, point amounts are doubled from the Version 2.
  • Memory, in which a sequence of arrows is played, and one must follow that sequence. You need a good memory for this game.
  • Sprint, which is essentially a button-mashing game where one must press any button continuously to help the Tamagotchi win.

From what I've read at Wal-Mart, the most interesting part is certainly the following:

The New Tamagotchi version 3 lets kids communicate with friends by using infrared capabilities. Each Tamagotchi stores up to 45 friends' characters in the Friend List (flash memory). You can visit friends, play games with them or alone and even give your friends gifts with the new Tamagotchi. Several generations of pets can be raised in each Tamagotchi 3 with the proper care and feeding. Enhanced play value in the new Tamagotchi 3 will be on-line compatibility and the introduction of the "The World of Tamagotchi Town" at www.tamatown.com.

  We're still waiting for "USB Tamagotchi" or tamagotchi blogging feature (as the AIBO does). And the fan connection is not a really achieved social software yet. Fortunately, there were previous versions equipped with a function allowing the toy to receive signals from cell phones.

Bubble: new DVD game console

The Bubble is an interesting gaming platform produced by Bright Things PLC (ex-Eidos). It's a DVD games console that you connect wirelessly to your DVD player to allow kids to interact with characters from their favourite TV shows (actually it's a game controller). The website worldofbubble gives more detail about it.

Bubble is a DVD games console that allows pre-school children to interact with their favourite TV shows and characters in a unique, fun and educational way. This website is designed to provide more information about Bubble, plus some equally fun and educational links, information and activities that parents can share with their kids.

Bubble can also be used away from the TV. Each game has an Away Play feature for use anywhere you'd care to carry our light, battery-operated console.

The Bubble DVD games console works via an infra-red connection to your DVD player. There's no wires, and no worries!

A simple press of the coloured, flashing buttons or the interactive activity book controls the real characters on-screen.

Why do I blog this? just watching what's happening in the gaming world for kids, lots of stuff going on there...