Entry 01: Couples Counseling by LB Jeffries
Entry 02: Family Commute by JC Barnett
Entry 03: Last Call by Borut Pfeifer
Entry 04: Sellout by JP LeBreton
Entry 05: Resonance by Michael Clarkson
Entry 06: Strange Land by Steve gaynor
Entry 07: Jump by Duncan Fyfe
Entry 08: Potter by Steve gaynor
Entry 09: Survival by Coleman McCormick
Entry 10: Bumbershoot by Dan Bruno
Entry 11: Friends Like These by Justin Keverne
Entry 12: Bereavement in Blacksburg by Manveer Heir
Entry 13: Fruit of the Womb by Roberto Quesada
Entry 14: Peace by Christiaan Moleman
Memories. Feeling. Meaning. Conflict.
They can all be expressed through interaction-- games. Interactive experiences are driven by design. And we're all designers. Of any discipline involved in game-making, design's door is open widest. There is no barrier to entry. Players, artists, teachers-- we're all designers.
The challenge then is to express through interaction an experience that the player will find meaningful-- something novel, poignant, interesting, personal, or enlightening. As video game designers, we've explored a few forms of conflict with great fidelity: mostly direct and violent; mostly expressing the feeling of prevailing over one's rivals.
So, Fullbright proposes a public thought experiment; a decentralized game design symposium; a call for new takes on interactive expression. If we've succeeded by now in conveying feelings like "exhilaration," "fear," and "victory," and conflicts such as "individual power vs. strength in numbers," "man vs. rule system," "entropy vs. order," and "good vs. evil," the Call to Arms focuses on some more elusive aesthetics. Here's the procedure:
Below are my initial proposed feelings:
Next, my initial proposed conflicts:
This exercise bears something in common with Clint Hocking's "Seven Deadly Sins" elective from the Game Design Workshop; for a starting point, check out how one team of designers at this year's GDC expressed Gluttony with a card game. Alternately, note how BioShock used a character-based approach in expressing Altruism vs. Self-Interest, and whether its mechanics supported the implications of that conflict. Or, how Jason Rohrer explored the bittersweet melancholy of aging with Passage.
What is meaningful to you? How can that be conveyed to others through interaction? Design play to share that experience with others. Heed the call to arms!
5.20.2008
Call to Arms 2008
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