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Postcard
from GDC 2004: The Indie Game Jam The third annual Indie Game Jam, introduced by game designer Chris Hecker, kicked the workshop off on a high note. Each year at the Jam, developers make as many innovative games as possible during a four day period using a custom game engine made specifically for the event. The engine is always built around a single technology focus, and this year's focus was gameplay physics. The Game Jam challenge: to create 2D games in which physics drives gameplay. Here is some of what the team of pro and indie game developers came up with.
The audience was visibly impressed with the level of innovation that the Indie Game Jam Developers achieved within only four days, and went away with an entirely new perspective on physics-driven gaming. Other Experimental Games Much of the Experimental Gameplay Workshop consisted of indepent developers demonstrating their own gameplay innovations. Among the participants:
Puzzle
Pirates. In
this Massively Multiplayer Online Game, players control pirates who live
and interact in a fully-developed island world. As in other MMOG's, players
communicate with each other and participate in a user-driven economy,
but Puzzle Pirates also uses simple puzzle games (in the vein of
Tetris or Bejewled) to drive interaction. Fighting
a duel or engaging in ship-to-ship combat requires users to play mini-games
such as "Swordfight," or "Sailing." Puzzle Pirates is intentionally devoid of numbers or statistics, instead favoring simple player rankings. The goal, said the developer, was to create a world that was fun and involving, but easy to approach and remain immersed in. Haptic Battle Pong. This game, presented by two Stanford grad students, employs haptic interface devices to let either one or two players move their arms in 3D space and control a game of virtual ping pong. The game is played with a pair of $15,000 haptic controllers that allow six full degrees of motion. The goal of the experiment, said the developers, was to create a game in which force feedback was integrated with gameplay physics, rather than simply serving as a software-driven response. But developing for haptics turned out to be difficult, said the developers, due to the intense processer demands of haptic input and the difficulty of coordinating haptic feedback over a network. Polygonal Polly. In this game, designed specifically to teach pre-teen girls how to program, players connect to an online space in which they can program the actions of polygonal shapes, or "Pollies," that exhibit a surprising range of action and emotion. Once girls have programmed their Pollies to walk, run, hop, or dance, they then connect with other girls and take their Pollies to the playground. Pollie groups are capable of playing tag, jumping rope, or doing anything the girls come up with. The purpose of the game, said the developers, is to leverage young girls' procilivity for social interaction as a means of helping them learn to program. The developers also see this project as a starting point for a much larger endeavor -- tapping the linguistic abilities of young children to discover a "natural" programming language.
Katamari Damaci. This amusing Japanese game features a ball rolling around an environment that absorbs every object it encounters in its path. Each object sticks to the surface of the ball as if with glue, and as each new object is added, the rolling dynamic of the ball changes to reflects the ball's new shape. At first, the ball absorbs small objects: lollipops, horseshoes, trash cans, small animals... but as the ball gets larger, the scale increases, allowing a player to absorb fence poles, light posts, road signs, and palm trees. As the ball heads out into the larger world, it can absorb pedestrians, cars, skyscrapers, and eventually, the very countries and continents themselves.
In addition to the above, presenters showed other games that innovated and explored at the boundaries of game development. There were also several presentation focusing on unique gameplay features in recent industry titles. Among the most interesting was a discussion of the use of time in games, and the ways in which titles such as Max Payne, Prince of Persia: The Sands of Time, and Viewtiful Joe have used the concept of time to manipulate the gameplay experience. All around, the Experimental Gameplay Workshop was a success, leaving audience members with plenty to think about in terms of new directions in game development. The event will surely continue to evolve along interesting lines in the years to come.
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