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The 1st
Annual International Academic Conference on the Future of Game Design
and Technology, more concisely known as Future Play, began
appropriately with a keynote addressing many important issues on the
minds of those in and surrounding the video game industry. The event
packed Michigan State University's Union Ballroom with a diverse
audience of game industry professionals, academic researchers,
activists, and a healthy population of eager students, all gathered as
a product of the conference's theme of bringing academia and industry
together.
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Henry Jenkins (MIT) and Craig Anderson (Iowa State University) at play.
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The
aforementioned opening Keynote given by John Buchanan, Research Liaison
for Electronic Arts, set a tone for the three-day event by discussing
where the industry is presently, and what both academics and working
game developers can do to innovate in their respective fields. Focusing
on the play experience and its connectedness (or lack thereof) with
story, John went as far as to say that “there is no such thing as an
interactive story.” While surely the statement ruffled a few academic
feathers, his point was clearly that experiences are what create story,
and therefore the interactive (experiential) nature of games makes it
difficult to truly integrate a story, by its true definition, into
gameplay itself.
John
ended his talk with a message specifically for researchers: focus on
the cutting edge and avoid the traps of doing research with current
generation technologies. The message seemed to largely ring true with
conference attendees.
Keynotes
Future
Play contained many high quality keynote presentations by a number of
respected industry and academic speakers. Many of the keynotes were
recorded and are now available online at the conference website.
At
the end of the first day, the well-traveled Ernest Adams spoke on what
he felt were the emerging issues in game design. Being mostly a
compilation of many of his previous speaking topics, Ernest's talk
primarily aided attendees in pinpointing the issues that are in need of
better solutions, making great food for thought for those contemplating
their next research or industry project.
Day
two began with a podium-less discussion between Henry Jenkins and James
Paul Gee entitled “Why Video Games Are Good For You.” The always
insightful duo shed light on the widely untapped notion that games are
excellent learning tools. In the process, Henry was able to establish a
basis for his (and countless other's) strong stance against anti-game
legislation. The talk would also act as a preamble to the hotly
anticipated panel discussion on game content and censorship which Henry
would serve on later in the day.
The
final day of the conference treated those in attendance to two final
keynotes given by Greg Costikyan (“Imagining New Game Styles”) and
Michael Mateas (“A.I. Is The Future of Gaming”). Greg laid out his
thoughts on why he feels the game industry is, to a large extent,
creatively stagnant, and how future developers can go about innovating
within the same space. With the recent announcement of his Manifesto
Games endeavor, the audience was quick to probe Greg regarding his
thoughts on the future of independent games, and his role in improving
their visibility. Greg's response was that he plans to build a viable
path to market for games that might not otherwise “get the attention
they deserve,” focusing additionally on helping developers effectively
advertise their products.
Michael's
talk acted as a fitting rebuttal to John Buchanan's original assertion
regarding interactive narrative, using his project Façade as
an example of the progress being made in the interactive fiction domain
using emerging techniques in artificial intelligence. Spoken over the
closing lunch session, Michael's expertise in the area of A.I. was
unanimously well-received.
Workshops
During the first two days of the conference, Future Play was host to two workshops run by distinguished game industry veterans.
The
“Game Tuning Workshop,” directed by Marc Leblanc of Mind Control
Software, acted as a three-hour crash course in game prototyping and
concept analysis. Marc stressed the importance of finding a theme or
setting (described as the “aesthetic” in his MDA framework) and then
developing “mechanics” to support it. Those in attendance followed his
advice to develop a paper prototype that was then play-tested and
analyzed. The take away for attendees was learning a new approach to
design, along with proper understanding of the importance of early play
testing in determining the “dynamics” of the play experience.
The
award for longest session title went to the “YWMTMAGAW Workshop” (“You
Want Me to Make a Game about What?”). A mix of fun game design
challenges coupled with a reality check about the state of game
publishing was hosted by Brenda Brathwaite and Jeb Havens of Cyberlore
Studios. Attendees grouped to take on design challenges based around
existing IPs and their associated constraints. A final round of
challenges, dubbed the “Iron Designer Challenge,” pitted groups against
highly sought after IPs such as “The Home Depot” and “ Canada:
The Game.” Those who persevered through the obvious lack of initial
“fun factor” in the dictated IP were pleasantly surprised to discover
the realm of viable possibilities for these less than glamorous
properties.
Panels and Paper Sessions
Complementing
the keynotes and workshops were a wide selection of panels and paper
sessions, with topics ranging from game design curricula, to quality of
life issues, to casual games. The individual paper sessions allowed
academic researchers to demonstrate their findings to a relevant
audience of peers and industry professionals.
While there were many great panels, one in particular was relevant to the local crowd due to recent legislation
passed in Michigan related to the regulation of violent video game
content. “Game Content, Ratings, Censorship, and the First Amendment”
gave proponents from both sides of the censorship debate equal time to
state their views and research on the need for government intervention
vs. parental responsibility. There was obvious passion for and against
each viewpoint from those in the audience, but the conversation
remained productive and was ultimately an eye opener for all.
Game Exhibition
As
with many conferences these days, Future Play sponsored an accompanying
game exhibition and poster presentation. The lively exhibition, which
was combined with a wine and cheese reception, showcased three
categories of projects: Future Games, Future Game Impacts and
Applications (i.e. Serious Games), and Future Game Talent (Students).
Nearly
all the games demonstrated brought something unique to the table. A
panel of industry judges was asked to pick winners for each of the
three categories, along with an additional People's Choice Award voted
on by attendees. Congratulations to the winning teams of Jugglin, Mudcraft, MOVE, and Cognitive Games!
Conclusion
Looking
at the event from a student's perspective, having access to industry
professionals on campus was an exciting opportunity. It was great to
see the game development community at MSU earning some much deserved
recognition as well.
Future
Play was a wonderful experience, and the conference organizers should
be proud of what they were able to put together. The event accomplished
its goal of bringing two historically isolated groups together to learn
what each can offer the other side in an effort to improve the future
of games.
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