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Persuasive Games: Video Game Snapshots
 
 
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Features
  Persuasive Games: Video Game Snapshots
by Ian Bogost
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September 11, 2008 Article Start Previous Page 2 of 4 Next
 

 

Game Creation Tools

More than a century after Eastman's simple roll cameras, today's computer culture values a similar strain of creative populism. Websites and software provide tools that promise to "democratize" the creative process.

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Cheaper, more powerful hardware and inexpensive, easy-to-use software have made professional video editing and DVD production available to everyone. No-investment on-demand printing have made CD and t-shirt manufacturing a snap. Blogs and one-off book printing services have made written publication easy.

Following this trend (and its commercial success) are several nascent attempts to do for video games what the Brownie did for photography. Big players like Microsoft (Popfly Game Creator), and EA (Sims Carnival) have gotten into the game-maker game, as have start-ups like Metaplace, Gamebrix, PlayCrafter, and Mockingbird.


Microsoft's Popfly service


Areae's Metaplace

Each of these products offers users a slightly different way to simplify game creation. Sims Carnival offers three methods: a wizard, an image customizer, and a downloadable visual-scripting tool. PlayCrafter relies on physics, Gamebrix on behaviors, Mockingbird on goals. Popfly uses templates.

As platforms, each tool relies on the formal properties of different sorts of games. Some differences are obvious: Sims Carnival's Wizard and Swapper tools let people create games very easily by changing variables and uploading new art, while PlayCrafter automates physical interactions.

Formal distinctions are a common way of simplifying the creation of games. Long before Sims Carnival and its brethren, desktop game creation software used genre conventions as the formal model for add-assets-and-script type tools: GameMaker fashions tile-based action/arcade games; Adventure Game Studio makes graphical adventures; RPGMaker outputs role-playing games.


GameMaker


Adventure Game Studio

A focus on formal constraints like character statistics or genre distinctions like moving from screen to screen makes sense from a tool developer's perspective: different sorts of games require different kinds of programmatic infrastructures.

But from the lay creator's perspective, genre is a less useful starting point than topic. "I want to make a game about my cat" is a different sentiment than "I want to make a graphical adventure game." Photography doesn't make such a distinction; a camera can just as easily take a landscape as a portrait.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Anonymous
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This is exactly the kind of critical discourse we need to see more of with regards to the games we make, the games we play, and the changes that happen as a medium matures and becomes widespread. The common idea that there are new 'untapped demographics' misses the point entirely. Technology and cultural acceptance drive changes in our industry. Just as painting and drawing changed with the advent of photography, so too will the nature of video game development change.

Well written, thank you.

Luke Rymarz
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It sounds like someone should put together a site that makes it easy to create micro-games like those in the WarioWare games. I imagine something a step up from ytmnd, but with an easier to use, flash-based toolset. The results could be interesting.

Emily Skopic
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A cool new technology just launched at DEMO and you should keep your eyes on is Wild Pockets! It is a free web-based 3D game engine that is easy to use. It just entered Beta, you can see a demonstration at http://link.brightcove.com/services/link/bcpid980795693/bctid1778578848

Noah Falstein
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Kodak's intrusion into pop culture went back farther than the Brownie. In Gilbert and Sullivan's "Utopia Limited" in 1893, Gilbert satirized the camera's ubiquity and the slogan you quoted:
Then all the crowd take down our looks
In pocket memorandum books.
To diagnose
Our modest pose
The Kodaks do their best:
If evidence you would possess
Of what is maiden bashfulness,
You only need a button press—
And we will do the rest.

===
All of which is kind of irrelevant to your main point, but I know you like obscure references. Gilbert also was one of the first to joke about the telephone, in H.M.S. Pinafore - and for years after making the game PHM Pegasus, people were still referring to it as HMS Pegasus. There, I brought it back to games!


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