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In the recent "Games of 2020" competition, Gamasutra, plus sister websites GameCareerGuide and GameSetWatch challenged readers to envision what kind of video games would be played in the year 2020.
As part of the challenge, the 20 best entries -- whether complex, clever, impish, genuine, or anywhere in between -- were awarded with All-Access GDC Passes, collectively worth over $40,000.
Entrants were tasked with naming a game that will be popular or cutting-edge tech in 2020. Contestants then needed to describe how the game is controlled, as well as its chief design concepts and innovations.
Entries were judged based on their strengths in concept, realism, and evolution of current gaming trends. It's expected that many of today's most popular genres will still thrive in the year 2020, after all, but the ways in which they are played could be quite different.
For the purpose of the competition, we presumed that the most cutting-edge games of 2020 may feature many of the same mechanics of today's games, but would include different control methods and varying degrees of lifestyle integration.
The 'Games of 2020' prizes are awarded thanks to Green Label Gaming. The Mountain Dew-backed gaming label is heavily supporting innovative gaming at GDC this year, and is committed to empowering emerging talent in the industry.
(In addition to the GDC All-Access passes, Green Label Gaming is adding $10,000 to the Seumas McNally Grand Prize at the Independent Games Festival, to make the IGF's top prize $30,000 this year.)
What follows are the 20 winning entries, from an amazing set of over 150 entries, as judged by Gamasutra's editors. All details and descriptions are provided by the original authors. We encourage non-winning entrants to post their entry in Gamasutra's new blogs section.
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Looking at the winning entries I see much promise for mobile gaming in the future. Johnston's and others' ideas support a movement towards fun and pervasive play (or in the case of games along the lines of Jenning's Muses, deeply personal aspects of our everyday lives), although I am skeptical about our ability to develop the necessary superimposing image displays in only a decade. Regardless, I am sure that games in the spirit of these ideas will be very possible as GPS and wireless networking technologies continue to improve, and to be quite honest I cannot wait to get my hands on a GEO.
While the winning entries largely have fallen within the bounds of my predictions for mobile gaming (and were decidedly top-notch), I am somewhat surprised by the dearth of single-player designs in the top 20. Perhaps more traditional forms of media that do not require a playmate are at this point less revolutionary than social cyber-playgrounds, but like winning contestant Patrick Delaney I see much opportunity for innovation and improvement in the realm of interactive adventures. Smart stories with captivating characters and settings have driven literature for centuries (and movies for the past era), and there is no reason to believe that a good story will go out of style. As technology and video game design improves, I fully expect heavily scripted but interactive video games to be appreciated like movies in the future, despite the rising popularity in mobile gaming.
In fact, I just remembered a good point Pachter made in the MI6 roundtable on this very subject:
"I don't know that I agree with you,” Pachter responded, “Insofar as you all seem to agree that the future is social interaction -- collaborative, competitive gameplay. I think of entertainment as a solitary experience. I may go to the movies with my wife but we don't sit there and talk about it during the film. We consume it alone. You read a book by yourself. It strikes me that we're socialized to consume entertainment alone. I still think most video games are consumed alone. What role is there for the single player game for people who [want] to get away from people for awhile?"
If I happen to be dead wrong, I will still be content playing with the abominable snowman in the backyard via my RetroGlasses (love the pictures, Jake).
I couldn't help but notice that Tarl Telford's Paper Planes design, on page 3, is *very* similar to David Jaffe's paper airplane game from the Experimental Gameplay Workshop at GDC 2007. Details:
http://snarfed.org/space/GDC+2007#sing
http://ludica.typepad.com/ludica/2007/03/an_excellent_pa.html
Was that just a coincidence?
Yes.
Paper Planes is more than just an interface for folding paper. You are not limited to paper airplanes. With the Crumple Algorithm, the player can create anything they can origamically envision from a single piece of paper. Paper Planes describes a multi-tiered community of folders who enjoy creating and interacting with digitally created paper sculptures.
While it may appear to use the same interface, needle and thread input into a computer is far different than nanocircuitry and microLED lights in a flexible gamescreen.
I fancy myself a writer of science fiction. What seems improbable now has most likely already been dealt with in a scifi story of some kind. There's plenty of ideas floating around in the universe. I just happened to grab onto a childhood hobby of origami and plugged it into a game design. In the end, as they say behind the scenes in Hollywood, "Content is King."
Novel interfaces have already been tried. Nintendo Power Glove and 3d goggles didn't catch on as much more than a novelty along the way.
Paper Planes is a story, a world, a community and a personal palette, coupled with an interface. My part is the world. The techies can figure out the physical controls.
- Tarl
The great thing about games right now is that they remain in their own fantasy space and do not mix with reality so easily, and that is a good thing. Even now with multiplayer games you already see bullies and jerks hiding behind their game handles and mistreating others--taking that kind of interactivity to the next level would only make things worse, though punitive measures could probably take care of that (you get enough other players reporting on your bad behavior and your account gets suspended). I think any kind of integration of real life with gaming should be designed around minimum possible physical altercations with other players, otherwise we're looking at a lot of lawsuits. These games are not the same as sports in nature because with sports people have a set of expectation, while in these games players are often not sports players and do not have sportsman like conduct ingrained in their values.
I also think that people will always want maximum escapism instead of dealing with real life issues, no matter how you try to incorporate them into games. A completely detached and fantasy/sci-fi/horror/action world provides a totally different and exciting world to explore, with no consequences in real life, and for that reason they will always remain very popular. All the social networking aspect of the future game designs are assuming the best--that everyone is socially well-adapted. Many people may find the social aspect to be a peer-pressure and prefer to be alone. Also, social networking games could have real life consequences--you may offend a friend due to something you did in a game, and not everyone wants to deal with that kind of consequence.
Wonderful contest. I'd love to see it become a regular event.