Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Thursday, April 3

Play it! Make it! workshop media now online


Documentation from our recent Play it! Make it! exhibition is now online. This includes photos from the workshop as well as a playable version of the completed game - a bizaare mix of collaged couples, jumping fish, and cackling spirits. We've had a number of requests to run the workshop again, if you're interested just leave a comment.

Thursday, March 20

One night videogame show coming to Window


Next Friday at Window we'll be presenting a special one-night only videogame show called Play it! Make it!. The first section consists of a handpicked selection of innovative, unusual, and experimental games from Bill Viola, Toshio Iwai, and others, and will allow you to experience first- hand some important game works.

Game designer Jeff Nusz will be running a lighning fast, low-tech workshop that comprises the Make it! section on the same evening. Arming small teams with a bevy of musical instruments, craft supplies and a computer, Jeff will assist participants in designing and building a simple videogame in just 2 hours.

Friday 28 March from 7 - 10 pm, at Window

Tuesday, March 18

Hack this code: Te Tuhi software goes open source


Douglas Bagnall writes to let us know that he's made his Te Tuhi Video Game system software open source under the GPL (General Public) license. We blogged about the show a few months ago here at Window:Scene, where visitors to Te Tuhi could draw pictures that were analysed by the software and converted to videogames via a set of rules. Opening the code to the community allows these rules to be changed and shifted, but you'll need some technical savvy. With his usual deadpan humour, Bagnall goes straight from step 4, "Try ./tetuhi path/to/some/image.jpg. If everything is working, a window should pop up with a game in it.", to step 5, "But it probably isn't working, so at this point you should subscribe to the mailing list and ask there."

Thursday, March 6

Play it. Make it. Sell it.


Are you a real fan of Beirut, or did you just jump on the bandwagon? Lee Byron's Listening History visualisation reveals the truth, mining hundreds of listening hours logged on social music site LastFM for the answers. In a series of large scale posters that are both intuitive as data and beautiful aesthetically, artists are represented by sinuous waves, "cooler colors represent artists who have been listened to for a long period of time while warmer colors represent artists who are more recent in the user's listening habits."


Sell out so your work reaches millions of consumers, or stay the starving artist in relatively obscurity? Kevin Kelly proposes an alternate solution. "A creator, such as an artist, musician, photographer, craftsperson, performer, animator, designer, videomaker, or author - in other words, anyone producing works of art - needs to acquire only 1,000 True Fans to make a living." If a little idealistic, Kellys approach seems doable, and all the more so because of recent technology. Need to print your own book? Go to Lulu.com. Don't have a record label? Monetize it on AmieStreet.com. Need to stay in touch with those 1000 fans? MySpace, RSS feeds, blogs, and Flickr are here to help.


An approach Nine Inch Nails frontman Trent Reznor knows all too well. After following in the footsteps of Radiohead's 'pay what you want' scheme with side project Saul Williams, Reznor went even further with his own project last week, offering a stepwise model of cost for NIN's latest album. "Fans bought 2,500 copies of the ultradeluxe edition of the new album, Ghosts I-IV, offered at the same time as free tracks and other music packages that begin as low as $5. The most expensive option sold out in three days, and activity on the website crashed its servers."


Fuyuko Akiyoshi sends word of a videogame she's just produced. Zoo Escape stars you as the brave panda who must help the animals to escape. Reach a certain level and you'll need to fight the zoo keeper himself, an evil Ronald McDonald.


Want to make your own videogame? On March 28th you'll have a chance. Over at Window, we're staging a major experimental videogame exhibition, culminating in a "Play It! Make It!" evening in the Window space. You'll have a chance to play 5 or 6 seminal games, including works such as Bill Viola's surreal meditative Night Journey, the UN sponsored political simulation Ayiti, and ground breaking interactive narrative work, Facade. Talented game designer Jeff Nusz from Custom Logic will be coming up from Christchurch to run the Make it section. Arming small teams with a bevy of musical instruments, craft supplies and one computer, their aim will be to crank out a videogame in under 2 hours. That bizaare whale game with coloured pencil art and a casiotone/rap soundtrack you've always dreamt of playing? Bring it to life on March 28th.

Tuesday, February 26

In Pictures: Tending Networks Symposium


Click the large image to go to the next image, or use the page navigation along the bottom. For the full size version of any image, click Link.

Monday, February 11

Prada's Trembled Blossoms fails to fully bloom


From ShowStudio comes word of "Trembled Blossoms", an animated short film for Prada. Directed by James Lima, the film depicts a "cyber woman's journey through a magical, illustrated forest", accumulating clothing from the fashion icon as she goes. And while "Blossoms" is an important shift from glossy photo spreads to moving image for fashion, what's more interesting are the cues taken from online worlds, videogames, and new media.


The film's protagonist, an androgynous avatar birthed into the world by a rose, is heavily influenced by manga and anime - featuring the long legs, large eyes, and faerie complexion favoured by Japanese artists. Beginning nude, but fully grown, the animation starts in the same way as notable online words like Second Life. The main item of clothing, a red and blue check sheath dress, isn't put on, it's transferred. Another avatar appears to bestow the clothing, virally spreading the distinctive check texture from herself to our heroine. A host of traits are picked up from online massive multiplayer environments like World of Warcraft: a pixie companion that circles the avatar, a camera that tracks movement, even glitter and glow effects that look downsampled and artificial.


Starting life as a series of stunning storyboards from James Jean, with beautiful finished watercolours from Jared Purrington, "Blossoms" mood boards are pieces of art by themselves. Elegant lines wrap around explosions of colour, pencil drawings of organic flower/high heel hybrids are delicately articulated. Unfortunately, the final work fails to keep it's cyber and organic influences in tension. Caught between pixel and paint, avatar and actor, "Blossoms" plunges into the Uncanny Valley.


Roboticist Masahiro Mori coined the term in the 70s to describe robots "with appearance and motion between a 'barely-human' and 'fully human'. We love the clumsy hulking metal of C-3PIO, but a more realistic woman cyborg with fake hair, skin and unblinking eyes repulses us. While "Blossoms" doesn't cause this degree of emotion, it fails to work because of it's straddling. Instead of an obviously artificial video-game walk cycle, or a motion captured female walk, the film uses a mediocre between - a badly animated slink that's more strange than sexy. Likewise, the avatars facial expressions are more than the real-time triggered response of a videogame, but they're also far less than human. The result is an experience that is beautiful but cold, stunning but not completely compelling.

Wednesday, January 30

Waking up as a deer: Endless Forest screensaver


Auriea Harvey & Michael Samyn have just sent word about the latest update to their free-roaming online multiplayer project, The Endless Forest. Packaged as a screensaver, the work comes to life when your computer starts to sleep, recasting you as a stag in a dreamy, meditative forest setting, complete with ruins, ponds, and seasonal changes.

Without boundaries, goals, or levels, the interactive shifts the focus away from objectives and onto the stunning environment, which the team have obviously focused on. Light filters through pines, close objects obscure the player momentarily in a cinematic nod, and your avatar leaps across streams and into lavender glades.


In a strong move based on their interactive narrative backgrounds, the team have disabled any form of text or language communication. Avatars are 'named' with a randomly generated symbol. Communication with other stags takes the form of emotive actions - a bow, a cower, a prance. Language barriers are gone. So is specific communication ("walk to this location","how are you?"). But what Harvey and Samyn realised is that simple interactives require simple communication. Stags play "follow the leader", action their meaning through, or post general notices on a forum ("If I see you and don't respond, I'm sorry, my computer is playing up...").


With such a open-ended base, the team have released updates for special times and seasons. "Endless Halloween" turned stags into a midnight black for a certain time, and enabled costumes like blood red antlers or a Mexican inspired "deer of the dead" motif. The latest event/update combination involves the gods visiting the forest next Tuesday, February 5th at 5pm for a Mardi Gras flower spree.

Of course, EF isn't without it's problems. When I logged on at 10am NZT, there was exactly one avatar in the forest. Me. Exploring the lush environment is interesting for a while, but where EF ultimately wins or loses is it's user base - midnight gatherings of stags, magic spells cast by others, and new emotive gestures added regularly are for naught without others online. A few glitches crop up. It's easy to ruin the Csikszentmihalyi-like flow of galloping through the forest by hitting a tree, or break the realism by using a walk animation when your avatar should be running. But these hardly detract from an interactive which succeeds in pushing the boundaries of what a 'game' is, what 'communication' means, and how time and users can evolve a game world.

Friday, November 30

Quicktake: Adam Willetts at Whammy Bar


Artist/musician Adam Willetts performed a solo set last night at Auckland's Whammy Bar, moving seamlessly from aggressive, glitch based feedback to melodic pulses and back again. Kneeling shaman-like on the floor, Willetts managed to avoid the cold, impersonal performances of 'laptop' sets where movement is limited to mouseclicks and knob twiddling. Instead, with the typical barrage of wires and effects pedals were a pair of wireless white objects not usually used with music - Wiimotes. Because the Nintendo Wii controllers use accelerometers/gyroscopes, they're sensitive to shaking, tilting and panning, and have been hooked up as MIDI controllers by enterprising glitch kids, allowing musicians to control sonic waves as easily as gamers hit virtual tennis balls. The controllers made for a much more compelling, physical performance as Willetts literally shook out shock waves of noise and bent wrists to overdrive tones. Unfortunately Willetts was the standout of the night, the lineup moving awkwardly from improvised noise and glitch based soundscapes to a Loretta Lynn-like singer songwriter before ending with The Terminals, who cranked through a set of oldskool punk numbers in the spirit of the Sex Pistols.

Note: Photo shown not from performance, although setup was similar.

Thursday, November 15

Code from crayons: new work from Douglas Bagnall at Te-Tuhi


For those put off by the gun-wielding heroes and photorealistic environments of videogames, this Saturday is your chance to create your own. Douglas Bagnall, who has previously shown works like A Film-Making Robot at Window, is exhibiting his latest project at Te-Tuhi, which transforms crayon drawings into game worlds via some clever coding.


Bagnall's Video Game Machine is part of a host of recent interactives which mix physical reality like shadows and drawings with screen-based additions. Philip Worthington's Shadow Monsters tracks users, adding spikes to their arms, medusa tendrils to hair, and the ability to throw flames and projectiles.



MIT's sketch engine takes simple physics diagrams drawn on a whiteboard and digitises them, translating crude down arrows into gravity, force, and inertia. The demo is dry, the graphics dull. The potential is not.



Flash-based physics toy Line-Rider became a smash success over the last year as users took its simple mechanic of drawing lines for a sled to an art form. Massive levels like the one shown below, or others with up to 22,000 lines are entered into competitions in communities like I Ride the Lines. Little Big Planet, an Xbox 360 title poised for release, hopes to capitalise on the same idea by letting users create and post levels. Players assemble game worlds from a variety of objects which are translated into game worlds with deep physics applied.


With any set of rules and scripts, from Bagnalls 'robots' to interactive narrative such as Façade and simple 'toys' like Line Rider, the fascination lies in 'gaming the system' - finding the edge cases, glitches, and grey areas. The algorithm behind Film Making Robot favoured oversaturated images, creating a very selective memory of images sourced from Wellingtons bus routes. Only hours after Façade was released, players were already trying to break it, ignoring any goals like reuniting the protagonists and instead posting scripts featuring serial killers in an effort to defeat the natural language scripting. The top rated movies on LineRider comps are not huge hills or triple backflips, they're 'microquirk tracks', hardcore users who can place a dot in a specific location, confusing the game code and causing havoc with gravity.

Te Tuhi Video Game Machine
Douglas Bagnall
17th November 2007 – 10th February 2008

Update: James McCarthy also performed using a site-specific wall work comprised of high-tension wires. He repeated the performance on Tuesday with some members of experimental music organisation Vitamin-S. Thanks to James for the pic.

Friday, October 26

Indie videogames push for new visual style

The Independent Games Festival has just posted all of it's entrants - and there are 173 of them. With a burgeoning indie game scene and tools to allow artists to create a wider range of styles for games, it's no surprise that aesthetics are being pushed beyond the usual clean 3-dimensional look associated with the medium.


Crayon Physics is playful and childlike, generating much of it's artwork dynamically from lines and boxes the player draws.


Flipside lets you "see the world through the eyes of a madman", exploring an idyllic, hilly terrain, then letting the player switch into a dark alternative - filled with a dying sun, black tones, and a "hero" that's just revealed a nasty streak.


The Glum Buster entry comes with no website, no developer contacts - almost no information at all, apart from this visually strong image of a bleeding tree, and a mysterious phrase: "Cheer up, dear friend, or they may come, And take you where the glum is from."


Aureia Harvey and Michael Samyn are entering "The Path", a dark twist on a Red Riding Hood type fable with a compelling visual style concocted from a witches brew of Twin Peaks, the Blair Witch Project, and M. Night Shyamalan films. What's interesting is that visual style and content are intertwined - an innovative, unique aesthetic is a catalyst for new forms of play, and sets up expectations for players to expect something different. Harvey and Samyn as a case in point don't just break the mold in their visual style, but also in fields like gameplay mechanics, interaction, and goals. "There is one rule in the game. And it needs to be broken. There is one goal. And when you attain it, you die."

Tuesday, October 23

Meaningful videogames on the rise


Gamers have seen this environment before. Yet instead of a barrage of semi-automatic weaponry at their disposal, they have a Koran. Rather than side-stepping and running through the level, the player is hanging around, chatting to other detainees. Their's little else to do.

Set in the infamous detainee center, "Escape from Woomera" is a MOD (modification) of the immensely popular first person shooter, Half Life. Users can play as a variety of inmates, each with their own backstories, in a thoroughly researched recreation of the camp. "Television footage, press and radio reports, and the recollections of former detainees and employees will be used to mimic the layout and daily life in the centres, down to meal times, the way guards communicate with each other and 'episodic violence'." (SMH) Now archived at SelectParks, the game is one of a growing number of so-called "meaningful games", seeking to introduce a greater quotient of educational, political, or cultural content to an industry dominated by technically brilliant but superficial shooters.


Ian Bogost's Persuasive Games is a company founded on such a premise, with a slew of titles like FatWorld, Presidential Pong, and Food Import Folly. Popular pieces like Airport Security were created within weeks of new legislation on aviation carry-ons, as the "video game equivalent of an editorial cartoon". Reviews from the New York Times revealed some of the power of the medium to force players to experience a situation. "I’ll just say it’s somewhat stupid, and requires fast reflexes and an ability to adapt to absurd and arbitrary rules changes. Just like real airport security." Strangely Bogost doesn't see any ethical dilemmas in developing a variety of commercial games for clients like dessert chain Cold Stone, or creating "Xtreme Errands" for hulking SUV Jeep, which "challenges players to complete tasks utilizing the unique features of this vehicle."


Gonzalo Frasca's first game "Kabul Kaboom!" was entirely produced on a coast to coast flight. "I was disgusted at seeing how the most powerful country on Earth was bombing the crap out of one of the poorest, so I created this game. I wasn't expecting much when I posted it online, but after a few days it had several thousands players from all over the world and this encouraged me to keep using videogames as a form of political expression and experimentation." Frasca's game "September 12th" was a seminal work of the genre, mixing easily accessible web-based play with a controversial political message that still causes hate-mail to this day.

Sadly, designers and developers in the New Zealand Game Developers Association don't seem to stray outside the commercial box. One of the few major studios, Wellington-based Sidhe Interactive pumps out titles like "GripShift" and "Rugby League 2" as well as aligned properties like "Jackass: the video game". Straylight studios major effort has been a 2d multiplayer battleship game, Star-Tag, and Binary Star's rather traditional looking "Homeland" has been in progress for years.

For more 'meaningful' games, check out: Operation Pedopriest, Ayiti: The cost of life, The McGame, and PeaceMaker.

Friday, October 19

Oliver wins Opensource award, progresses videogame



New Zealander Julian Oliver just won the Open Source for Creativity award for SelectParks, the information-rich website and blog focusing on art-based games we've mentioned in the past. The site is built on open-source software like PHP Nuke, and allows syndication through standards such as RSS.


Oliver's also progressed that Escheresque augmented reality game we blogged about a few months ago. Still in alpha stage, the latest version, titled levelHead is starting to take shape. A simple block with painted identifying marks on each side is placed in front of a camera, which reads these and projects the correct view of the game world. Tilting the block directs the tiny avatar up stairs, through doorways and eventually to an exit in a delightfully simple, practical use of AR.

Tuesday, August 21

Viola makes the journey from art to videogames


Video artist Bill Viola, together with a team from the University of Southern California's Interactive Division, have just released "Night Journey", an interactive game "based on the universal story of an individual mystic’s journey towards enlightenment". The game plays out like a protagonist wandering through a filmic wasteland, interactivity limited to moving in any direction, or simply to "reflect". The latter seems to trigger video snippets from Viola's earlier work. Aesthetically the game strays away from the pastel colours and hard polygon edges dominant in the genre, opting instead for a dreamy, blurred black and white approach which allows video treated in the same way to be incorporated seamlessly.

Art videogames, or videogames as art, is a concept that is slowly growing. New Zealand born artist Julian Oliver established Select Parks in 1998, an attempt to provide a hub for the grey space between the two mediums. The site features categories like art, political and social games, with some innovative standouts. Float around a garden as pollen in the zen-like Pollen Sonata, gather clouds together in Cloud, or play Oliver's own mindbending take on the FPS genre, Second Person Shooter.

Sunday, June 10

Under the radar: Cybercafe culture



"Oh. My. God. How is he not flashbanged?" A young kid throws up his hands in disgust, staring at his now dead body and a respawn timer. It's Sunday night, and while the rest of Auckland's central city is cold, rainy, and deserted, Mid City cyber cafe's two floors of computers are packed with gamers.

They range from young to old, experienced to noobs. The kid currently whining to his monitor is just finishing up a round of Counter-Strike or one of it's myriad variants - all hardcore shooters where a good player can detect an enemy in the shadows and headshot him at distance. Downstairs a group of young chinese 20 somethings lounge on arm chairs, taking a break and half-watching two flatscreens - one showing a golf tournament, the other a Warcraft 3d animation. WOW (World of Warcraft) is by far the most popular game, a MMORPG set in a huge, diverse universe with a player base over 6 million worldwide. It's combination of fantasy role playing, constant leveling up and rich environments means it's very accessible - and as addictive as crack. Upstairs, two children rush towards me, pushing chairs around, playing hide and seek and screaming. Their dads around - somewhere. A Korean couple take turns watching each others' virtual conquering. With lychee drinks in hand, they're here for the long haul.



I find a friend, sit down, chuck on some headphones and logon. We play Battlefield 2, a large scale tactical battle game - me very badly. For me it's more of a chance to catch up, get out of apartment, and see something different. And I'm not alone. While Korea is renowned for videogames as a social phenomenon, it's apparent, but under the radar, in New Zealand. In Orewa on a Sunday afternoon, two teen girls sit next to each other in another packed cybercafe, updating their MySpace accounts, adding friends, responding to comments. And while some benefits are reported on, most of the time it's negative press for the spaces. Previous headlines have included 'Korean gamer die after marathon session', 'China to set three-hour limit on MMORPG's', and 'Cyber cafes a homeless haven'.

So how many cafes are there, how many people are hitting them? Here it seems no one knows, or no one reports on it. The closest site with statistics was Australian and repeated the finding. "There is no global or national register of LAN cafes. Authoritative directories or guides are unavailable. Many cafes do not use large-scale print/electronic advertising, instead relying on word of mouth. Some are short-lived." Yellow pages reports 18 entries in the “Internet Cafe” category for the whole of Auckland. I'm guessing the real number is at least 3 or 4 times that. If cyberculture exists under the radar in most of the West, it's seems almost invisible here in New Zealand.

Friday, June 1

Playing the Players: Subverting gameplay


Players login to a games server, spawn and start purchasing semi-automatic weapons and grenades in preparation for the standoff. They're playing Counter-strike, a now dated game that retains a diehard group of fans years on. They swap tips: turn graphics down to up your framerate, fire machine guns in short bursts to increase accuracy - anything to give them an edge in this hardcore FPS (first person shooter) featuring terrorist/counter terrorist squads. But some players have different ideas.

Recipe for Heart Stand-in by A.M.S.

  1. Ask the members of your Counter-Strike team, (must be at least 14), Counter-Terrorist or Terrorist, to stand in a large, low, flat open area in the game that can be viewed from above.
  2. Arrange everyone to stand in the shape of a heart. Do not move or return fire.
  3. On all player chat send out the message repeatedly: "Love and Peace"
  4. Retain position stoicly.

Terms for this type of behaviour are as wide ranging as the 'interventions' themselves - griefing, meta-games, performance. Wikipedia states that, "In this meta-game, there are no rules of engagement, and the objective is to make someone else miserable." Microsoft shifts the definition of griefer to being "plain cyberbullies" and perceives the behaviour and the players as purely negative; "ne'er-do-wells".


Projects like Velvet Strike (mentioned above) use political reasoning to justify their actions, launching into a treatise on Post 911 America, violence, realism, and the shooter genre. Some players want to test others, like Sims blocking paths for other sims. Others use this behaviour to explore gameplay and systems. One player of the experimental narrative game Facade explains. "The first time I played Facade, a friend who was with me asked, 'So, how are you going to play first time through?' 'I’m gonna break this f***er,' I replied."



Lisa Galarneau, member of the GamesLab at the University of Waikato, sees this behaviour as positive, experimental catharsis, saying "....how often do we get to see what happens when we are jerks to others? One of my hypotheses is that there is not so much a griefer archetype, so much as there are people who play at griefing just to see what happens when they do." Her article entitled "Is it really so bad to be bad?" elaborates: "Isn't it better to take out my aggressions in some PvP (editor: Player versus Player) rather than beating my wife or kids, or pulling someone out of their car and beating the bejeezus out of them when they cut me off in traffic? The world is a horrible, frustrating place. Where else is that anger going to go?"