VideoGames

Alternate reality gaming howto

Again, one of these report that piled up on my desk: the IGDA white paper about Alternate Reality Gaming is a very valuable document that describes ARG (background, relation to MMOG, mechanics, business models, etc).

ARGs do not require there be an avatar to build up, grow bored of and cast aside, or that there be a sandbox world for this creature to inhabit. There is, rather, the insertion of additional slices of reality into our own, and the only demand is that you interact with these as yourself. (...) The basic recipe for an ARG could be boiled down to Exposition + Interaction + Challenges (...) Exposition: The primary problem of storytelling in an ARG is how to convey expository information. In order to run an ARG, you need to present a cast of characters and their motivations, flesh out the world they live in, and deliver information about backstory and real-time story action simultaneously. (...) Blogs, audio/video, non-blog websites, other media. (...) Interaction: By "interaction" we mean both direct conversation with story characters and with the game world. Through interaction, players have the chance to influence the progress of the story even when there is no specific challenge at hand. (...) Chat, telephone, email, SMS/TXT, live events (...) Challenges: In a traditional video game, this would be the part labeled as ‘game play,’ in which the player shoots zombies, jumps over ravines, stacks blocks, etc. Challenges in an ARG take on varied forms, and are rarely very similar from challenge to challenge even within the same game. Cryptography, games, achievements, social engineering, puzzles.

Why do I blog this? the document is a good primer on the ARG topic with some applicable issues regarding game creation. Might be useful for a possible project about transmedia gaming.

Statistics and game design

There seem to be a trend in game design and game research lately about the importance of having metrics and ways to assess/describe/grasp/apprehend game usage with more powerful techniques. The discussion about Second Life figures is maybe an connected phenomenon but this topic goes further than just a journalist/researcher discussion. Conversely, there has been a some posts on Terra Nova about facts in game research (here and here (and also on the "Methodologies and Metrics" panel at the State of Play/Terra Nova Symposium). Interestingly, game designers are now more prone to think about those issues, as attested by two articles on Gamasutra that concern the use of statistics: Statistically Speaking, It's Probably a Good Game, Part 1: Probability for Game Designers nd Statistically Speaking, It's Probably a Good Game, Part 2: Statistics for Game Designers by Tyler Sigman. In these case, the interesting thing is that it's firstly about probability and then about facts or generalization: "Most games have one or more elements of probability incorporated into their base mechanics". The first article can then be seen as a primer about probabilities, distributions, patterns, variance with some take-home ideas for game design. It's very well summarized with some critical issues.

Especially, it's very interesting to see concrete examples such as:

For example, in the game I just finished, we recorded data from play sessions and then set challenge levels in the game based upon the mean and standard deviation values from those recorded data. We set Medium difficulty to be equal to the mean values, Easy difficulty to be equal to the mean minus a certain amount of standard deviations, and then Hard difficulty equal to the mean plus a certain amount of standard deviations. Had we collected much more data, it would’ve actually been accurate!

Why do I blog this? what would be next move: ethnographic methods for game designers? that would be pertinent, to ponder the emphasis on quant stuff. As in research, I am sure the use of mixed methods could be valuable in game design.

Oy: London buses' inter-stop informal gaming system

Oy is a London buses' inter-stop informal gaming system developed by Andy Huntington:

Oy is a system of between-stop informal gaming, played for small stakes, the price of a text message, or just for fun with fellow passengers onboard. Oyster card holders (London Transport's smart travel card scheme) can sign up in their existing online account to play for top-ups to their card.

Allowing the age of players to be authenticated and payment to be tied into travel costs and systems. A multitude of simple games are played in succession from stop to stop with gaps for other content, creating excitement through the punctuated time frame of travel.

What is also interesting to me is the context-awareness capabilities of the system:

The system also utilises the bus' GPS data, pulling up games that are context specific, responding to the places passing by or live activity in the journey (e.g. the number of passengers to get on at the next stop), giving regular travelers a chance to do some educated guessing.

Technologies used by Oy include: GPS, SMS, odometer data, ticketing data and of course the screens themselves.

Why do I blog this? this seems to be a nice project about context-aware gaming to good be seen as a starting point for more complex interactions. The use of different contextual data and their inclusion in the game play is an appealing attempt to engage players in new types of interactions. In the context of Oy, the use of GPS data allows the system to engage users in site-specific activities, an interesting first life/second life bridge.

Virtual world on mobile phones

Finnish company Sulake (well known for their Habbo Hotel platform) recently released Mini Friday, a Habbo-like virtual world that runs on mobile phones. What is interesting is that it's rather a research platform, an attempt that gears towards the following direction:

Mini Friday is a small research project on virtual worlds on mobile phones. We are trying to find out if real-time virtual worlds make sense on mobile devices.

Mini Friday is a very simple virtual world - one small bar for now.

Why do I blog this? a nice app to test, I am more and more thinking about preparing a research project about Habbo. This platform raises very interesting questions regarding to space and place issues that I am interested in. One of the critical aspects here is the way the real space (in which you move, with your mobile phone in your pocket) is intertwined with a virtual environment.

Lessons from a google Earth game

This Gamasutra article written by a team from Intel entitled "Mars Sucks - Can Games Fly on Google Earth? " explores whether Google* Earth could be used as the foundation of a video game (and beyond current applications such as “Find Skull Island” and "EarthContest"). Their prototype is simple:

Martian robotic spacecraft are invading Earth and sucking up humans for experiments! We were able to capture one Martian spacecraft, which we need you to pilot in an attempt to blast other Martians out of our atmosphere. The Martians are being sent messages that direct them to their next target. Your mission is to decipher the messages, and blast these Martians before they can suck people off the planet. Stay tuned for intercepted Martian messages! (...) We decided to overlay an image of a Martian craft cockpit over the Google Earth window and let the standard Google Earth controls handle moving around the globe. In the cockpit, players see a sequence of clues about the location of each Martian invader.

The article describes more technically the architecture of such project. What is interesting is their conclusions:

We learned that very simple games and casual games are possible now on Google Earth. We also learned that Google Earth is not yet ready to be the foundation of a serious action game. (...) As we write this, rumors are that Google is planning to release an application programming interface (API) for Google Earth, and we hope that will indeed happen soon. That step would really unleash the potential for building games and other applications over Google Earth. With the API release, we are hoping to find it’s much easier to display text on the screen and handle mouse events.

Why do I blog this? what find important here is the flexibility that can hopefully exist with such platforms that could be tinkered, modified and eventually that would the creation of innovative mash-ups.

Qualitative video game studies: categorization and questions

In Game analysis: Developing a methodological toolkit for the qualitative study of games (a paper published in Game Studies, 6(1) december 2006), Mia Consalvo and Nathan Dutton describe a method for the critical analysis of video games as "texts". Their point is to go beyond "simply playing a game, similar to watching a film, the proper method?": They propose 4 types of targets that could be considered: Object Inventory, Interface Study, Interaction Map, and Gameplay Logs. What I appreciated is the list of questions they set corresponding to these 4 issues:

Object Inventory Interface Study
  • Whether objects are single or multi use
  • The interaction options for objects: do they have one use (and what is it)?
  • Do objects have multiple uses (and what are they)?
  • Do those uses change over time?
  • The object's cost
  • A general description of the object.
What is important about the interface, from the researcher's point of view, is the information and choices that are offered to the player, as well as the information and choices that are withheld. Examining the interface (and going beyond elegance of design or ease of use) lets researchers determine how free players are to experiment with options within a game. Alternately, it can help us see what information is privileged.
Interaction map Gameplay logs
  • Are interactions limited (is there only one or two responses offered to answer a question)? Do interactions change over time (as Sims get to know one another, and like one another, are more choices for interaction are offered)?
  • What is the range of interaction?
  • Are NPCs present, and what dialogue options are offered to them? Can they be interacted with? How? How variable are their interactions?
  • How does the game allow players to save their progress? Are there restrictions to the activity? How and why?
  • Is "saving" as a mechanism integrated somehow into the game world to provide coherence, or is some more obtrusive method offered?
  • Are there situations where avatars can "break the rules" of the game? How and why?
  • A re there situations that appear that the producers probably did not intend? What are they and how do they work?
  • Does the game make references to other media forms or other games? How do these intertextual references function?
  • How are avatars presented? How do they look? Walk? Sound? Move? Are these variables changeable? Are they stereotypical?
  • Does the game fit a certain genre? Does it defy its stated genre? How and why?

Why do I blog this? there is indeed a lack of methodological framework for video game research. Though this corresponds to different research questions than the one I am addressing, the probes and categorization described in this paper are valuable.

Websearching as a gratification cycle

Some new elaboration on the concept of passively multiplayer game has led Justin Hall to sketch this interesting cycle:

As a reminder, he now defines passively multiplayer game as:

Passively Multiplayer is a system for turning user data into ongoing play. Using computer and mobile phone surveillance, a user and their unique history. These resulting avatars can be viewed online, and they interact with other avatars online. Examples of data: web sites visited, email addresses, chat handles, contents of email or messaging, contents of word processed documents, digital images, digital video, video game moves.

Why do I blog this? I found very interesting this cycle because it puts things in a different perspective since it frames websearching/surfing as an activity with rewards (which I found quite pertinent and true). It's quite similar to how to reach a state of flow in gaming. On this sketch, the only dimension I miss is the social one, let's add a social rating/reputation system on top of that (or see the other sketch).

Nanoloop

Nanoloop (by Oliver Wittchow) is a real-time sound editor for the Game Boy Advance:

Nanoloop is a synthesizer / sequencer for the Nintendo Game Boy systems. Stored on a normal game cartridge, it allows to produce nice electronic music without further hardware, using either headphones or an external amplifier (home stereo, active speakers, etc) as sound output.

Why do I blog this? that seems to be a curious tool to turn a portable console into a musical device. I like things like that, when an artifact is détournée.

Citizen game

People who reads french and who are interested by the video game industry should have a glance at Citizen Game by Nicolas Gaume. It is basically the story of Kalisto, a french video game company based in Bordeaux as told by its founder/CEO. It goes through the whole success story till the bankruptcy in 2002.

I knew most of the stuff described in the book from my experience with game studios but the book puts that in a very good perspective. Some lessons: - the description of the video game economy based on development studios, editors, producers, subcontractors, distributors, banks, VCs... and how it evolved over time from garage-like cliques to more structured institutions. - in line with this issue, the book also shows an interesting shift in the CEO's work from helping creating games/teams to managing the relationships between funding institutions. Besides, Kalisto was french and it appeared that the "environment" was not really good for an innovative company. For that matter the description about the value of the company's assets by the stock exchange reviewers (COB) is very intriguing. - the difficulty to have a sustainable business model for a development studio. People who're developing games are the weakest link: there's low number of editors which fund projects, the difficulty for developers to hire lots of people versus having a sustainable activity in the long run. The company seemed to do a very good job with more than 3 productions at the same time. - the fact that all of this is a human thing and both the good and bad parts of the story are due to human behaviors: the gathering of a great team to create the company (and the games) and the bankruptcy caused by troublesome relationships, misunderstandings, lack of comprehension from funders...

What is also pertinent is to see how the authors has been described as a great entrepreneurs during the tech bubble (when the company was doing great) and how everybody dismissed him afterwards. It's not very good to fail at something in France, but this story is not described in the book.

Technologies for pervasive gaming

Among the last deliverable of the iPerg project, I found this very interesting presentation by Staffan Bjork entitled Using the limits of technology (5Mb, .ppt) that gives a very good overview of the technologies available to deploy pervasive games. He present SMS, bluetooth, GPS, RFID tags with interesting examples of how they had been used to create compelling "big games" (I don't know if I like that word that the author did not use in this talk). Each technology the author presented was described with its potential affordance for gaming:

- SMS: support short gameplay sessions, focus on textual/language aspects (slang), easy to support players to create content and use their imagination - Bluetooth: Make physical proximity a gameplay element - GPS: Make understanding GPS shadows a skill in the game, make understanding real-world features a part of the gameplay - RFID tags: Combines RFID tags with GPS: GPS for general positioning, RFID for specific.(...) Mask technology as magic, i.e. unreliable technology becomes unreliable magic which fits the theme

Why do I blog this? What I appreciated is the fact that the author states how pervasive games "typically makes use of new technology because they make new experiences possible) " AND at the same time the same "new technology often is not stable, has not a high enough granularity and have non-intuitive limits". The iPerg perspective was hence to develop technology to support gameplay (and not the other way around).

Social software and MMORPG

Rupture is a social software devoted to MMORPG communities (a bit different from the warcraftsocial). It will soon be launched by Shawn Fanning (the guy who was behind Napster). As described by Heather Green:

Using an add on or a software download, Rupture taps into the game to automatically pull together character names, profiles, and resources, and publish them on a personalized site. Rupture will also pull together stats to create individual and guild rankings and provide a place for guilds to organize their playing. As Rupture tracks each member's playing over time, these personalized profiles evolve. And players will be able to chat in groups or with other individuals and download other addons and game demos.

Rupture is starting with World of Warcraft, which is played by 7.5 million gamers. But it also plans to pull together information from and offer services for other games.

Why do I blog this? because it's interesting to see the advent of this sort of tools that allows to add a social layer on top what is already available through the MMORPG platform. What is also pertinent is the automatic capture of information. It would be great if such system could provide compiled, synthetic and valuable statistics about individuals or guilds (might be valuable for guild management) with privacy protections.

Indie MMORPG

Following the trend launched by phpmmorpg, there seems to be a related called MMORPG maker. It is not really the same idea because it's rather an initiative than a complete toolkit. The point here is more to have a place to discuss indie MMORPG development...

MMORPG Maker is a site devoted to supporting people that want to make their own MMORPG, including info on model making, engines, networking, etc.

Now you can use software engines, like Realm Crafter or the Torque MMOKit, to develop your own MMORPG, even if you aren’t a C++ guru. If you want to find out more, just jump into the forums. We’ve also got information on making 3D models, discussion on general MMORPG design, and a lot more to get you started!

Pervasive gaming challenges

The iperg newsletter features a good overview of the field of pervasive gaming called "Highlight: Challenges of Pervasive Game Studies" by Markus Montola. It basically describes the challenges encountered why working on this multidisciplinary project. For those who are not aware of it iPerg is an EU-funded research consortium, which investigated pervasive gaming from diverse perspectives. The article is a condense overview of what they done, the problems they faced and the issue that emerged. Some relevant parts (to me):

When you look at how people are speaking, this field really is a tangled mess. (...) SOLUTION: We have chosen a fairly broad framework for discussing pervasive games. The claim is that they differ from regular games in that they are not fixed in predefined space, time or participation.

Where does the pervasive game end and where does it start again? (...) SOLUTION: In the first Prosopopeia we encouraged seamless merging, and in the second prototype we go for even more emergence and even further seamlessness (...) When it comes to studying the games, it's far more difficult: Acquiring the consent for recording outsider activities is impossible, so you have to rely on the player accounts.

It's hard and costly to try these games out in real situations. But paper prototyping often fails to grasp the essential phenomena such as the aesthetics of urban space, feeling of time when traveling around or the influence of interference from outsiders during the game. (...) SOLUTION: We prototype with paper mockups, prototype again with paper mockups, and when we believe that it might theoretically fly; we do a big technical prototype. Evaluation methodology changes from game to game

More importantly and more related to my concerns:

The few trailblazers of the genre were single shot games that ended years ago, or at least you have to travel somewhere to hook up at the location-based game. You can't try them out for real, and when writing comparative analyses, you can't really expect your readers to be acquaintanced with your portfolio of examples. (...) SOLUTION: Expert interviews, witness reports, game documents and the like should be our daily loaf. An hour of chat with Tom Söderlund on Botfighters gets you deeper into mobile gaming than any book I've seen so far, but unfortunately the availability of both specialists and documents is an issue. Pervasive gaming community also needs to document much more than it has done in order to learn from it's ups and downs. Unfortunately the conference paper format is far too brief for the larger games, and thus a better standard is needed. I'm keeping my fingers crossed hoping that the book on the IPerG planning table might solve this for the people tracking our trails.

Why do I blog this? these challenges are important and still problematic. It also shows how the pervasive gaming initiatives are very different from the "classic" video game industry. However, the work they done is very pertinent (I am referring to the whole project and the various deliverables can attest it). I hope this documents could serve as seminal pieces for the development of the field, and I am very curious to see emerging more pervasive game projects here and there (and then a structured industry? or should it stay out of the industry).

I know mobile gaming is a slightly different concept but when I read this sort of trend report, I really have the impression that there is more to offer than "Consumers are demanding great graphics, great content and great game play" as the nokia game explains it (to their credit nokia is at least taking care of the social gaming side).

About video game space and architecture

In a very old issue of icon, there is an article about the rules of architectures and gamespace by Alex Wiltshire. Some excerpts I found relevant:

Designers consider where the start point, or tee, in a level is. They must think about all the things that the player can see from that point, decide on the view distance and which hazards to show and which to hide. The goal of the level should either be shown or hinted at (...) A basic way of creating a sense of movement is with types of walls: long, linear walls encourage movement along them; tall, thin walls suggest movement up them; concave structures invite players inside; and convex structures encourage them to move around the building. Rhythm can be achieved with the repetition of certain structures, such as bulkheads along the length of a corridor on a space ship, which move or nudge the player forward with confidence and security. Tension can then be introduced with a sudden break in the pattern, like a collapsed strut in the corridor, that makes the pattern unpredictable. The designer can thus direct the player's mood and movement.

A problem with creating richly detailed environments in games is a resulting loss of legibility, which leads to players not noticing elements that are meant to prompt specific behaviour, such as a certain action that must be performed or the direction for progression. (...) Once planned, gamespaces must be given meaning and significance for the player - a sense of place and atmosphere - with a set of aesthetic choices. (...) So in real terms what has the development of more complex and rich game environments done for videogames? Making them less abstract and more intuitively understood and believable, videogames are becoming more and more legible - and attractive - to people who aren't versed in videogame conventions.

I was also interested in this idea of foreshadowing and how it can improve player's self-awareness in space and how it can affect the decision making process:

Philip Campbell feels that foreshadowing, or previewing events in a level, is an important strategy to directing gameplay. (...) He made what lay ahead highly visible and made the upcoming sequence of architecture logical - players can see the exact structure through many levels of the building, allowing them to "feel clever" by being able to make intelligent decisions about the direction they take. He also placed a large window right at the start that semi-reveals the very end of the level and the last enemy

Why do I blog this? in most of the paper about game space, the discussion always stay at the blablabla level (game space is a way to think architecture as a playground and blablabla). In this short article, there are some more interesting content, with more precise description and I am pretty sure lots of game/level designers will disregard it because they have different ideas about it.

Game Boy Terminal Server

Game Boy Terminal Server by Pascal Felber, Reiner Ziegler and Michael Hope:

gbts was designed under contract to Invention City as a way of using a Nintendo Gameboy as a cheap intelligent display for some other system, for example a PC or an intelligent cartridge.

gbts provides on the Gameboy side a way of running primitives like 'Draw image', 'Draw line', 'Set Font', 'Draw proportional text', a way of caching frequently use commands for speed, and an event system that hands up events like 'User pressed button A while at (x,y)', 'Timer expired'. Events can be attached to cached primitives, so for example a timer expiring could draw an image causing animation, or a click in a given box could XOR the area, giving the user immediate feedback while the client decides what to do next.

Why do I blog this? an old and curious gamebody hack

Different types of sociality in MMORPG

At the last CSCW conference (that I miserably missed), there was a paper about collaboration in MMORPG that I ran across rencetly: Strangers and Friends: Collaborative Play in World of Warcraft by Bonnie Nardi and Justin Harris.

The authors conducted an "ethnographic study to describe how the social organization of the game and player culture affect players’ enjoyment and learning of the game. The paper describes the results, which are about the variety of collaboration types they isolated: "Strangers in the Fight", "Structured Collaborations with Friends and Strangers" with (1) "Parties, raids, and the friends list", (2) Guilds, (3) Battlegrounds and (4) Duels/trades. They also document impromptu and less structured collaborations such as "flirt, dance, drink, hug, joke, smile, laugh, and cheer". They also interestingly describe how offline social connections work, how friendships outside the game is maintained. Their stance is that this rich variety makes the game entertaining:

We can analyze the collaborations in three categories: (1) communities: (...) a community involves “common ties” and “social interactions” . Common ties include a shared interest, bonds, commitment, a set of shared values, a culture, history, and shared identity (...) (2) “knots”: (...) Engeström et al. defined “knots” as unique groups that form to complete a task of relatively short duration. Knots may also bring together strangers who spontaneously voluntarily agree to collaborate (...) (3) pairwise collaborations with friends. We will argue that two key game activities—having fun and learning the game—are enhanced by actions carried out in these arenas of collaboration, each with its own advantages. Having multiple arenas of collaboration, rather than just one, such as a community, provides a versatile, robust environment for play and learning. (...) These interleaved collaborations create a richly textured space in which play flows between community-based and lighter weight collaborations.

Why do I blog this? First because it is interesting that the CSCW community now more and more include gaming as a potential collaboration activity, meaning that the community acknowledge the collaborative aspects of gaming. This is absolutely not taken for granted in some research circles: I remember a presentation I made last year I which I described how I used a pervasive game to study collaborative processes; after my presentation one of the comment of a researcher was "here we do similar things but we study collaboration, not games" as if gaming was this damned dumb kid-oriented activity in which there was no collaboration.

A second reason I liked the paper was that it provided an interesting description of the different bonds that occur in MMORPG, with some potential actionable ideas for game design.

Virtual gold and tool creativity

ige (Internet Gaming Entertainment) is an intriguing website/company that allows people to buy and sell gold for MMORPG. So people who don't have time to farm can busy gold and use it for them or their guild. What is interesting is that people who used to do it on eBay now have a specific platform for that. The market must be huge. Now, if you look a bit at the creativity about this phenomenon in terms of tools/websites/information available concerning gold/goods, this is quite crazy (price comparators...):

  • Eye on MOGs: "Eye On MOGS is a MOGS search-engine cum comparison/availability tool. Our aim here has always been simple – to provide you, the user, with a quick and easy way to find the virtual good you want; when you want it and for the best price for you"
  • Gold Pricer: "This website is dedicated to finding you the lowest priced World of Warcraft Gold for your server on the internet. Every day, we search more than 30 different providers of WoW gold, to ensure the prices we display for your server are completely up to date".

Recommendations for game researchers

John Hopson has a very clever column in Gamasutra entitled "We're Not Listening: An Open Letter to Academic Game Researchers". It mainly deals with the gap between academic research about video games and the practitioners (who, as a matter of fact "never read this work nor attend these conferences"). He only observe that "individual designers, producers, and developers listen, but the industry as a whole has ignored an entire field of study dedicated to studying it" which is entirely true from my experience. The author explains how for practioners, the average academic pieces of work concerning games "just doesn’t get the job done". The article is hence for researchers who want to "transfer" some ideas and concepts. He then gives tome tips for bridging the gap:

Rule #1: Return on Investment: In order to convince the audience to spend that time and money, the researcher has to show clearly how that investment is going to pay off. This needs to be something beyond “this will help players identify more strongly with the main character”. (...) if the research doesn’t include specific practical recommendations or a measurable impact on the final product, don’t bother trying to sell it to the industry. From the average industry professional’s perspective, there are only two things of value being said in a research presentation: the recommendations and their predicted effects.

Rule #2: Speak The Language: The goal here is to convey information clearly and easily to specific types of game industry readers. They’re already going out of their way to read it, so make it as easy as possible for them to assimilate your proposal. (...) Think of it like grant writing. (...) Don’t write a research paper, write a business proposal. Start fresh ( Start a new slide deck and add every slide with a view towards the new audience and what it needs to know.) Lean and Mean. Think one page. (...) Use examples from bestsellers. A good example from a popular game is more effective than a great example from something they’ve never heard of.(...) Look forward, not backwards. Lose the lit review. Don’t quote references. Don’t worry about background material. This is about specific, concrete recommendations and the impact on their game

Rule #3: Smaller, Faster, Cheaper: All recommendations are not created equal. Some are going to be easier to implement than others. Making a change, any change, to a game that’s already in production is akin to doing auto repairs on a car going 60 mph down the highway. (...) The best recommendations should be: Feasible for one person to implement. (...) scalable (...) modular (...) parametric.

Rule #4: Prescriptive, Not Descriptive: to make that research useful to developers, it’s important to take the next step and give concrete examples of how classifying one’s players helps to make a better game (...) Descriptive statistics is another research area where it’s important to take the leap to prescriptive recommendation (...) The specific recommendation that grows out of the statistics needs to be the point of the article/presentation

Rule #5: Prove It: The best way to do this is to provide an active, working example of your recommendations, with numbers to back it up. Pick a currently popular game and put your idea to work

Rule #6: The Customer is Always Right: A lot of research being done on games simply isn’t relevant to the day to day work of the industry. It’s not bad research; it’s just focused on things that the industry doesn’t particularly care about. Fortunately, there’s a really straightforward technique for ensuring that your work is relevant to industry game developers: Ask them. Ask them before you do the work.

Why do I blog this? this is of interest to me because I am an academic (completing a PhD about CSCW and games + doing some user experience projects about video games) who work with game companies. Judging from my experience, I fully acknowledge this observation. However, this does not mean that nothing can be done.

From my experience, some of the issues can be discussed. Sometime it could be even worse than what the author described. For instance, in lots of cases, game research (for a company) cannot be applied to the project that's currently being developed but for the next ones (because the production process is soooooo tight). In that case I find it interesting to use the results to elaborate more with game designers about the consequences of the study (used hence as food for thoughts for future design and gameplays). When I started doing game research for private clients, I was slightly disappointed by the difficulty in applying results and recommendations to production but then I understood that (1) the prescriptions could be applied for next projects (2) all of this could be of interest to create a "user-centered" culture in the game design area.

I also acknowledge the presentation format, there is no point of giving game designers huge reports. Of course, some are interested by the academic work and presentation but in terms of pragmatic communication I usually do short half-an-hour seminar to present study results with simple handouts. This does not prevent the publication of researchers papers afterwards (if it's possible in terms of disclosure9.

Flea market on saturday

Yet another example of 1st life/2nd life combination: this post-it on a Nintendo DS with a sticker that says "Flea Market on saturday" so that the owner could be reminded that there is actually a flea market in his Animal Crossing game next saturday: Flea Market on saturday