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Video Games: The State of the Art [email protected] Video Games: Video Games: The State of the The State of the Art Art Randy Smith [email protected] AMODA Presentation Series May 5, 2003 “From Zero to One: Expressions in a Digital World”

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Page 1: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Video Games: Video Games: The State of the The State of the

ArtArtRandy Smith

[email protected]

AMODA Presentation Series May 5, 2003

“From Zero to One: Expressions in a Digital World”

Page 2: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

IntroductionIntroduction

• Who I am

• Material in this presentation» Video games as “Interactive Art”» “Interactivity” and how it’s used in

video games» Perspective on the status and

future of video games

Page 3: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Are Video Games Art?Are Video Games Art?• Video games are just visceral

entertainment, a diversion?

• Do games share the breadth of human experience? Evoke a range of emotions, tell meaningful stories?

• Games don’t seem like art, because there’s no Schindler’s List of games.

• Let’s look at some critical reviews…

Page 4: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

LOTR: The Two Towers, LOTR: The Two Towers, the filmthe film

• “...positively astounding in the depth and breadth of its massive, multitiered story arc, its wholly identifiable characters, and the sheer magnitude of the vision involved in its creation. ….adaptive near-perfection and an engaging, emotionally supercharged epic adventure.”

– Marc Savlov, Austin Chronicle

Page 5: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

LOTR: The Two Towers, LOTR: The Two Towers, the video gamethe video game

• “…a visceral, high-action beat-'em-up that hugs closely to the concept of Golden Axe, yet layers the game with options, rewards, multiple playable characters, and a progressive combat system.”

– Douglass C. Perry, IGN

Page 6: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

What we learn from What we learn from reviewsreviews

• Reviews can be a metric for maturity of an artform.

• Game reviews seem to indicate less maturity, less social acceptance.

• Game reviews:» Jargon (“beat-’em-up”)

» Feature lists (“multiple playable characters”)

» References to existing work (“Golden Axe”)

» A lack of shared critical language (“a progressive combat system”)

Page 7: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Common Topics in Game Common Topics in Game ReviewsReviews

• Art

• Fiction / Story

• Technology

• …but what is the unique contribution of video games?

• Art forms progress in maturity by finding their distinct quality.

Page 8: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

How Did Other Art Forms How Did Other Art Forms Achieve Maturity?Achieve Maturity?

• Insightful parallels:» History of Film in 4 Slides» History of Comics in 4 Slides

• This will be grossly oversimplified, surprisingly.

Page 9: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Film, Slide The History of Film, Slide 11

• Auguste and Louis Lumiere invented the cinematograph / projector in 1895.

Page 10: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Film, Slide The History of Film, Slide 22• Used it to capture kinetics, including the famous L'Arrivée d'un train en gare de la Ciotat.

• No narrative structure.

• They didn’t see the artistic/storytelling potential

• “The cinema is an invention without any future”.

Page 11: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Film, Slide The History of Film, Slide 33• Then filmmakers started noticing that you could do stuff with film that you couldn’t do with theater.

• Georges Méliès “A Trip to the Moon”, 1902 = special effects

• Storytelling still done with theater techniques

Page 12: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Film, Slide The History of Film, Slide 44

• Orson Welles used the distinct qualities of film (the camera) as a narrative tool – » Deep focus» Low angles» Careful shot

construction» Pans, dollies, close-

ups, etc.» Post production

Page 13: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Comics, The History of Comics, Slide 1Slide 1• Scott McCloud calls

comic books “Sequential Art”.

• All comic books are Sequential Art, but not all Sequential Art has to take the form of comic books.

Page 14: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Comics, The History of Comics, Slide 2Slide 2• Should serious works

be called “comics” at all?

• We have something similar going on in video games. Video games are all “Interactive Art”, but not all “Interactive Art” has to take the form of video games.

Page 15: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Comics, The History of Comics, Slide 3Slide 3

• Closure = What happens between the panels. Closure tells stories because the audience understands the panels to be sequential.

• Closure is the distinct quality of Sequential Art.

Page 16: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The History of Comics, The History of Comics, Slide 4Slide 4

• Not all Closure is equal. Some comics use it more than others to evoke emotions and tell stories.

Page 17: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Video Games are Video Games are “Interactive Art”“Interactive Art”

• “Interactivity” is the distinct quality of Interactive Art.

• Are other art forms interactive?

• Definition of Interactivity = “Everyone in the audience can have a different experience” ?

• If so, are films interactive? Kinda, they are, yeah.

Page 18: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Films are Interactive???Films are Interactive???

• Your experience depends on which parts of the film you pay attention to. And when you get up to go to the bathroom. Etc..

• Ok, sounds like a stretch, but…

Page 19: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

TimecodeTimecode

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Video Games: The State of the [email protected]

House of LeavesHouse of Leaves

• A non-sequential novel

Page 21: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

So That Definition Wasn’t So That Definition Wasn’t Narrow EnoughNarrow Enough

• How are video games more interactive than film or books?

• The difference in experience only comes from the way the audience pays attention to the medium. » Timecode depicts the same sounds

and images every time it’s viewed.» House of Leaves has the same words

and pictures every time it’s read.

Page 22: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Static vs. Interactive Static vs. Interactive MediaMedia

• Static Media = The media cannot change in response to audience input while it is perceived.

• Interactive Media = The media changes in response to audience input while it is perceived.

Page 23: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

That still seems like a That still seems like a broad definition….broad definition….

• So if there’s an art installation with a button that turns on a light, is that interactive art?

• Yes, but just like Closure in comics, not all Interactivity is equal.

• An important point = To what extent is the distinct quality used as part of the art?

Page 24: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

What else fits the What else fits the definition?definition?

• What else is Interactive Art besides video games?

• (And what makes a game a game?)

• Let’s look at some examples from AMODA showcases…

Page 25: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

moboid’s “Grip”moboid’s “Grip”

• Made with a video game engine

• About video games

Page 26: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Levitated’s “Organic Levitated’s “Organic Machinery”Machinery”

• Randomly-selected combinations of insect parts

• Re-combine randomly when clicked on

Page 27: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Zack Simpson’s “Shadow Zack Simpson’s “Shadow Garden”Garden”

Page 28: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Interactive Art and GamesInteractive Art and Games

• How does non-game Interactive Art contribute to the maturation of games?

• How do games inspire Interactive Art?

• This year’s Experimental Gameplay Workshop at the Game Developer’s Conference…

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Video Games: The State of the [email protected]

Casey Muratori's Owl Casey Muratori's Owl gamegame

Page 30: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Games that Accidentally Games that Accidentally Carry Messages?Carry Messages?

Page 31: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Missile Command: The Missile Command: The Futility of Nuclear War?Futility of Nuclear War?

Page 32: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

A Closer Look at A Closer Look at InteractivityInteractivity

• So how is Interactivity being used (or not) in video games as part of the art form?

• IE – How is it used to convey emotion, tell stories, share human experience?

• What types of Interactivity are there?

Page 33: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Interactivity Isn’t Always Interactivity Isn’t Always the Focusthe Focus

• Tech breakthroughs like the “Full Motion Video” craze of the mid 90’s.

Page 34: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Recent Interest in Recent Interest in InteractivityInteractivity

• “Open-endedness” is a big deal these days.

• Meaningful feeling of control

Page 35: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Interactivity Isn’t Used Interactivity Isn’t Used EquallyEqually

• GTA3 versus King’s Quest

Page 36: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Interactivity Isn’t Used Interactivity Isn’t Used EquallyEqually

• The Sims versus Final Fantasy

Page 37: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

How Interactive is the How Interactive is the game?game?

• Do you feel like you’re participating in the static experience planned by the designer simply by clicking it forward?

• Or do you feel like you’re contributing to the outcome? Do you have any creative expression?

Page 38: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Some reasons people like Some reasons people like more Interactive gamesmore Interactive games

• Meaningful control

• Ownership of experiences

• Creative expression

• Narcissism – An experience about the player, not the artist

Page 39: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Types of InteractionTypes of Interaction

• “Hit Any Key to Continue” Interaction:

Page 40: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Branching InteractionBranching Interaction

Page 41: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Locks and KeysLocks and Keys

• Many adventure game puzzles are locks and keys.

• Can be contextualized to seem like stories, even very emotional ones.

Page 42: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Discrete InteractionDiscrete Interaction

• “Hit Any Key to Continue”

• Branching

• Locks and Keys

• …these aren’t “open-ended”.

Page 43: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

So what’s the alternative So what’s the alternative to discrete interaction?to discrete interaction?

• Game Systems, such as the driving system in GTA3

• Simulations, such as the physics simulation in GTA3

• Game systems and simulations are the nuts and bolts of highly-interactive games. They make more meaningful use of player input.

Page 44: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Driving System in GTA3Driving System in GTA3

Page 45: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

So GTA3 has Interactive So GTA3 has Interactive driving. Big deal.driving. Big deal.

• GTA3 has higher caliber Interactivity. But is it better art?

• In other words: So Final Fantasy’s story isn’t very Interactive. It’s still a better story than GTA3’s.

• Ok, so let’s survey how these types of Interaction are applied to storytelling in games.

• But first….

Page 46: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Can’t Ignore the Distinct Can’t Ignore the Distinct QualityQuality

• To achieve artistic maturity, games need to use interactivity for art/storytelling, not fall back on literature and film techniques.

• Final Fantasy = better storytelling because it uses the tools from a longer, richer storytelling tradition.

Page 47: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Some VocabularySome Vocabulary• “Gameplay” vs. “Story”

• In Final Fantasy» Gameplay = turn-based combat» Story = told via cutscenes

• In GTA3…» Gameplay = driving mayhem» Story = some crap about gangs

fighting

• Storytelling strategies in games have to do with the relationships between these 2 things.

Page 48: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The Final Fantasy The Final Fantasy StrategyStrategy

• The story is basically non-interactive and relies on storytelling techniques from other media.

• Often delivers a higher quality story.

• The gameplay is used between story updates.

Page 49: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The Adventure Game The Adventure Game StrategyStrategy

• The story contains simple, discrete interactivity» Branching» Keys and Locks

• Often delivers a higher quality story, but often less of it.

• The story and gameplay are often the same thing, but the gameplay isn’t very interactive.

Page 50: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The Simulation Game The Simulation Game StrategyStrategy

• Some Simulation Games» GTA3» Thief

• “Embedded Narrative” = Static story elements, such as cutscenes.

• “Emergent Narrative” = Interactive story the player tells through gameplay.

Page 51: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Simulation Game Simulation Game Strategy, cont.Strategy, cont.

• Embedded Narrative is the framing device that brings meaning and investment to the core gameplay.

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Video Games: The State of the [email protected]

Emergent Narratives Emergent Narratives require Game Systemsrequire Game Systems

• Emergent Narratives are not written by developers, they are written by players with core gameplay.

• Buzzword = “Emergent Gameplay”

• Game systems are needed in order for core gameplay to support Emergent Narratives.

Page 53: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Simulation Game Simulation Game Strategy, cont.Strategy, cont.

• The story has a dichotomy» Embedded Narrative» Emergent Narrative

• The Embedded Narrative is higher quality but non-interactive.

• The Emergent Narrative is interactive. Story and gameplay are the same. But what quality is it?

Page 54: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Is this a Cop-Out?Is this a Cop-Out?

• The Emergent Narratives are basically just action sequences.

• We dodge the issue of making the Embedded Narrative interactive. Only the Emergent Narrative is interactive.

• We keep the story thin to emphasize the player’s experience.

Page 55: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Interactive Storytelling is Interactive Storytelling is a Hard Problema Hard Problem

• What game systems can be made that will dynamically craft stories?

• It’s way easier to see how to apply game systems to mathematical stuff like physics.

• It’s kind of an Artificial Intelligence problem: create an AI Dungeon Master.

Page 56: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

What have games What have games accomplished so far?accomplished so far?

• Topics typically covered by core gameplay:» Combat / Violent Conflict» Move / Climb / Drive» Explore / Unlock» Acquire / Manage resources

• Emotions games typically evoke:» Fear» Paranoia» Revenge » Power fantasies

Page 57: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Wasted potential?Wasted potential?• Mismatch between what

interactivity is capable of…» Meaningful control» Ownership of experiences» Creative expression

• …and what its currently used for:» Combat / Violent Conflict» Move / Climb / Drive» Fear» Power fantasies » Etc.

Page 58: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The Potential of The Potential of Interactive ArtInteractive Art

• Interactivity Art» The art responds in real time to the

audience’s input. » The art of creating experiences.» About the audience, not the artist.

• Wow, what can you do with that?

Page 59: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

What’s the current What’s the current status?status?

• Are we in the early, Dark Ages of Video Game Pornography?

• Alone in dark rooms, controller in hand, experiencing visceral diversions and base emotions?

Page 60: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

Some Barriers to Maturity Some Barriers to Maturity

and Acceptanceand Acceptance• Detractors, such as John Carmack.

• Economic pressure. Aversion to risk and experimentation. Tried and true methods for satisfying story in games.

• Demographics – male 17-24 year olds. What is the mass market demographic in film?

• Emphasis on technology.

• Games that demonstrate limitations rather than potential.

Page 61: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

The Path to MaturityThe Path to Maturity• More native use of Interactivity

» as a storytelling tool» to evoke different topics and emotions

• Seminal, serious works like Maus

• Shared critical and design language

• Self-consciousness amongst the artistic community. An “Understanding Video Games”

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Video Games: The State of the [email protected]

The Path to Maturity, The Path to Maturity, cont.cont.

• Experiments in Interaction, like Timecode and Shadow Garden

• Lower barrier to entry for making games.

• Time. Film = 100 years old. Sequential art = 3000 years old.

Page 63: Video Games: The State of the Art rsmith@ionstorm.com Video Games: The State of the Art Randy Smith rsmith@ionstorm.com AMODA Presentation Series May 5,

Video Games: The State of the [email protected]

ReferencesReferences

• Murray, Janet. Hamlet on the Holodeck

• Laurel, Brenda. Computers as Theater

• Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution

• (More available on request)

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Video Games: The State of the [email protected]

AcknowledgementsAcknowledgements• Matthew Sakey

• Heather Kelley

• Bernd Kreimeier

• Sarah Paetsch

• Jane Pinckard

• Robin Hunicke

• Harvey Smith

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Video Games: The State of the [email protected]

Randy Smith

[email protected]

Q & Q & AA