Author Archive

Game Slices

August 2, 2011

I started this blog in 2007 or 2006 with a domain name gameslices.wordpress.com. My purpose for that time was to track my game experiences, slice by slice, one way or another. I do play a lot, even though I don’t think I play as near enough as I should. This applies to most of the game related professionals. Playing games take a lot of time and keeping up with the stream of new games is impossible even for those whose job description is following the game trends.

I have kept a diary of my playing starting with mobile games and recent years to record my experiences with Facebook games. Latter does not have so much relevancy with the work that I have been conducting recently. And then it has a lot. If one studies design and innovation within the games industry – of course it has. But the time I started the diaries, I was not quite sure why I was keeping them. But those are not public. And I feel like it is time for me to continue with the path that I once started. But with smaller steps.

Playing games personally and not only reading about them or watching speedruns or trailers is vital to any researcher on this field I would say. But sometimes I feel that I play games that nobody in my circles actually likes or plays. Or people just don’t talk about these games. And I am have difficulties to find someone to share my passion. I also feel like I am not valued as a customer. Most of my favorites never gets sequels, as they are not enough profitable – if done by bigger studios. They simply have something else to do and bigger bucks to collect.

What kinds of games I like then? That is very difficult to describe shortly. And I am not sure if I really even know that. I try to tell this with the help of examples:

Mirror’s Edge – for its stylistic visuals, sappy sisterhood story and the female protagonist having kind of Leeloo feel in her. This game also set me free from my perfectionist gatherer personality.

Katamari Damacy – for its overall absurdity, Kings tights and his narcissistic and bi-polar personality, rolling & destroying in general as being fun.

WTF - for its absurdity. “Part time job hell” and working for a job demon is just hilarious idea. The game captures something essential in our everyday lives and it was rather amusing to show people what I played: “I just turn these pens into right direction and put a cap on them.” Nobody asked if they could try.

Viva Pinata – for its atmosphere and characters: horstacio is so horsey. For the ridiculous difficulty and me being forced to play with the help of the game wiki without feeling that I cheat. This game made me happy.

Ratchet and Clank - for its humor and media references. And of course for the hilarious weapons.  Playability of this game is in its top. If someone is about to do a platformer – he should reference this.

Bioshock - for it being located in an underwater city. For it’s quality side stories and audio messages. For it being a dystopia to make me think – for it criticizing elitism.

Impossible Mission – for its detailed furniture, characters directability, for its mad difficulty and its puzzles being always different.

And there are many more…

I set up a Twitter account AaKooPlays to record my slices of game experiences. I don’t know where it leads me, but I feel like I want to share what I experience. I know I am not in the mainstream, but I also know I am not alone. Maybe someone will follow me. Maybe I will use them later as notes and for reflection. This twitter feed is also shown on the side of this blog.

Games and Innovation

July 27, 2010

I have been busy working on our new project Games and Innovation. It is not that new anymore, since it will be finished by the end of this year. Loads of data has been collected and hopefully there will be huge amounts of publications available for the upcoming years. The official blog for our project is http://www.gamesandinnovation.com

I also officially started my PhD studies here at the University of Tampere this spring, as a doctoral student of department of information studies and interactive media (INFIM). My thesis working title is “Games and Innovation”, just like the title of current research project that I am leading. Some old publications will be possible to use for the thesis, which hopefully makes the journey slightly easier.

GameSpace research report and tool

July 30, 2009

The GameSpace research report is finally available online. You can access it from Tampere University Electronic Publications, Tampub or directly from this link:

http://tampub.uta.fi/infim/978-951-44-7730-0.pdf.

Check out also our department previous e-publications here.

Perhaps even more importantly, we have also released tiny flash tool with shorter texts and all the articles, files and tools that we have produced during the project. There you can also find the printable versions of VNA, GameBoard, GameSeekers and other game idea generation tools.

Flash tool: http://gamelab.uta.fi/gamespacetool/

Theoretical Philosophy and Thought Experiments

June 23, 2009

I have been a Master of Social Sciences (abbreviated to VTM here in Finland) from the last summer. The journey of 10 years with a specific interest on thought experiments as a method for philosophy (and science) ended into a Finnish master’s thesis where I reported my findings on the subject matter. I can never say that I actually was finished with this issue though.

The topic was never easy, and it doesn’t cease to interest me these days either. I am eager to find out how the area is evolving further.

But the burden of heavy philosophical arguments and deep waters of pure mind games is now officially come to an end from my side. I don’t think that I am able to ever dive into that deep end of science any more or at least not as intensively as I have been. But as they say: never say never. There are definite links with design research and game research with this meta-philosophical topic…

If you are interested, the thesis is available here, but unfortunately I have to inform you that in order to really understand it, you need to master Finnish and possibly also basics of philosophy. As a good reference in English, you can always start on reading Sören Häggqvists dissertation from year 1996. I follow the same lines in many respects with him.

(Re)turn to blogosphere

June 23, 2009

As there have been so many other possibilities to express myself in writing, I haven’t seen myself pressing ‘publish’ button too eagerly here. But I think it’s time to return to my personal blogosphere and continue reporting my unofficial thoughts here as well. Hopefully some of you are still listening!

In the meanwhile there have been several other blogging projects that you can check out, if you are curious:

GAIN – Games and Innovation (this is our new research project)
Intro to Game Design (this is online course that just closed)
Game Design Specialisation course blog (this was another online course)
Pelitieto.net (information package of games cultures to teachers, in Finnish)

Oh, and you can also follow my tweets at: http://twitter.com/aakoo

Future Play 2008

November 3, 2008

Alhough the GameSpace project has been officially come to an end; we are still working with the last pieces of the project and putting things to final touch. Upcoming research report is under its way, there are plans for closing seminar and I have been continuing with some of the topics in another project (GAS).

But also our last conference paper is about to be published under ACM digital library: Janne, GameSpace project manager, is currently at Toronto presenting our paper “Designing Game Idea Generation Games” at Future Play 2008 conference. The paper is similar to our Meaningful Play conference paper, but the emphasis is on the design process and challenges that we faced with our idea generation games. I will publish the link to the paper in ACM, as soon as I will get information about it.

Meaningful Play 2008 proceedings

October 14, 2008

Meaningful Play 2008 conference proceedings are now available at http://meaningfulplay.msu.edu/proceedings2008/ along with our paper “User Experiences of Game Idea Generation Games”.

Here is the abstract:

User Experiences of Game Idea Generation Games
Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen and Hannamari Saarenpää

In this paper, we introduce three idea generation games designed for the use of game designers and discuss about the feedback they received while used in the authentic production settings. Three games designed especially for generating game ideas were developed in the GameSpace project that studies methods for design and evaluation of casual mobile multiplayer games. According to our experiences, games can be considered as successful devices for idea generation. Game-based idea generation techniques provide an easily facilitated, focused but playful setting for coming up with new ideas. We would like to share the feedback of our games in order to inspire others to create similar tools for generating innovative ideas in the field of games or other industries alike. 

Enjoy!

Presenting at Meaningful Play 2008

October 9, 2008

I presented a paper at Meaningful Play 2008 conference in East Lansing, MI, USA concerning the game-based idea generation tools that we have developed in GameSpace project and especially the experiences designers had with the idea games in our pilot study. The presentation slot was quite short (15 min. for the presentation, 5 min. for discussion) and I had to rush my 20+ slides, leaving so many interesting things out. But what I tried to concentrate at was introducing our games and discus why they were so popular, despite their flaws. The presentation and the paper are not identical, as I added some new thoughts that I am working on into the slide-show. Papers will be available online later on, here are the slides:

The presentation background is taken (and modified) from the GameSpace Tool that we have been working on the last weeks of GameSpace project. The tool will popularize the whole range of research findings from our project. We are going to announce the tool later this year, as soon as it is ready!

Hypermedia Lab summer party and the Lego game

August 13, 2008

Aww… The summer seems to turn into its cold end… No more holiday, back to work and so on. Happens every year.

Before the summer break, I have been busy with couple of articles and trying to get myself free from work in order to start the holiday. Because of some deadlines I did not make it according to the plan and had to postpone the starting date with couple of days. Well, that happens.

Fortunately we had a nice summer party with Hypermedialab staff right before the biggest crunch. It is our tradition that smaller group of people plans the day in advance and keeps the destination and activities secret before arriving to the destination. This year I accidentally volunteered to the organising team and we came up with an idea of light adventurous hike and camping food (and the sauna after, which was no secret to anybody). 

We ended up to choose “Birgitan polku” near Hervanta and happened to get not-so-nice weather for the day. Fortunately our hiking trip was short and well equipped with sausages and dough for pancakes and our buss fetched us to sauna before anybody got thunderstruck. The evening was spent at enjoyable sauna apartment at Pääskylä. We had two saunas at our disposal: one with extra steam and one traditional smoke sauna, and of course: a lake to swim. The whole place was great to stay and relax: I could have been there much longer than till midnight, even though I fell asleep in between.

As I was one of the organisers, I cannot really say, if lego-game (Assembling the Talisman) that we designed with Mika was fun to play or not, but it seemed to be rather successful (you can judge from the pictures).

  
 

Feel free to copy the concept for your own parties:

Put together approximately ten-piece lego construction and give it to one player (the prophet), gather exactly the same pieces and give to another (the constructor). Put two players in between these two to deliver messages from one end to another (messengers). Put another team with the same construction with different coloured pieces and let the teams compete which one is faster to assembly the right combination. Only one player on the team sees the sample piece and only one player can put pieces together or remove pieces. The piece that is under construction, may be delivered to the other end for comparison, but messengers and constructor may not see the sample piece in any case (only the prophet, since it is actually only his/her vision). You can also use more than two messengers in between to make the messages even more difficult to deliver to the other end. See who is good with communication and have fun!

Credits for Mika for this not-too-complicated but yet-difficult-enough 10 piece construction that we tied into the narrative of the evening and called it “talismaani”.

To see more pictures of our wonderful day at Pääskylä, check Katis pics here, or Andras’ pics here.

Brainstorming EGE and Casual game heuristics

June 25, 2008

We recently re-ignited our work with “casual” and Expanded Game Experience model (EGE). After presenting the article “Casual Games Discussion” at the Future Play 2007 in Toronto, I have been working tentatively with heuristics concerning the design of casual games. I set up an internal blog for our team and started writing down the thoughts about “casual in games” in the form of design heuristics. Since then we have had also two internal brainstorming sessions concerning the topic. We are now working towards a new comprehension of the Expanded Game Experience as well, since the understanding the wide spectrum of casual in games seems to require wide perspective and holistic view on the game experience design.

One of the comments at our internal brainstorming session was quite humorous: “It is far more complicated to design a casual game than a hardcore game”. That is propably true in the end. But that was a thought sprang from our first draft and we are working towards a modular and easy-to-use heuristic set. We also experienced that even though brainstorming problematic subject as “casual” can be very fruitful, it seems to be very energy-consuming. Hard work indeed.

Pictures of us working with the model and the heuristics:
 


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