Tag: Game Development

  • The double-edged sword of the modern library

    The double-edged sword of the modern library

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    The classic library is a conundrum in and of itself, a building dedicated to the imaginary worlds of fiction, of curious characters from the minds of authors and playwrights, and a space where you are asked not utter a word louder than your breath, and where more angry stares hit your eyes than at a busy train station.

    For us CounterPlayers the library is a valued venue, it is a space for us to explore our ideas, and moreover it’s a collaborator and friend that enables our annual festival to become a reality. My job as a volunteer was to make sure that the allocated rooms and spaces where ready for both participants and hosts, and required both a laptop in one arm and a friendly face when walking around asking students, library guests and the like to kindly leave the space open for our festival.

    Luckily for me, most students seemed to understand the relevance of a debate staged in the library, others, however, had their doubts as to what a festival of play was doing, first of all in the library, and second of all, why it involved adults.

    It was and still is curious to me how the users of such a vast mecca of literature and knowledge are unaware of their own need and desire to play. Are we not, as readers, part of an adventure that far exceeds ordinary life? I would even argue that the pages of non-fiction and newspaper as well as literature require us to step out of our immediate present and let words form the bridge between us and somewhere else. To learn and experience is to take a leap of faith.

    Exactly this dilemma was what brought the participants and listeners to the debate in the spring. What are the possibilities of the library, and how do we change the norms adherent to it? Kindergardens, schools and organizations as well as us at CounterPlay, wish for the library to evolve into a room and community that embraces imagination not just in the written word.

    Here on our blog I wish to take the question even further: how is it that the library, the home of books, adventures, fairy princesses, epic wars and deceptive murderers is a space of silence? Even the division of a children’s wing indicate a need to separate the immediate imagination and play (and noise?) of children from the seriousness of the adult reader. But I believe that just as much action is present within the mind of the adult reader, and thus the physical space of the library, the seriousness and silence seems to be in clear opposition to the realm of the inner experience.

    Perhaps the library should be a place for us to explore and to play, where children are free to move around and experience narrative in their own way? Perhaps a place where old prejudices can be challenged by who knows – a laughing kid, a bubble show, a reading or performance art? Even smaller libraries without the resources for separate rooms for play or immersion might open up the space for a little less quiet and a little more laugh.

    We all here at CounterPlay dare you to challenge the conventions of the home of the written word and accept, show and respect the inner need for play and imagination.

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  • Make games for & during CounterPlay

    Over on Facebook, a good friend & game developer Esben came up with a great suggestion for CounterPlay:

    What about a few concrete dogmas too, like:

    Everyone at the festival are part of a new game developed for that particular festival

    The workshops of the festival are focused on concrete development, therefore we publish at least three new games at the end of every festival for everyone to play.

    Another friend, Mikkel, rushed to support the idea:

    I think that Esben’s suggestions for products are VERY interesting, since it would help differentiate the festival from many other conferences and events. A festival with it’s own, growing portfolio! It even makes it approach a game jam, which is certainly a playful attitude to production.

    While I have definitely been wanting to invite people to make games for & as a part of CounterPlay, I think Esben is more succinct than I have managed to be (this also shows how much of CounterPlay is happening – through conversations).

    Let’s do it.

    Consider this the first invitation to pitch ideas for A) a game to be played during the festival and B) playful ways to help & inspire people to make games together.

    A few thoughts on both:

    A festival game

    smalltalk_backFor the first edition of CounterPlay, a group of students made the very nice “SmallTalk game”, which challenged & inspired people to talk to strangers about playful topics.

    It could definitely be more “gamey”, but it highlights a few important principles:

    • It’s accessible – more or less anybody can play, as it doesn’t require any special skills developed through years of playing
    • It inspires people to interact with strangers

    Both of those should principles should be found in any game to be played by all festival participants. No-one should be excluded, and it should be all about interaction.

    How would you meet that challenge?

    Games made at the festival

    What Esben suggests is not a game jam per se, but rather that a series of workshops end up developing at least three actual games.

    It does however, as Mikkel points out, sound a bit like a game jam – which is definitely a good thing (in fact, I’m also thinking about hosting an actual game jam during the festival – let me know if you want to talk about that).

    For those of you don’t know, a game jam is all about bringing a group of people together to make games within a limited time frame, often a weekend (approximately 48 hours, but sometimes much shorter).

    There are lots of amazing game jams, big and small, around the world, and they’re all playful gatherings of people wanting to make people play:

    Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal. The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed into a 48 hour development cycle. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity (Global Game Jam)

    How do we make workshops, where people who (as a rule of thumb) are not game developers join forces to make games?