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	<title>God at play - spiritual games - meaningful games &#187; The Importance of Game Engine Authorship, Part 2</title>
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	<description>Thoughts, feelings, and discoveries about creating meaningful and spiritual videogames</description>
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		<title>The Importance of Game Engine Authorship, Part 2</title>
		<link>http://www.godatplay.com/2011/03/the-importance-of-game-engine-authorship-part-2/</link>
		<comments>http://www.godatplay.com/2011/03/the-importance-of-game-engine-authorship-part-2/#comments</comments>
		<pubDate>Wed, 02 Mar 2011 07:14:50 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[meaningful games]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=389</guid>
		<description><![CDATA[In Part 1 I said I would talk about our game Undefined Behavior more specifically. Maybe that wording was a little too liberal. By the end of the game jam, we didn&#8217;t really have a game per se. With that said, what we did end up with had a distinct feel to it. The game [...]]]></description>
			<content:encoded><![CDATA[<p>In Part 1 I said I would talk about our game <em>Undefined Behavior</em> more specifically. Maybe that wording was a little too liberal. By the end of the game jam, we didn&#8217;t really have a game per se. With that said, what we did end up with had a distinct feel to it.</p>
<p style="text-align: center;"><a title="Undefined Behavior Screenshot by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/5408356042/"><img class="aligncenter" src="http://farm6.static.flickr.com/5179/5408356042_85d913da34.jpg" alt="Undefined Behavior Screenshot" width="400" height="311" /></a></p>
<p>The game was supposed to be a sort of first-person puzzle game where you&#8217;re a programmer in a highly augmented reality world who accidentally introduced a viral bug which starts to glitch that world more and more. You have to explore the environment and using your &#8220;debugging tools&#8221; to study specific glitches and figure out what&#8217;s wrong. Over time you realize what the symptoms are, which leads to an &#8220;ah-ha&#8221; moment where you realize what you did followed by a climax last-minute bug fixing. I&#8217;d love to come back to the idea at some point, especially since we didn&#8217;t get very far with the glitches. Evan did have an idea to use the raw memory data from the program itself to glitch things out, which I thought was great.</p>
<p style="text-align: left;">As I mentioned earlier, Plaidgadget is a 2D vector-based engine. Despite that, we decided we were going to try out a pseudo-3D, old school FPS style like Doom or Wolfenstein. He was able to take his figure animation system to load  in an object drawn from multiple angles, so we could have the object  rotate as you walked around it, along with an edit mode for placing objects in a level. For the 3D look, he places figures on the screen and scales them manually, which in some ways is more interesting to me than a fully 3D space.</p>
<p style="text-align: center;"><a title="Undefined Behavior, Editor Mode by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/5491192312/"><img class="aligncenter" src="http://farm6.static.flickr.com/5053/5491192312_c229243d33.jpg" alt="Undefined Behavior, Editor Mode" width="400" height="311" /></a></p>
<p style="text-align: center;"><a title="Undefined Behavior Screenshot 2 by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/5491191826/"><img class="aligncenter" src="http://farm6.static.flickr.com/5134/5491191826_6fb9749337.jpg" alt="Undefined Behavior Screenshot 2" width="400" height="311" /></a></p>
<h3><strong>2D vs. 3D</strong></h3>
<p>Quick side note: I&#8217;m not sure what it is about polygonal 3D (although I certainly have theories!), but many times polygonal 3D graphics just doesn&#8217;t seem to have as much character as 2D graphics (<a href="http://infiniteammo.ca/blog/marian-from-3d-to-2d/" target="_blank">it appears I&#8217;m not alone in my opinion</a>). An irritation has been rattling around inside my head for the last couple years&#8230;concept art looks better than the final end product of a videogame. Concept art is usually just so much more inspiring and full of wonder, and that bothers me.  One of my goals in life is to be successful enough that I can lead a &#8220;videogame art direction think tank&#8221; that has the sole job of learning how to translate the awesomeness of concept art into videogames. I already have a big long list of things for this hypothetical team to do. Maybe someday&#8230;</p>
<h3><strong>Pushing Against Self-Imposed Boundaries</strong></h3>
<p>So anyway, I think a big part of the distinct feel we had comes from trying to hack pseudo-3D into a 2D engine. Despite the fact that I&#8217;ve read about this before, actually doing it made me realize first-hand that you can come up with some interesting things when you intentionally give yourself stricter boundaries <em>and then push against them</em>. By taking Plaidgadget, an engine intentionally limited in scope, and trying to see what creative things we can do within those limitations, we ended up with something interesting.</p>
<p>It was a rewarding enough experience that I&#8217;ll be thinking about how I can do it again in the future.</p>
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		</item>
		<item>
		<title>The Importance of Game Engine Authorship, Part 1</title>
		<link>http://www.godatplay.com/2011/02/importance-of-videogame-authorship-part-1/</link>
		<comments>http://www.godatplay.com/2011/02/importance-of-videogame-authorship-part-1/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 16:38:19 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[meaningful games]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=379</guid>
		<description><![CDATA[Our local game developer club, Iowa Game-Dev Friendship, held what I think was our 8th game jam in Ames this weekend. As expected, it was an awesome time. This time my team had a big setback, and because of it I came to a profound realization about game engine authorship and its importance for a [...]]]></description>
			<content:encoded><![CDATA[<p>Our local game developer club, <a href="http://groups.google.com/group/igdf">Iowa Game-Dev Friendship</a>, held what I think was our 8th game jam in Ames this weekend. As expected, it was an awesome time. This time my team had a big setback, and because of it I came to a profound realization about game engine authorship and its importance for a meaningful creative experience.  Developers and designers talk about the importance of videogame authorship, but this weekend I realized in a new way how that can translate into game development tools as well.</p>
<h3><strong>Background</strong></h3>
<p>Before I explain in more detail, you should know I&#8217;m increasingly becoming a &#8220;get things done&#8221; kind of guy, which is manifested by my avid support of the Unity game development tool due to its ability to get something up and running quickly.  Naturally I want to use it for every game jam, and this one was no different.</p>
<p>While brainstorming ideas over pizza, my friend Evan Balster of Plaid Notion (<a href="http://infiniteblank.com/"><em>Infinite Blank</em></a>, Sense of Wonder Night finalist and Kickstarter fundee) and I came up with an interesting game idea based on a mutual affection for glitch art and decided to team up for the game jam. I convinced him to use Unity, but due to some apparent bug in Windows 64 bit, it simply would not install on his machine after at least an hour of effort. In the end, we decided to use his own engine Plaidgadget, and I had to face one of my biggest game jam fears: spending the first 8+ hours setting up the dev environment. I thought we were doomed, but I guess God had other plans&#8230;</p>
<h3><strong>Evan as game engine</strong></h3>
<p>If you&#8217;ve ever met Evan, it won&#8217;t take you long to realize that he&#8217;s a character. He&#8217;s very eccentric, which would likely turn off some, but he seemed to me to have a certain innocence and lovable genuine-ness. This feeling was recently confirmed when he offered to help me in a way that only a true friend would.</p>
<p>It didn&#8217;t take me long to realize how much of his own character was present in Plaidgadget. If anyone could ever call a game engine &#8220;charming in its quirkiness,&#8221; I think you would say that about this.</p>
<p style="text-align: center;"><a title="Plaidgadget interface by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/5407724433/"><img class="aligncenter" src="http://farm6.static.flickr.com/5299/5407724433_d4a72b4552.jpg" alt="Plaidgadget interface" width="400" height="311" /></a></p>
<p>Plaidgadget is a strictly 2D vector-based game engine &#8211; designed with a specific goal to <em>not</em> be a generic do-everything engine. It even has some of its own art tools, including a &#8220;figure editor&#8221; where you can draw vector shapes and even skin them to bones with simple IK. The workflow is pretty unique, designed with the help of Plaid Notion partner Beau Blyth (<em>Action Fist</em>, <em>Fish Face</em>, <em>Uberleben</em>) and includes a transform tool based on concentric circular areas for pivot, move, rotate/scale, and rotate. It even lets you animate with forward and backward keys and primitive previous-frame onion skinning through showing the outlines, but has no real visual interface for keyframes.</p>
<p style="text-align: center;"><a title="Animated character in Plaidgadget by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/5407724517/"><img class="aligncenter" src="http://farm6.static.flickr.com/5299/5407724517_75fcf15b75.jpg" alt="Animated character in Plaidgadget" width="400" height="311" /></a></p>
<p>At first glance, the figure editor seems ghetto and very limited, but eventually I came to realize that those limitations really helped me to focus. It actually changed the way I thought about creating, which is what all of my favorite tools do. By using this tool, I understood more and more how providing a large number of options to perform some task can sometimes slow you down by making you value specific techniques more highly than you should, causing you to spend too much time trying to determine the best course of action. I thought it was funny how much I valued Unity&#8217;s &#8220;get things done&#8221; ability yet missed how it can also sometimes work against that by offering so many choices and by trying to do everything. I was beginning to form a dogma.</p>
<p>Because Evan had a vision for a specific engine that could do one thing well and really put himself (and Beau) into it, Plaidgadget is essentially following the same mentality as many indie games. As a result, it&#8217;s both interesting and inspiring to use. Here was this tool that, despite some flaws, still allowed me to focus precisely because it was limited.</p>
<h3><strong>Game development philosophy repentance</strong></h3>
<p>This realization was liberating in a sense because it freed me from a sort of judgmental mindset about game dev tools. It lifted what was becoming an evil burden off my shoulders. And by the grace of God, that led to a sort of creative breakthrough toward the end of the weekend. This freedom inspired me to design a character and animate a simple walk cycle &#8220;traditionally,&#8221; i.e. with no skeleton, in about the course of an hour. It was a pretty big accomplishment for me considering I did no planning or sketching at all beforehand and since I don&#8217;t consider myself very good at drawing. I essentially sketched a character animation the way one sketches a thumbnail, and it gave me a whole new level of confidence.</p>
<p>I often read about people who say &#8220;I can&#8217;t believe what I was able to accomplish,&#8221; but don&#8217;t really experience it myself very much. This was one of those experiences, and I&#8217;m not sure if it would have happened had things gone the way <em>I</em> wanted them to. I still love Unity, but I feel like a changed man with an appreciation for what I now consider &#8220;indie tools&#8221; that have a singular vision and try to take one interesting idea and run with it the way indie games do.</p>
<p>In Part 2, I talk about our game more specifically and how it was impacted by different tools.</p>
<p><a href="http://www.godatplay.com/2011/03/the-importance-of-game-engine-authorship-part-2/" target="_self"><em>The Importance of Game Engine Authorship, Part 2</em></a></p>
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		<title>TIGJam Midwest 2010</title>
		<link>http://www.godatplay.com/2010/05/tigjam-midwest-2010/</link>
		<comments>http://www.godatplay.com/2010/05/tigjam-midwest-2010/#comments</comments>
		<pubDate>Sat, 29 May 2010 18:15:23 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=327</guid>
		<description><![CDATA[TIGJam Midwest is next weekend, June 4th-6th, 2010, at Foundry Coworking. If you&#8217;re interested, RSVP here at Eventbrite: http://tigjammidwest.eventbrite.com Here&#8217;s the official info: TIGJam Midwest is an indie game jam where creatives &#8211; programmers, hackers, designers, artists, or musicians &#8211; get together and make videogames in a weekend. For those who aren&#8217;t familiar with game [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.flickr.com/photos/godatplay/4649976649/"><img class="aligncenter" title="TIGJam Midwest 2010 Poster" src="http://farm5.static.flickr.com/4069/4649976649_44c856f679_b.jpg" alt="" width="464" height="717" /></a></p>
<p>TIGJam Midwest is next weekend, June 4th-6th, 2010, at <a href="http://foundrycoworking.com/" target="_blank">Foundry Coworking</a>. If you&#8217;re interested, RSVP here at Eventbrite: <a href="http://tigjammidwest.eventbrite.com" target="_blank">http://tigjammidwest.eventbrite.com</a></p>
<p>Here&#8217;s the official info:</p>
<p>TIGJam Midwest is an indie game jam where creatives &#8211; programmers, hackers, designers, artists, or musicians &#8211; get together and make videogames in a weekend.  For those who aren&#8217;t familiar with game jams, they&#8217;re similar to events like the <a href="http://www.48hourfilm.com/" target="_blank">48 Hour Film Project</a> or <a href="http://www.48hourfilm.com/" target="_blank">Startup Weekend</a>.  It&#8217;s called TIGJam because our group is part of the <a href="http://www.tigsource.com" target="_blank">TIGSource</a> community, which is a developer community for indie games.</p>
<p>Our game jams usually have a theme, and TIGJam Midwest&#8217;s theme this year is &#8220;proverbs,&#8221; proposed by <a href="http://www.8monkeylabs.com" target="_blank">Mark Doeden of 8monkey Labs</a>.  Participants will form teams, choose a specific proverb from a culture of their choice, and develop a game based on it.  There could be games based on Chinese Buddhist, Muslim, Hindu, Christian proverbs, or more obscure cultures or religions.</p>
<p>The local community is encouraged to attend the show &amp; tell at <a href="http://www.impromptustudio.com" target="_blank">Impromptu Studio</a> at 3pm-8pm on Sunday, where they will experience the games and meet local game developers.  These won&#8217;t be your usual space marine shooters; expect raw and barely-finished games that explore satirical, brand new, or meaningful territory.</p>
<p>A couple other exciting things are in the works.  <a href="http://www.infiniteammo.ca" target="_blank">Alec Holowka</a> of <a href="http://bit-blot.com/aquaria/" target="_blank">Aquaria</a> fame will be giving a keynote Friday at 7pm.  Venom is providing free energy drinks, there could be a visit from Senator Jack Hatch to express his support of creative endeavors like this, and there are rumors of drink specials next door at the <a href="http://www.desmoinessocialclub.org/" target="_blank">Des Moines Social Club</a>.  Finally, barring some catastrophy, there should be free catered food the whole weekend.  Expect one or two other exciting things to get finalized closer to the event.</p>
<p>All this free stuff is thanks to the generous sponsorship of the <a href="http://www.iowalifechanging.com/" target="_blank">Iowa Department of Economic Development</a> and the <a href="http://www.technologyiowa.org/" target="_blank">Technology Association of Iowa</a>.  It&#8217;s exciting to think that these organizations are supporting a culture of game development here in Iowa!</p>
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		<title>My first notgame will be &#8220;Myst minus the puzzles&#8221;</title>
		<link>http://www.godatplay.com/2010/02/my-first-notgame-will-be-myst-minus-puzzles/</link>
		<comments>http://www.godatplay.com/2010/02/my-first-notgame-will-be-myst-minus-puzzles/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 23:58:23 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[experiments]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[meaningful games]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[art games]]></category>
		<category><![CDATA[interactive experience]]></category>
		<category><![CDATA[notgames]]></category>
		<category><![CDATA[spiritual game]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=276</guid>
		<description><![CDATA[I&#8217;m not much for writing something as formal and (over?)confident as a manifesto yet, but that doesn&#8217;t mean I don&#8217;t believe in them. Tale of Tales just released their second, a manifesto for notgames entitled Over Games, which was delivered at the Art History of Games conference at SCAD. For the past year, I&#8217;ve been [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not much for writing something as formal and (over?)confident as a manifesto yet, but that doesn&#8217;t mean I don&#8217;t believe in them. Tale of Tales just released their second, a <a href="http://tale-of-tales.com/tales/OverGames.html" target="_blank">manifesto for notgames entitled <em>Over Games</em></a>, which was delivered at the <a href="http://www.arthistoryofgames.com/" target="_blank">Art History of Games</a> conference at SCAD.</p>
<p>For the past year, I&#8217;ve been working on my own interactive projects that don&#8217;t involve game mechanics, so it was very relieving to find out there are others out there wanting to do things that are like games, but not quite games. And when <a href="http://tale-of-tales.com/blog/2010/01/06/my-new-years-resolutions/" target="_blank">ToT invited developers to join them</a>, I saw an opportunity to be part of a like-minded community.</p>
<blockquote>
<h3>If the essence of what I loved about <em>The Dig</em> wasn&#8217;t the puzzles, why have them? Why not have only the essence of what I loved?</h3>
</blockquote>
<p>I&#8217;m not 100% convinced that videogames proper are holding back the full potential for expression, but I have the same gut feeling as <a href="http://tale-of-tales.com" target="_blank">Tale of Tales</a> that in many cases they are.</p>
<p>I suppose this comes from evidence that some of my favorite &#8220;games&#8221; lately have been things that actually have very minimal game elements to them. It took some dissection of <a href="http://jayisgames.com/cgdc6/?gameID=9" target="_blank">Small Worlds</a>, <a href="http://ludomancy.com/games/today.html" target="_blank">Today I Die</a>, <a href="http://www.kongregate.com/games/GregoryWeir/the-majesty-of-colors" target="_blank">The Majesty of Colors</a>, and others on the notgames forum in order to come to an official conclusion on that. But if I follow the trend forward, it could be possible that by having no elements at all, the experience would be even more expressive as a creator and enjoyable as a player.</p>
<p>An even larger amount of evidence comes when I stop to consider the unique elements of art forms (or media if you prefer), and how videogames don&#8217;t really offer anything <em>truly</em> unique.  This point is part of a very long-winded essay I have yet to publish, but the short story is that the &#8220;games&#8221; part of videogames isn&#8217;t unique to videogames, and the &#8220;video&#8221; part of videogames isn&#8217;t unique to videogames.</p>
<p>The &#8220;video&#8221; part I&#8217;m referring to &#8211; what I like to call a <strong>virtual, fictional interactive system</strong> &#8211; is what I love most about videogames. Basically it would be fictional media that fully utilizes the computer, including its input, computation, and output. Games would be a fine addition, but from my experience playing and creating them, they often create various forms of dissonance, especially when it comes to the more artistic/story-driven ones. A game system integrated with an artistic interactive experience usually feels duct-taped on top to me.</p>
<p>For example, the fact that I never finished <em>The Dig</em> because the puzzles were hard and I got tired of them really frustrates me. The puzzles are not why I loved <em>The Dig</em>, although they were interesting in their own right for a little while.  To me, it begs this question: If the essence of what I loved about <em>The Dig</em> wasn&#8217;t the puzzles, why have them? Why not have only the essence of what I loved?</p>
<p>Thus, my conclusion is that it&#8217;s well worth my time to answer this fundamental question of my experience with games by <em>doing</em>. I will create <em>The Dig </em>minus its puzzles, or more specific to the game I have in mind: <strong>&#8220;Myst minus the puzzles.&#8221;</strong></p>
<p><em>EDIT: This sounds a little misleading.  I sort of got &#8220;microwaved&#8221; with a vision &#8211; a specific story idea &#8211; almost a year ago at a game jam.  Since then, I&#8217;ve come up with a game idea for it, and after explaining the idea to <a href="http://tedmartens.wordpress.com/" target="_blank">Ted Martens</a>, he told me what I was describing was basically Myst but without the puzzles.  I realized the connection to my frustrations with The Dig after the fact.</em></p>
<p>As a final note, one of my goals as a developer is to make games (and notgames) for a variety of people, including those that are intimidated by or apathetic about games. I found this information graphic to be great motivation toward my goal, pulled from the notgames manifesto:</p>
<p><a href="http://tale-of-tales.com/tales/OverGames.html"><img class="aligncenter" title="Population of gamers" src="http://tale-of-tales.com/tales/OverGames/AHoG.025.jpg" alt="" width="400" height="300" /></a></p>
<p>Make love, notgames. <img src='http://www.godatplay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<item>
		<title>On Art and Games As Art</title>
		<link>http://www.godatplay.com/2010/01/on-art-and-games-as-art/</link>
		<comments>http://www.godatplay.com/2010/01/on-art-and-games-as-art/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 21:25:53 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=262</guid>
		<description><![CDATA[Why We Create Art Greg just wrote about Why do we do what we do? and eloquently summed up the hard-to-define reason for why we at Intuition create art: These are all things that fester inside me and I desperately want to expel them.  Not that they’re demons of any shape, but it’s this compulsion [...]]]></description>
			<content:encoded><![CDATA[<h3>Why We Create Art</h3>
<p>Greg just wrote about <a href="http://www.intuitiongames.com/2010/01/why-do-we-do-what-we-do/" target="_blank">Why do we do what we do?</a> and eloquently summed up the hard-to-define reason for why we at Intuition create art:</p>
<blockquote><p>These are all things that fester inside me and I desperately want to expel them.  Not that they’re demons of any shape, but it’s this compulsion to create that drives me.</p></blockquote>
<p>I really like how he put this because it can be difficult to put into words.  He makes it look easy.  The only other thing I can compare this to is something from Judeo-Christian culture &#8211; the <em>psalm</em>.  This compulsion is why I created MEHC.  It&#8217;s not the kind of game I like to play, but I just needed to make it somehow.</p>
<p><a href="http://infiniteammo.ca/about-2/" target="_blank">Alec Holowka</a> was kind enough to respond to Greg&#8217;s post and suggested we check out his recent post <a href="http://infiniteammo.ca/blog/mega-rant-why-art/" target="_blank">Why Art?</a>.  I was inspired enough by both of them that my comment to both of their posts turned into this.  Check them out if you haven&#8217;t yet.</p>
<h3>In Response To &#8220;Why Art?&#8221;</h3>
<p>I&#8217;m very comforted and honored to be amongst such final gentlemen who can present a rational argument.  Alec makes a good point that anger about discussing art often comes from fear or misunderstanding.  I especially like the video he posted &#8211; that says as much about his point as the words that follow it.  We&#8217;re just a part of the continuum, communicating something about humanity to each other through time.  And because we are unique, the message will be different for each person.  I like that attitude.</p>
<p>What I got from his argument about <em>why</em> games are art specifically seems to be that art gives him something about life to relate to, and because games also give him something to relate to, that makes them art.  I would go even further and say that art is created (it doesn&#8217;t just happen), communicates something human (a story/idea/emotion), and is otherwise &#8220;non-functional.&#8221;  By that, I mean that the thing in question has no function other than the act of communication itself (thus separating the word from design).  And because video games have these properties, they are art, too.</p>
<p>I was a little confused by the statement about art being subjective, though.  Did he mean that the experience of art is subjective?  Or the work of art itself is subjective?  There is a distinction to make here, and it partially forms the basis to my answer of &#8220;Why art?&#8221;.</p>
<p>I believe that art can be perceived in a subjective way.  But isn&#8217;t the work of art itself &#8211; the video game in this case &#8211; an object?  It is a collection of code and binary data running on a computer of some sort with input and output.  That makes it material, existing in reality, which is objective by definition.</p>
<p>Furthermore, because art &#8220;speaks to us,&#8221; that seems to make it objective, too.  Something is doing the speaking, and I think the thing that speaks doesn&#8217;t really change.  It is we who change and hear different things.</p>
<p>Therefore, I&#8217;d say that a more specific argument would state that the perception of art is subjective, based on each of our life experiences and unique brains, while the work itself is objective.  That can explain why we can look at a film several years later and see or learn something different.  The film itself remains unchanged, but our perception of it changes.  It communicates something about humanity in a different way than before, because we understand humanity in a different way than before.</p>
<p>I think this distinction is important because it suggests that a work of art is unchanging, yet communicates on a level higher than normal understanding.  The fact that we can return to an object and subjectively learn something new suggests that we can&#8217;t fully comprehend the work all at once.</p>
<p>To me, that gives art a magical quality (in the emotional sense).  That is one of the reasons why I think it&#8217;s important to call games art.</p>
<h3>Saving the World</h3>
<p>In the comments of Greg&#8217;s post, Alex and Greg were discussing saving the world with art.  The notion may seem impossible to some, but I&#8217;d argue that we are living proof that it can work.  Inspiring people through creation seems to be one of the simplest (though still very hard!) ways to change the world with art.  Saving it is just a few steps away.</p>
<p>By making something of incredible quality that communicates to people and inspires them in a lasting way, you can inspire them to either change or to create themselves.  And them creating will often lead to change later.  Here&#8217;s a quote from Eva Zeisel to illustrate my point:</p>
<blockquote><p>It&#8217;s very difficult to know exactly whether to live for an ideology or even to live for doing good.  But there cannot be anything wrong in making a pot, I&#8217;ll tell you.  When making a pot you can&#8217;t bring any evil into the world.</p></blockquote>
<p>Just think about the games we&#8217;ve played that have inspired us to make games ourselves.  Those games have done good things because they have inspired us to create, and those acts of creation have changed us.  Those games have changed the world.  Saving it is just a few steps away.</p>
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		<title>Megabank Executive Humiliation Challenge</title>
		<link>http://www.godatplay.com/2009/12/megabank-executive-humiliation-challenge/</link>
		<comments>http://www.godatplay.com/2009/12/megabank-executive-humiliation-challenge/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 01:11:10 +0000</pubDate>
		<dc:creator>gapadmin</dc:creator>
				<category><![CDATA[experiments]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[bank executive]]></category>
		<category><![CDATA[cannon]]></category>
		<category><![CDATA[financial]]></category>
		<category><![CDATA[mehc]]></category>
		<category><![CDATA[unity game]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=257</guid>
		<description><![CDATA[I&#8217;m pretty much done with a new game called MEHC. It&#8217;s a Unity game meant for sponsorship on a game portal, so I&#8217;ll start the process of shopping it around now. Here&#8217;s the trailer: In gamer lingo, it&#8217;s a 3d, physics-y, psuedo-pixel-art cannon-shooting game with a strategic probability management element.  Based on tester feedback, it [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m pretty much done with a new game called MEHC.  It&#8217;s a Unity game meant for sponsorship on a game portal, so I&#8217;ll start the process of shopping it around now.  Here&#8217;s the trailer:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/3u-y9uf4op0&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/3u-y9uf4op0&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>In gamer lingo, it&#8217;s a 3d, physics-y, psuedo-pixel-art cannon-shooting game with a strategic probability management element.  Based on tester feedback, it seems to be pretty addictive, too.  Here&#8217;s the &#8220;official&#8221; description:</p>
<blockquote><p><span>As a producer for the Japanese game show Megabank Executive Humiliation Challenge (MEHC), the nation is counting on you to keep them entertained by humiliating the best of the best in Western banking executives. Balance money-making obstacles and hire better executives to make the most profit you can in one season. Don&#8217;t let your nation down! </span></p></blockquote>
<p style="text-align: center;"><a title="MEHC - Feathers by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4190926653/"><img class="aligncenter" src="http://farm5.static.flickr.com/4012/4190926653_667265c8f6_o.jpg" alt="MEHC - Feathers" width="480" height="300" /></a></p>
<p>It&#8217;s an experiment in many ways, including emotional, commercial, and production..al, but not so much in gameplay.  It&#8217;s kind of weird to look back at your baby after you&#8217;ve given birth.  Sometimes you didn&#8217;t see yourself making that kind of game, and I can say that about this game.  However, I&#8217;m happy with the work I&#8217;ve done.  It&#8217;s quite a fun game.  I&#8217;d also like to thank the Gratton brothers from the <a href="http://www.napkin-sketch.com" target="_blank">Napkin Sketch collective</a> for doing the sound.</p>
<p style="text-align: center;"><a title="MEHC - Regulation by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4191688040/"><img class="aligncenter" src="http://farm3.static.flickr.com/2745/4191688040_198dcd4839_o.jpg" alt="MEHC - Regulation" width="480" height="300" /></a></p>
<p>Even though I didn&#8217;t originally see myself making this kind of game, I think in some ways I needed to make it, at least to just express my frustration with my current feelings on the nation&#8217;s economy and moreso on capitalism in general.  I&#8217;ve grown increasingly dissatisfied with it as a system lately.  And maybe I needed a break from taking game design so seriously, too.</p>
<p style="text-align: center;"><a title="MEHC - Glass Wall Bonus by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4190926725/"><img class="aligncenter" src="http://farm3.static.flickr.com/2717/4190926725_c00c26c9a4_o.jpg" alt="MEHC - Glass Wall Bonus" width="480" height="300" /></a></p>
<p>I&#8217;m hoping to find a sponsor for it by the end of the year.  And it should end up on <a href="http://www.flashgamelicense.com" target="_blank">FGL</a> in some form or another soon for auction.  The sponsorship space seems pretty barren when it comes to Unity games, so who knows what will happen&#8230;</p>
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		<title>Blurst Now Open to Other Developers</title>
		<link>http://www.godatplay.com/2009/10/blurst-now-open-to-other-developers/</link>
		<comments>http://www.godatplay.com/2009/10/blurst-now-open-to-other-developers/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 17:56:08 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=254</guid>
		<description><![CDATA[The awesome indie developers at Flashbang have opened up their website Blurst (http://www.blurst.com) to submissions of Unity games from other developers. Hopefully this will be a big success, since we as developers really need more Unity portals out there.  I&#8217;ve been working on a couple small Unity games myself and have been a little uncertain [...]]]></description>
			<content:encoded><![CDATA[<p>The awesome indie developers at Flashbang have opened up their website <a href="http://www.blurst.com" target="_blank">Blurst (http://www.blurst.com)</a> to submissions of Unity games from other developers.</p>
<p style="text-align: center;"><a title="Steve and Matthew of Flashbang by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4049935709/"><img class="aligncenter" src="http://farm3.static.flickr.com/2683/4049935709_67e12397d2_o.png" alt="Steve and Matthew of Flashbang" width="450" height="680" /></a></p>
<p>Hopefully this will be a big success, since we as developers really need more Unity portals out there.  I&#8217;ve been working on a couple small Unity games myself and have been a little uncertain if I would be able to shop my games around much.</p>
<p>I even considered e-mailing the guys at Blurst to propose putting something on their site, but it looks like they&#8217;ve already done the work required to set something like this up.</p>
<p>More and more, it seems like Matthew Wegner and Steve Swink at Flashbang are becoming the father figures of the indie games scene.  The IGF, the IGS, an indie games portal&#8230; What&#8217;s next, indie games philanthropy?  An indie games school?  At any rate, I salute the fine gentlemen of Flashbang for their work at building the indie community up.  A Blurst portal is simply the next step for them.</p>
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		<title>Des Moines Parties Relevant to Iowa Game Developers</title>
		<link>http://www.godatplay.com/2009/10/des-moines-parties-relevant-to-iowa-game-developers/</link>
		<comments>http://www.godatplay.com/2009/10/des-moines-parties-relevant-to-iowa-game-developers/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 21:22:04 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[party]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=231</guid>
		<description><![CDATA[I would like to invite any Iowa game developers to two upcoming parties here in Des Moines.  The first is a Wes Anderson-themed costume party entitled I Always Wanted To Be A Tenenbaum. Since a friend or two from 8monkey Labs will be showing up, I figured I would invite any other devs in the [...]]]></description>
			<content:encoded><![CDATA[<p>I would like to invite any Iowa game developers to two upcoming parties here in Des Moines.  The first is a Wes Anderson-themed costume party entitled <em><a href="http://wesandersonthemeparty.tumblr.com/" target="_blank">I Always Wanted To Be A Tenenbaum</a></em>. Since a friend or two from <a href="http://www.8monkeylabs.com" target="_blank">8monkey Labs</a> will be showing up, I figured I would invite any other devs in the area to stop on by and hang out.</p>
<p style="text-align: center;"><a href="http://wesandersonthemeparty.tumblr.com"><img class="aligncenter" title="Wes Anderson theme party" src="http://1.media.tumblr.com/tumblr_kprf67G3yW1qa314to1_r1_500.jpg" alt="" width="450" height="582" /></a></p>
<p>We&#8217;ll probably be playing Pong in tennis outfits. Actually I don&#8217;t know what would be appropriate &#8211; maybe <a href="http://www.toucheliss.com" target="_blank">Eliss</a> on a Tablet PC? But I have neither an iPhone nor a tablet, so how about you show up and bring something cool.</p>
<p>Also, if the concept on its own wasn&#8217;t enough to bring you here, <a href="http://www.flatform.net/" target="_blank">FLATFORM</a>, an awesome DJ/VJ duo will be doing an audio-visual mix-up of the films along with records of music from the various soundtracks. Even more notable is that <a href="http://www.readymade.com/" target="_blank">ReadyMade magazine</a> will be at the party documenting how awesome it is. If enough of us show up, I bet we could convince them to publish an article about how DIY hipsters should decorate their rooms with indie gaming merch from <a href="http://attractmo.de" target="_blank">Attract Mode</a>.</p>
<p><a href="http://wesandersonthemeparty.tumblr.com/"><img class="aligncenter" title="Wes Anderson theme party ticket" src="http://12.media.tumblr.com/tumblr_kq1e295Mrw1qa314to1_500.jpg" alt="" width="467" height="258" /></a></p>
<p><em>I Always Wanted To Be A Tenenbaum</em> is October 17th at 8pm at 1705 Pleasant St, Apartments #1 &amp; #2.  There will be rooms themed to each film, lots of quality free food, free drinks, and free prizes. Cover is $5 if you get a freaking sweet ticket (<em>pictured above</em>) in advance. Send an e-mail to iheartwesanderson [at] gmail [dot] com. I&#8217;ll be going as <a href="http://ia.media-imdb.com/images/M/MV5BMTUzODEzNzIwNV5BMl5BanBnXkFtZTYwMDMyOTU3._V1._SX354_SY400_.jpg" target="_blank">Bert Fischer</a>, Max Fischer&#8217;s dad in <em>Rushmore</em>.</p>
<p>The second party is called <a href="http://impromptustudio.com/blog/movement-bash-october-22-save-the-date/" target="_blank">MOVEMENT BASH</a>, held at Impromptu Studio (300 SW 5th St) on October 22nd at 6pm. The idea behind this party is to celebrate the local entrepreneurs that are doing cool stuff in the area.  Other people from around the Midwest will be coming to Des Moines for Highlight Midwest, so this is intended as a party to get them warmed up.</p>
<p style="text-align: center;"><a href="http://www.torncanvas.com/2009/10/napkin-sketch-movement-bash-poster/"><img class="aligncenter" title="Movement Bash Poster" src="http://farm3.static.flickr.com/2673/3991546354_ebede13180.jpg" alt="" width="333" height="500" /></a></p>
<p>I figured we should show up to let them know there are devs around making games.  Like the previous party, there will be free beverages, free food, and free entertainment.  No cover either.  My friend <a href="http://shwery.tumblr.com" target="_blank">Matt Shwery</a> hand-screenprinted the <a href="http://www.torncanvas.com/2009/10/napkin-sketch-movement-bash-poster/" target="_blank">posters I designed for MOVEMENT BASH</a>.  It was a fun project, and I hope to put those skills to use on some game posters in the future.  Maybe it&#8217;s just me, but I fantasize about guerilla marketing antics plastering posters and stickers of indie games all over the city.</p>
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		<title>Branches Interactive Music Video Prototype</title>
		<link>http://www.godatplay.com/2009/07/branches-interactive-music-video-prototype/</link>
		<comments>http://www.godatplay.com/2009/07/branches-interactive-music-video-prototype/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 18:19:50 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[experiments]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[interactive worship]]></category>
		<category><![CDATA[music video]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=209</guid>
		<description><![CDATA[This last weekend I finally finished a (rough!) prototype for the second of three ideas, which is a sort of interactive music video. The general idea is that I could create a game-like experience that allows players to play the equivalent of visual instruments while a band plays live music. The setting I had in [...]]]></description>
			<content:encoded><![CDATA[<p>This last weekend I finally finished a (rough!) prototype for the second of three ideas, which is a sort of interactive music video. The general idea is that I could create a game-like experience that allows players to play the equivalent of visual instruments while a band plays live music.  The setting I had in mind was during Christian worship, but really it could be used anywhere.</p>
<p><object width="425" height="344" data="http://www.youtube.com/v/fFF0C87quS4&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/fFF0C87quS4&amp;hl=en&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /></object></p>
<p>In this video, I recorded myself playing through the interactive environment, which I created in <a href="http://www.unity3d.com" target="_blank">Unity</a>.  The interactive parts are triggering scenes, blooming flowers, changing gravity behavior of the spheres/particle systems, changing the brightness of trails, and moving the trail thingy during the chorus.  In hindsight, I think I have a ways to go in terms of adding more interactivity in this.  I suppose that&#8217;s what prototypes are for, though!  But I&#8217;m pretty happy with how it turned out in the end.</p>
<p>The music is <em>Branches</em> by Finn Miles, and this last weekend I performed the visuals using a gamepad while <a href="http://www.finnmiles.com" target="_blank">Paul Gratton of Finn Miles</a> played the song live at our church.  Paul is a part of <a href="http://www.napkin-sketch.com" target="_blank">Napkin Sketch, a creative collective</a> of which I am also a member.</p>
<p>I&#8217;m really looking forward to the next two weekends.  This coming weekend is <a href="http://forums.tigsource.com/index.php?topic=4752.0" target="_blank">TIGJam Midwest #2</a>, which is a game jam event where those of us from <a href="http://www.intuitiongames.com" target="_blank">Intuition</a>, in addition to other developer friends, try to make games in a weekend.  The name comes from <a href="http://www.tigsource.com" target="_blank">TIGSource</a>, our favorite gaming community.  Rumor has it some of the other guys are interested in making something in Unity, so that got me even more excited than usual.</p>
<p>The weekend after that is the Des Moines 48 Hour Film Project, and those of us from Napkin Sketch will be participating in it once again.  That event is where we try to make a film in 48 hours after given a genre, character, line, and prop on Friday evening.  It should be a blast once again.</p>
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		<title>Interactive music video, worship prototype WIP</title>
		<link>http://www.godatplay.com/2009/07/interactive-music-video-worship-prototype-wip/</link>
		<comments>http://www.godatplay.com/2009/07/interactive-music-video-worship-prototype-wip/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 07:50:24 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[experiments]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[circuit bending]]></category>
		<category><![CDATA[interactive worship]]></category>
		<category><![CDATA[live visuals]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=206</guid>
		<description><![CDATA[I&#8217;ve been doing a lot of things lately, but one of them has been a prototype for what is basically an interactive music video. I&#8217;ve been collaborating with Paul Gratton and his brother Scott Gratton (of Finn Miles) through our collective Napkin Sketch, and this will be for their song Branches. The player would perform the piece [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been doing a lot of things lately, but one of them has been a prototype for what is basically an interactive music video. I&#8217;ve been collaborating with <a title="Finn Miles Website" href="http://www.finnmiles.com" target="_blank">Paul Gratton and his brother Scott Gratton (of Finn Miles)</a> through our collective <a title="Napkin Sketch" href="http://www.napkin-sketch.com" target="_blank">Napkin Sketch</a>, and this will be for their song <em>Branches</em>. The player would perform the piece to match up with the music in an appealing and expressive way. In this way, the experience is like playing a &#8220;visual instrument&#8221; of sorts. I think it&#8217;d be fun to use a Wii remote to do this, and once I get a Unity Pro license, that&#8217;ll be really easy to take input from. Until then, the interaction will be done with a gamepad.</p>
<p>It has been a big struggle trying to get an acceptable visual style going. I wanted to progress from the pretty rough interactive sermon prototype. I decided to go 2.5D, and by that I mean planes/sprites in 3D space. I&#8217;ve also been learning to write my own shaders a little, though at this point I&#8217;m mostly hacking ones I find on the <a href="http://forum.unity3d.com" target="_blank">Unity forums</a>.</p>
<p style="text-align: center;"><a title="Interactive music video WIP by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/3685903621/"><img class="aligncenter" src="http://farm4.static.flickr.com/3611/3685903621_9f3a200f1f_o.png" alt="Interactive music video WIP" width="435" height="326" /></a></p>
<p>This screenshot was taken in the editor and shows grass dynamically moving away from a cube. It&#8217;s based on a script by <em>metervara </em>who kindly <a title="Dynamic grass script" href="http://forum.unity3d.com/viewtopic.php?p=174613">provided it to the Unity community</a>. I&#8217;ve shared my version, which ports his shader to Unity 2.5 and adds the ability to grow the bending effect radius when you press a key/button. The intention is to allow the player to use that ability as one means of expression for a visual instrument.</p>
<p>The original context I imagined this being used in is during worship at a church. So the band would be playing musical instruments and people could play visual instruments as a complement. In fact, the first usage of this prototype will be at our church. The deadline is July 12th, which I will probably (hopefully!) make. Of course, this could be used in any live music setting, and in fact the three of us are planning to do that for a future project.</p>
<p>Oh! To continue the visual instrument analogy, I was thinking that the Wii remote would basically be like a tambourine in that the primary action would be percussive. This led me to think about other parallels, like a melodic device. And now I have dreams of <a href="http://en.wikipedia.org/wiki/Circuit_bending" target="_blank">circuit bending</a> some sort of guitar thing to use for this idea, hopefully with the help of someone more engineering savvy. Just think how sweet it would be to have a circuit bent Guitar Hero guitar that played music <em>and</em> visuals!</p>
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