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	<title>God at play - spiritual games - meaningful games &#187; Interactive Visual Worship &amp; Singing</title>
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	<description>Thoughts, feelings, and discoveries about creating meaningful and spiritual videogames</description>
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		<title>Interactive Visual Worship &amp; Singing</title>
		<link>http://www.godatplay.com/2010/04/interactive-visual-worship-and-singing/</link>
		<comments>http://www.godatplay.com/2010/04/interactive-visual-worship-and-singing/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 06:04:45 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[worship]]></category>
		<category><![CDATA[Christian worship]]></category>
		<category><![CDATA[church worship]]></category>
		<category><![CDATA[kardia lab]]></category>
		<category><![CDATA[notgames]]></category>
		<category><![CDATA[visual worship]]></category>
		<category><![CDATA[wii remote]]></category>
		<category><![CDATA[worship media]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=297</guid>
		<description><![CDATA[I&#8217;ve been slowly working on a side-project for a while &#8211; on and off (mostly off) for the past 10 months or so. It&#8217;s evolved some since I&#8217;ve started, so I thought I would share it with you, dear reader. The most concise and least awkward way to describe it is that it is a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been slowly working on a side-project for a while &#8211; on and off (mostly off) for the past 10 months or so. It&#8217;s evolved some since I&#8217;ve started, so I thought I would share it with you, dear reader. The most concise and least awkward way to describe it is that it is a platform for <strong>interactive visual worship </strong>(or &#8220;visual singing&#8221; for non-worship settings).</p>
<p style="text-align: center;"><a href="http://www.flickr.com/photos/godatplay/4565039020/sizes/o/"><img class="  aligncenter" title="Using videogame technology to worship" src="http://farm4.static.flickr.com/3357/4565039020_298dbd1a14_o.jpg" alt="Interactive visual worship" width="448" height="252" /></a></p>
<h1>What is Interactive Visual Worship?</h1>
<p>Interactive visual worship is a form of worship where people can use videogame technology to worship visually along with a band that&#8217;s playing music. It can be hard to understand at first if you&#8217;re not very familiar with forms of both Christian worship media and videogame media. I don&#8217;t blame you, so I&#8217;ll try to elaborate on both!</p>
<h3>Christian Worship Media</h3>
<p>During a modern Christian church worship service, on the surface level you will see a band playing music on a stage in front of the congregation, and the congregation sings along to the music. These days people know what to sing by looking at white words on black projected onto screens above or to the side of the band. Some churches have also begun using abstract animated backgrounds behind the words (or on different screens altogether), referred to as &#8220;motion backs.&#8221; Other churches even try to include less abstract animations, such as video clips of nature or people interacting in a meaningful way. In terms of the media that&#8217;s going on, it&#8217;s similar to live visuals at a rock concert.</p>
<p style="text-align: center;"><a href="http://www.flickr.com/photos/godatplay/4564424939/sizes/o/"><img class=" aligncenter" title="Interactive visual worship prototype in context" src="http://farm4.static.flickr.com/3532/4564424939_36508bd2f5_o.jpg" alt="" width="448" height="252" /></a></p>
<p>So the goal is to express some faith-based message through film/animation during the musical part of worship &#8211; this is <strong>visual worship,</strong> or rather a specific form of visual worship. Since it is about expression, artists are needed to express that message. They choose the clips and fade between them live to the music in order to create meaning, similar to how a DJ works with turntables. Therefore, these people are referred to as worship VJs. So you could say that these <a href="http://www.worshipvj.com" target="_blank">worship VJs</a> are worshipping visually by creating meaning from video clips in sync with a worship band playing music. Again, like VJs would at a rock concert/club. And there&#8217;s almost always only one worship VJ doing visuals, just like you <em>usually</em> have one DJ playing in a band or at a club.</p>
<h3>Videogame Media</h3>
<p>Interactive visual worship takes that idea, combines it with videogame technology and media, and allows a group of people to worship visually at the same time. Now when I use the word <em>videogames</em>, you might think of <em>Tetris</em> or <em>Doom</em> or <em>Halo</em> or <em>Peggle</em>, but that&#8217;s not quite what I&#8217;m talking about. I think of videogames as a mixture of two unique mediums &#8211; a specific medium that doesn&#8217;t really have a name yet, and games. At the heart of this unnamed medium is a virtual, fictional, interactive system running on a computer.</p>
<p>This system takes input, computes it, and displays an output that changes based on the input given. It&#8217;s fictional in the sense that the system represents something artistic; it&#8217;s not tax software, but a virtual world created by an artist that you can explore and learn from. It&#8217;s a world that speaks to you on a very human level, but because it&#8217;s interactive, some videogame designers describe it as a world that you can have a conversation with.</p>
<p style="text-align: center;"><a href="http://www.flickr.com/photos/godatplay/4388879914/sizes/o/"><img class=" aligncenter" title="Example environment" src="http://farm3.static.flickr.com/2787/4388879914_5610208325_o.png" alt="" width="492" height="372" /></a></p>
<p>Interactive visual worship uses this unnamed medium. Keep in mind that it&#8217;s a unique medium that&#8217;s distinct from games, so it does <em>not</em> include winning &amp; losing, game-like challenges, or points. But it still uses interactive systems or environments. These could be made up of a series of scribbles that move around, geometric shapes that appear to be alive, or an earthly world that looks like a painting or photograph.</p>
<h1>What is it Like in Practice?</h1>
<p>In the real world, <a href="http://www.culture-making.com/" target="_blank">where culture exists</a>, this takes the form of using wireless devices like a Wii remote to interact with videogame-like environments during a church service. And the visuals appear on a screen for the congregation to see, just like existing visual worship media.</p>
<p>I can hear it now&#8230;&#8221;What?!  Playing videogames during church?!&#8221; Well, kind of. Though it&#8217;s not that different than <a href="http://www.transcendenceyork.org/" target="_blank">mixing beats during church</a> or <a href="http://thomaslift.com/blog/?p=441" target="_blank">painting during church</a>. It&#8217;s a medium, just like other things that are experienced on Sunday morning. For interactive visual worship, it&#8217;s designed to be a communal activity for at least 6 people, like adding a visual band to the music one.</p>
<p style="text-align: center;"><a href="http://www.flickr.com/photos/godatplay/4565100650/sizes/o/"><img class=" aligncenter" title="Videogames + worship, an interesting combination" src="http://farm4.static.flickr.com/3515/4565100650_b3de106571_o.jpg" alt="" width="448" height="252" /></a></p>
<p>I&#8217;m working on a demo video that I&#8217;ll post soon; hopefully it will be provide some clearer idea of what this is all about. Basically at this point I have a few environments that I can switch between. It&#8217;s a polished prototype. More info to come.</p>
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		<item>
		<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>
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		<category><![CDATA[game design]]></category>
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		<category><![CDATA[meaningful games]]></category>
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		<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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