Open CultureOutlineAdminSlide 4Open Game CultureNon-game exampleQuestions to askGame PlatformsSlide 9Design issuesDeclarative ArchitectureEngine CharacteristicsExampleSlide 14Slide 15Slide 16CapabilitiesExample 2Slide 19MachinimaExamplesNext WednesdayOpen CultureRobin BurkeGAM 224OutlineAdminOpen Culturefan-domopen architectures / toolsmachinimaCultural ResistanceAdminPlay papersstill not finishedCulture papers due next weekOpen CultureCulture is not produced by one groupand consumed by another(sometimes seems this way)Culture is a web in which all parties participatein different waysOpen Game CultureGames are like thisone group produces gamesanother group buysButplayers have their own voicethat voice influences what games are produced, and(most important) that voice influences how the games are understoodNon-game exampleStar WarsFanatical fansin-depth knowledge of every piece of official Star Wars narrativeProducersnot totally free to rewrite the story to their conveniencethe hard-core fans are a crucial audience•big consumers•strong influencers of othersAppropriationFans produce their own materials using the settings and characters of the original•fan fiction•art, etc.Star Wars images are popular symbols•http://www.moveonpac.org/savetherepublic/?id=5543-5460587-.smXU7V00dw94dQMzWo2uQ&t=6Questions to askWhat is the extent of fan involvement in the game?fan sitesfan art / fictionWhat do the publishers do to generate greater involvement?marketing materialshosted discussionspublic beta releasesGame PlatformsPlatformSpecific computer hardware, as in the phrase "platform-independent". It may also refer to a specific combination of hardware and operating system and/or compiler, as in "this program has been ported to several platforms". It is also used to refer to support software for a particular activity, as in "This program provides a platform for research into routing protocols". FOLDOCGame PlatformsOpen architecturegame specifically designed to support modificationDesigners think of the game softwareas support softwaresupports many possible gamesincluding the one they've writtenUsers acquirethe gamealso the tools for modifying the gameDesign issuesDeclarative architecturehow to design the game so that its components are declaredrather than programmedEnd-user toolshow to create the toolsso that an end-user can produce game content with themDeclarative ArchitectureUserGame ProgramHardwareUserGame EngineHardwareGame ContentProceduralDeclarativeEngine CharacteristicsDefines what properties can be associated with game objectsDefines what kinds of game assets (graphics, sound, etc.) can be usedDefines the limitations of the physics of the game worldExampleUnreal TournamentCapabilitiesFirst-person 3-D environmentindoormulti-levelCharactershealtharmorArtifactsweaponsammohealthpower-upsemphasis on respawning of itemsSupports multi-player indoor battlesExample 2Warcraft IIICapabilities3rd person 3-D environmentoutdoortiled mapCharactershealthmannamany othersArtifactsbuildingscharacters are producedeconomic attributesSupports single- and multi-player strategy gamesMachinimaMachine + cinemaUsing computer game environments to generate moviesRepurposing the game toolsto support non-game endsthe game is "played" to generate particular video sequenceswhich are treated as shots and edited into moviesExamplesNext WednesdayCulture papers due in classGrand Theft Auto III case
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