Develop 2012 Panel & Workshop

Wellcome has a couple of great events going on at Develop.  As well as the workshop we mentioned before, there is also a panel of the 11th too.  Here is the full information:

The Anatomy of Fun Wednesday 11 July 2012, 11:00 – 11:45 in Room 4

Chair: Jo Twist, CEO of UKIE Marek Bronstring, game design consultant, former Head of Content at SEGA Europe. Paul Croft, Co-Founder of Mediatonic Graham McAllister of Player Research Robb Rutledge, neuroscientist.

How important is fun to a game’s success? What do we even mean when we say a game is fun to play? And how easy is it to engineer fun? This panel explores the secrets to keeping players entertained and coming back for more. We hear from neuroscientists and games developers as they share their different insights and perspectives. What is science revealing about the many elements required to make an experience fun? And what do those at the front line of gaming find are the best ways to keep their players playing – whether in casual mobile games, immersive RPGs or any other gaming experience?

And:

Wellcome Trust Workshop: How Do You Make Science, Play?

Date: Thursday 12 July 2012, 14:00 – 16:00 at Develop, Brighton

From Deus Ex to Portal, science has inspired a vast array of successful games and sometimes in quite unexpected ways. This hands-on workshop explores how contemporary science can be mined for compelling ideas by games developers, going from concept to design. Whether as the inspiration for a game or for content supporting a bigger game, this workshop will see you collaborating with top scientists from across the country to develop novel ideas.

The session includes a presentation with Preloaded as they explain how a close collaboration between games makers and content specialists resulted in their latest game, Axon. There will also be a chance to find out how you can access the Wellcome Trust’s funding streams to develop science-inspired gaming ideas further.

Please note there is limited space available for this session. If you would like to attend, please email Develop@wellcome.ac.uk, with subject heading ‘WORKSHOP’.

How Do You Make Science, Play?

We're going to be taking part in this event at the Develop Conference on 12th July. Why not sign-up and join in?:

Wellcome Trust Workshop: How Do You Make Science, Play?

Date: Thursday 12 July 2012, 14:00 – 16:00 at Develop, Brighton

From Deus Ex to Portal, science has inspired a vast array of successful games and sometimes in quite unexpected ways. This hands-on workshop explores how contemporary science can be mined for compelling ideas by games developers, going from concept to design. Whether as the inspiration for a game or for content supporting a bigger game, this workshop will see you collaborating with top scientists from across the country to develop novel ideas.

The session includes a presentation with Preloaded as they explain how a close collaboration between games makers and content specialists resulted in their latest game, Axon. There will also be a chance to find out how you can access the Wellcome Trust’s funding streams to develop science-inspired gaming ideas further.

Please note there is limited space available for this session. If you would like to attend, please email Develop@wellcome.ac.uk, with subject heading ‘WORKSHOP’.

Auroch at Crossover Summit/DocFest

Tomas was curating/sharing a panel discussion at this year's Crossover Summit as part of DocFest for the Wellcome Trust.  Here is the panel information:

Exploiting the Feedback Loop

Tom Rawlings (Chair) / Jon Dovey (DCRC) / Kate Quilton (Channel 4)

Games like Bejeweled, Draw Something or Words with Friends are not one-off media events, but are on-going almost living entities. Being connected to the network they can collect huge amounts of data from players and so feed back to the designers which elements work and which do not. This allows them to respond, changing and improving the project in response. But while this ‘bio-media model’ clearly works for video games, can it work for filmmakers? By seeing video as data, a number of media thinkers are increasingly challenging the view that a film has to be a one off creation.

Plus there are some notes from the discussion online too:

The idea for the session is rooted in biological processes that happen around us (and in us!) everyday. For example, the image (right) is of 6 linked insulin molecules.

These are part of a number of biological systems we have that together make up our homeostatic systems. This is a series of monitoring and control systems that measure various facets of the body (blood sugar, temperature etc) via feedback loops and trigger the body to respond to external and internal changes. So while the body is striving to keep a form of stasis (being alive!) the chemical composition of the body is in a state of constant flux.

There are similar ideas going on in how we create, consume and develop media. This biomedia approach sees the media form itself and something in flux, connected and responding to feedback loops. It sees media artefacts themselves (games, films, novels etc) as being part of (and evolving within) a complex ecosystem, a media ecology. ...

There is more here.

Crossover Summit: 13th June @ Sheffield Doc/Fest

Exploiting the Feedback Loop 13:15 / The Chapel Tom Rawlings (Chair) / Jon Dovey (DCRC) / Kate Quilton (Channel 4)

Games like Bejeweled, Draw Something or Words with Friends are not one-off media events, but are on-going almost living entities. Being connected to the network they can collect huge amounts of data from players and so feed back to the designers which elements work and which do not. This allows them to respond, changing and improving the project in response. But while this ‘bio-media model’ clearly works for video games, can it work for filmmakers? By seeing video as data, a number of media thinkers are increasingly challenging the view that a film has to be a one off creation. Join us to find out more…

The Wellcome Trust in Wired

There is an excellent Wired article on gaming and the Wellcome Trust:

The Wellcome Collection and the Wellcome Trust have expressed a commitment to gaming as a medium for bringing biomedical science stories to life through a series of commissions and grants of up to £200,000.

The Wellcome Collection -- the Wellcome Trust's exhibition space -- commissions games that can bring its exhibitions to life online. These games are specifically designed to "do the work" of the exhibition rather than simply advertise them.

"We need to think about how games might fit into the overall exhibition context or substitute for things that can't be displayed in the exhibition. It's about making the gaming element part of the programme rather than part of the communications process," said Danny Birchall, editor of the Wellcome Collection's website.

It also shows an interesting scientist/game developer collaboration - the game Axon - which is well worth a play!

Bristol Games Jam a Huge Success

We helped organise the recent Bristol Game Jam, part of the huge Global Game Jam, taking place in 44 countries with over 1500 games made (more about what a 'Game Jam' is here).  The event was a huge success with full attendance and lots of great games made.  For example this one (below) which is notable as it won a Bristol award for including accessibility functionality within its development (a sub-theme at this years event).

Made during the Global Games Jam 2012 in Bristol in around 15 hours. Play it here: http://globalgamejam.org/2012/super-space-snake-space Gather your friends (or foes) as this game is best played with 3 people. Guide Your Space Snake using either A, G or L, avoid the meteorites, eat the planets then eat your own tail to be crowned the Super Space Snake.

Tomas has written a longer blog post about it here.

Playing on the Brink of Climate Change (Longer Version)

This is a longer version of the article that appeared on the Wellcome Trust blog... Playing on the Brink of Climate Change

There can be little doubt that one of the major, if not the major challenge of the current age is the threat of climate change. Indeed many influential voices argue it is already here. For example in the book 'Eaarth' by Bill McKibben, the author argues that the planet we are living on is already a different place from the one that civilisation emerged out of several thousand years ago and this change comes with consequences. The Wellcome Trust has set understanding the health implications of climate change as a major policy point;

Climate change has been described as "the biggest global health threat of the 21st century" and is likely to affect the health of millions of people worldwide. Threats include heat waves and flooding, changing patterns of infectious diseases such as malaria and dengue, and water scarcity and rising sea levels, which could displace hundreds of thousands of people. The impacts will be greatest in low and middle-income countries.

Understanding the health impacts of climate change is a challenge for science. Communicating and acting upon that information is a challenge for all of us. Artists have been linking with scientists to help with this important process, for example the 2005 visit to the Arctic by a joint group of artists and scientists, which produced the novel Solar.

The arena of video games has also, in its own way responded too. There are games that look specifically at the health issues (such as Climate Health Impact by The Wellcome Trust and Playgen) and games that put the player in the position of trying to persuade the world's countries to act together (Fate of the World). But there are also games that use the changed world as a narrative setting to explore what that shared future might be, exploring climate change both as creative inspiration and as gameplay subject matter. The example of this I'm going to look at, and how the science has informed the creative content, is the game 'Brink'.

Brink is a first-person shooter – an action orientated game where the player sees through the eyes of an in-game character and whose interaction with the world is conducted from this first-person view. Most such games use staples such as aliens, World War II or terrorism as their setting. Brink takes a different path from the crowd and opts to use a climate changed world as a narrative setting, as the games writer, Edward Stern, noted when I spoken to him about the process of creating the game's setting;

We knew the narrative backdrop for Brink had to be visually distinctive and explain why people are fighting, what they’re fighting for, and why they don’t just leave. All of this seemed to require resource scarcity and isolation. Perhaps an island of some sort, but why would people be on an island? I’d read about www.SeaSteading.org, and seen some other amazing terraforming/engineering solutions to rising sea levels on Jeff Manaugh’s amazing BLDG BLOG. So that lead to the Ark: a techno-visionary artificial island, built to combat climate change, but cut off from the outside world and running out of spare parts… it wasn’t anything I’d seen in a game before, and seemed to offer a nice solution to our setting needs. But also, it plugged into current concerns.

Given how much the science drives what you know (and don't know) about climate change and given that it is fundamental to creating a credible view of it, Edward Stern embraced the gathering of credible sources as part of his research to inform his writing;

My training, such as it is, is as a Historian, so my test for researching a topic is; have I read the primary sources, or am I relying on secondary sources, or have I just read one book, or have I read several web posts but they’re all misquoting each other? I’ve been lucky enough to meet and be taught by some real, actual, factual experts in various topics and I know I’ll never be in that league. But as a concerned citizen and consumer, much less as a writer and infovore, climate change is something I had to know something about. The data and its interpretation get so complex so quickly, I’m pretty much reduced to reading bloggers acting as well-informed collators and aggregators who can summarise experts and some of the experts are bloggers, and some of the bloggers experts. I used to follow the science and the culture/media brouhaha surrounding it as best I could, mainly starting with www.scienceblogs.com and www.realclimate.org and following links from there. I couldn’t understand absolutely every detail of the Mann “Hockeystick” and the stolen CRU emails, but I went through them as thoroughly as I could, keeping as open a mind as I could. If I couldn’t be an active combatant in the information wars, I could at least be a well-informed civilian. I didn’t want to just skim the stuff so I could say in interviews that I had done so.

With all this information, how does the wealth of scientific information become converted into creative aspects of the game? Edward gives us a fascinating insight into that process;

No matter how profound an understanding of the science I might temporarily acquire, it wouldn’t necessarily give me things I could use for the game. I needed to understand as much as I could, but I also needed to find things to exploit dramatically and for gameplay. There’s the old statistics joke that the plural of anecdote is not data. But from a writer’s point of view, the singular of data is not anecdote – you can’t just invoke a scientific buzzword and hope that will make things seem credible or dramatic to a player/reader. It has to be something you can Show or Tell within the game, and games aren’t great as a storytelling medium. As the old joke goes, games are a medium because they’re neither rare, nor well done.

I love it when a game connects to the non-gaming bits of the brain. I always cite Deus Ex as the first game I played where I genuinely didn’t know what to do. Not just what the game would reward me most for, or what would move the action along, but because I genuinely didn’t know how I felt about the real world choices and issues the designers had put in their game for my character to deal with.

It is worth noting that games handle narrative in a very different way to a novel or a film. As an interactive medium, the player chooses the degree to which they engage with the story. They may choose to not listen to a key conversation or ignore a vital text. This makes layering narrative a challenge, as Edward explains;

People play games in very different ways. Some, like me, love the narrative detail, and will dawdle through the environment as slowly as possible, reading every sign and situation like a forensic trainee, because nothing was put there by accident. Many more gamers want a bit of story, but don’t want to get bogged down in the details. And a large majority of them just want to run around and blow stuff up. The challenge is to make the story stuff optional, so that it’s there for the players who want it, but not in the way of those who don’t.

I've played and completed Brink and it does indeed have a story that draws you in, as well as some great action too. The setting of the game and the characters responses to the climate-changed world they find themselves in is credible and engaging. Given that climate change is a hot-potato political issue and will be for some time, I also think its a bold decision to place the issue front-and-centre in a key part of popular culture - gaming. This is key as a growing number of people play games and see games as a primary source of understanding about the world around them. Climate change is an emotive issue for many reasons, which to Edward Stern made it a strong place to set a work of interactive fiction;

I was trying to make it as easy as possible for players to let the game stick in their minds, to plug into their existing concerns and prejudices about real world issues, and few people know or care absolutely nothing about climate change, whatever their outlook.

Thanks for your time, Edward!

(Past articles for the Wellcome Trust blog include one on Deus Ex:Human Revolution, Crysis 2 & Portal 2)

Looking Ahead to 2012: Digital Strategy!

This is from an interesting article on PandoDaily:

2012 is the year of transformation as digital Darwinism threatens rigid and traditional practices everywhere. Regardless of industry, digital Darwinism is a phenomenon when technology and society evolve faster than the ability to adapt. ...

Strategy: With new media and emerging technology creating a groundswell of customer empowerment, new strategies must focus on the alignment of objectives with meaningful experiences and outcomes. All too often, emerging technology is confused with either disruptive technology or that of traditional marketing. Far too much emphasis, budget, and time is placed in new media channels without an understanding of why or what it is that customers expect or appreciate.

Which means that getting a good strategy is more important than ever!

Bristol's Part in Global Game Jam

We're happy to say that Bristol is one of the 212+ sites from 46+ countries that are taking part in the Global Game Jam.  If you're new to the term, 'Game Jam' is an informal development session where people get together and create a game from scratch around a theme.  Auroch Digital is providing project support to the Bristol event.  The event is going to be at the PM Studio on 27th till 29th January 2012.  Places are limited and going fast, so if you are interested then please sign up asap! Hashtags for the event: #ggj12  for the global event,  #ggj12bristol  for Bristol.

Bag It & Bin It Educational Games Goes Live

Bag It & Bin It is an action puzzle game that sees you trying to help the good imp stop the naughty imp from throwing the wrong things down the loo and so into the sewer.  It’s got a kids mode in (because young kids find toilet humour a blast) and is a free download for iPhoneand iPad.  Here’s how it looks:

This was a project we were part of the design of.  The project also involved Wessex Water and Tool Box Design. There is a little more about this game here.