Thursday, December 1, 2011

Wherigo geocaching

Today I had the opportunity to test Wherigo. It's a toolset for creating GPS adventures for GPS devices. My friend got a Garmin navigator that included an implementation of Wherigo, so we went off to seek one of the two Wherigo caches in Oulu.

This one was much like a multicache with one important difference: because the waypoints were just pieces of code in the virtual game world inside the device, the cache creator was able to enforce rules for traversing between waypoints. In this particular example, there were danger zones scattered around the area where the waypoints were located, and ending up in one of them forced the seekers to start the entire thing over. There were also timelimits for some of the waypoints and again failing to meet those meant starting from the beginning. There was no map, so detecting threats had to be done by looking at their distance and direction. We got shot down a few times when we were still figuring out how exactly the system works. Overall it took us about an hour to go through the entire adventure.

The experience was indeed different from any other caching experience because of the enforced rules. I wouldn't like to do this all the time, because much of the fun in caching is in the freedom to choose one's own approach but it's cool variation from time to time. I don't know the limitations of the toolset just yet, but using what I saw in this one cache could do stuff like actually enforcing limitations on transportation choice for people who want to create no-cars multicaches or whatever.

This was my second time playing an alternate reality game that places virtual objects into real world coordinates using GPS. It was kind of interesting, like navigating threats based on just a radar (or in this case listening to a radar officer, since I wasn't holding the device). The first time was when I playtested a submarine warfare game, and it had some of the same feeling. The submarine game had somewhat better immersion because the enemies were other players, visually present in the environment and also detectable using sonar. I think one important thing in alternate reality game immersion is to make a plausible explanation for why things in the game cannot be seen in the real world.

Anyway, to summarize, Wherigo seems like an interesting addition to geocaching and I'll be reporting if I encounter some fresh concepts that make use of it. We'll be doing the second local cache next week and I've heard it should be a different experience, and also more frustrating. Waiting to see how...

Monday, November 21, 2011

Stage Autumn Game Jam

Nothing new to report really. I've been working on my framework's code structure. It doesn't really make for interesting conversation... However, I did participate in yet another game jam. Unfortunately this time our team didn't quite finish the game in time, but we got quite close. I've written about some of the problems we faced in my other blog. Go check it out!

Thursday, October 6, 2011

Yet Another Blog

A quick ad. I started another blog called Shouting from the Sidelines. Unlike this blog which focuses on academic stuff and beneficial games, the new blog is 100% game design. I'll be analyzing games and also occasionally writing about my own designs.

Tuesday, October 4, 2011

The Body Strikes Back!

This post is more of an observation and summary than anything else, but I decided to share it anyway. This is a somewhat brief summary of one discussion session we had at the summer school workshop.

Before the era of video games, play typically meant something physical, an activity that involved using the entire body. Certainly there were some board games but nevertheless, play was more physical. We can roughly say the same about work, although the shift from entirely physical labor to office jobs happened a little bit earlier than video games, and there have been professions such as scribes who worked on a desk. Nevertheless, even though we cannot point it out directly, there is some point in history where the balance tipped towards work where people mostly sit down. For games, we know that this shift started with video games, so I'm mostly going to discuss what happened there.

The arcade cabinet and especially old mechanical flippers were in fact quite physical, at least compared to home computers and consoles. At the very least, players had to stand in front of arcade cabinets. According to research, sitting is slowly killing us, so at least ye olde arcade games were marginally healthier. Eventually though, gaming moved from arcades to homes in form of consoles, and players were planted on their sofas. The ergonomy of older console controllers and computer accessories was pretty hideous. At that point, most likely nobody cared. What was important was what these wonderful new devices could do, not how comfortable they were to use. Besides, you can play from your couch! How more comfortable can you get?

If we fast-forward to the 20th century, gaming has become more widespread and the new generation of kids is practically growing up playing games. Outdoors playing and sports are not out of the picture, but as is evident from the growing obesity problem, they do not get performed as much as they used to. Technology has transformed play. What was once play of the entire body has now become play of the mind. The percentage of work that's done on a desk is on the rise. We have started to care about ergonomy and game controllers have assumed much friendlier and rounder shapes. This transformation of play happened in a relatively short time (compared to the entire history of play).

The interesting this is what happened next. The 21st century came around, and gaming technology keeps getting better and better. A lot of technology is devoted to creating better graphics, what with the HD resolution and all. However, something else is happening as well: Guitar Hero introduces special controllers to the wider audience. The already iconic plastic guitar makes gameplay a lot more physical in one sweep and becomes a hit. Not to forget dancing games, a phenomenon somewhat older than the guitar concept. Before the next console generation, there are also gadgets like EyeToy for the PlayStation 2. This particular gadget uses a camera to make the user's entire body a controller. Too bad the games were not particularly great and the tech was somewhat limited.

Then, bang, next generation. Nintendo announces Wii (initially titled Revolution) that uses a motion controller as its primary controller. The vision is clear: get people more physically involved in gaming. The console becomes an instant hit, selling to new markets, and the one killer app is the simple Wii Sports, a collection of mini games that make use of the new motion controller. This is curious because not so long ago people were drawn from sports to video games, and now a game that has the players perform mock sports motions becomes a hit. Then Nintendo releases Wii Fit with a balance board controller. Wii becomes an exercise assistant.

Now Sony and Microsoft have followed suit with their own solutions. Move is basically a higher tech Wiimote, with better accuracy and whatnot. Microsoft Kinect on the other hand uses infrared camera technology to do what the EyeToy wasn't able to fully deliver: transforming the player's body into a controller. We've gotten back to standing and waving our hands. It doesn't end here though. While home consoles are playing with motion tracking, mobile game developers are commercializing the concept of alternate reality games run on mobile phones. Running around in the real world is the name of the game. Sound familiar?

It's not like couch gaming has come to the end of its reign. Most mainstream games are still played in the traditional way, using a controller with some buttons. Regardless, the option to play more physically is available for players of video games. We have yet to see the killer game that really sells physical controls to core gamers but in the meanwhile, a lot of people can enjoy more physical activity in front of their televisions and computers. Or they can go outside where with mobile technology and pervasive games even adults can play in a socially acceptable fashion.

So, in a sense, gaming technology has taken a detour. The body lost the game for a while, but now it's back with a vengeance.

Thursday, September 29, 2011

How the World Affects Games

Back to the topic of the world and games, it's now time to explore it the other way around. Previously it was concluded that games do indeed have a transforming effect outside the game itself. The term of the magic circle, introduced in Homo Ludens (Johan Huizinga), and explored in detail from the perspective of games in Rules of Play (Salen & Zimmerman), is important in the analysis. As already stated by Salen & Zimmerman, the magic circle blurs in certain gaming activities such as live action roleplaying. This blurring has two directions, games affecting the world, and the world affecting games.

What we mean by the blurring of the magic circle is that: 1) the game is no longer entirely determined by its rules alone but rather affected by external influences and 2) the game's influence is no longer limited to its participants and the area of the magic circle. When we were discussing how the meaning of places changes for geocachers, we were talking about the second point. Ditto for discussion on sub cultures emerging around games. This time we're going to talk about point one. It's quite convenient for me to start with something familiar: geocaching.

If any game is highly affected by the environment where it's played, geocaching fits that definition. Caches are hidden into the environment. The play experience of hiding a cache is defined almost entirely by the physical environment: what are the possible places to hide, are there any interesting terrain challenges available, etc. Similarly, the play experience of seeking a cache reflects these environmental influences. This is largely expandable to any game that takes place in the real world but especially true for games where the arena of play is not involved in the game's design. A live action roleplaying game that is bound to a certain area can be designed with full knowledge of the playing area. Geocaching as an overall game cannot.

If we get back to the magic circle, in the LARP example the magic circle is still effectively closed. The area is bound, the game is played within a certain time frame and people inside the playing area are all participants in the game. LARPs that are not bound to a certain area or time frame are different, and indeed they come closer to what we call alternate reality games. The concept of the magic circle becomes more blurred in these cases. In a sense, a geocacher is always inside the magic circle. However, it is clear that they are not constantly actively participating in the game. When I'm seeking a cache, I have the intention to play, and therefore I am in the game. When I do not have the intention to play, my actions nevertheless affect my performance in the game.

This might need some clarification. Suppose I am playing two games: one on my Playstation Portable, and then geocaching using my navigator. If I choose to travel to Helsinki on a weekend, I can take both of these games with me. However, when I power up my PSP and resume playing a game, the state of the game has not changed due to my being in Helsinki. Geocaching on the other hand has definitely changed: I now have access to caches hidden in Helsinki, but not to caches hidden in Oulu, even though that's where I "signed off" from the game. I have traveled inside the game's world without active participation. From theoretical perspective, when I turn off the PSP, the magic circle effectively goes away entirely; this is not so with geocaching. The circle persists even though I choose not to be actively inside it.

So what's the significance? This: since the magic circle is ubiquitous in alternative reality games (and similar), what follows is that any action can affect the game world. Location-aware gaming is just the tip of the iceberg. Link in data from physiological sensors, or even brainwaves. Suddenly it becomes possible to make a game of everything if we so desire. We can skip points, leaderboards and badges - we can do much better than that. The tech is not so far in the future either and we can start with what is available now.

Friday, August 12, 2011

Lesson from Games: Discarding

This is something I have occasionally thought about, so I'll write it down now. I'll get back to the relationship of games and places next week. It applies especially to board games that require strategic thinking.

In board games, players are typically faced with a certain set of options, and they hold a certain set of resources. Good design principles state that games are designed in such a way that playing them is a series of interesting choices with relevance, and this is especially true of board games where play time is typically limited. This is different from e.g. single player digital games where it is more often possible to explore all the options by spending more time playing. A board game always has a limited duration. To win, each player tries to make the best of each of their turns. One really important strategical decision in many board games is to choose what to pursue. It is often necessary to also commit to this strategy, and this is the important thing. The old proverb about two hares is often very true.

Reiner Knizia, a famous designer, has a particular habit of making games where it is highly important to recognize when something is no longer worth holding on to. In one of his best games, Tigris & Euphrates, the best advice that can be given to new players is "there is no such thing as 'my kingdom'", meaning players should not desperately defend a particular kingdom, even though they have built it (in T&E, players get points for building and destroying kingdoms, not for holding kingdoms). Board games often force players to decide what is least relevant to them by forcing them to sacrifice some resources of their choice. In general, to make the most of their turns and resources, players need to recognize options that are not highly relevant to their strategy and promptly discard those options (e.g. choosing to not produce certain resources in 7 Wonders, effectively closing the opportunity to play certain cards).

The lesson of discarding the slightly less relevant is important for many aspects of life. Especially design. New game designers are always advised to simplify, and then simplify some more. In game design, it's a necessary skill to be able to let go anything that doesn't directly support gameplay of the game. This is no different from, say, user interface design. Simplify, discard, don't fall in love with anything. In programming, this can translate into realizing when a piece of code has to be discarded and written again from scratch to improve the overall code structure. In life it's typically better to find a small amount of things to really focus on.

The reason why I find it cool that games teach this stuff is that we humans often behave against this strategy. In Predictably Irrational, Dan Ariely has devoted one chapter to our irrational behavior of trying to keep all of our options open. It is psychologically hard to let go of an option, as long as there is a at least a chance that something might come of it. Of course, games are different in this sense, because it is much easier to accurately know whether an option is going to be any good - still, it's not for certain. If we think rationally, we can assess the potential of our options in real life as well. It's beneficial if we can do this and discard things that are not really relevant.

This is of course part of a larger context of strategic thinking that games, especially board games, teach us.

Friday, August 5, 2011

Back to Work... Let's Talk About Geocaching

Vacation's over and it's time to get back to work. Fortunately talking about play is part of my work, so let's continue on the subject. This would be a good time to talk about geocaching, since it was quite a big part of my vacation. Coincidentally, it's also related to the last blog entry.

Last time, before vacation, I started a series of posts about the relationship of games and places. The first topic was how games can change physical locations. Geocaching (and other similar alternate reality games) is more about changing the player's perspective and perception of physical locations. Explained very briefly, the entire hobby is about finding caches hidden by others, and logging your finds. Anyone can also hide caches, if they follow a few simple rules (mostly common sense). The entire truth is a bit more complex, but we can go on with this description. Read more here. There are many cool aspects. This time we're going to focus on places though.

Quite often geocaches can take seekers to interesting locations they never knew existed. Cities, towns and villages have a lot of cool places that are not in tourist guides nor can anyone realize their coolness by looking at a map. It's a good way to find interesting spots in one's home city. It gets even better when visiting a less familiar city. Geocaches are often found in places with the best scenic views and the most interesting terrain. It also gives more meaning to places. There's no need for me to take photographs of places I've been geocaching in, because I have truly experienced these places. I can easily visualize these places in my mind afterwards and I have much better recollection of a city's layout after looking for caches there.

For a geocacher, certain aspects of places have meanings other people don't really think about. Places can be classified by the types of hiding places they offer. Bridges are to be ducked under. Trees for climbing. Loose stones hide something behind them. Metal structures make one look for magnet caches. At night it is easier to avoid the gazes of geomuggles (people who are not geocachers). Each time I encounter a new cache type my world view expands. Discovering something new is akin to enlightenment. Sometimes it's not just about finding the cache, but also the actual physical challenge of getting to it. I've had to climb trees and navigate building mazes.

Geocaching is not beneficial in a larger scale, but on the individual scale I think it is. For me it has changed the outdoor experience into a much more interesting one, and I get out of my apartment a lot more than I did this time last year. It can also be a social activity. Adult geocachers can go out with their entire family and there's fun for everyone. Some geocaches are quite hard or even impossible to get alone. As with any other game, geocachers can also tank endlessly about their hobby.

In short, geocaching expands and transforms the way the world is seen by an individual. They discover new places, and new aspects about the places they visit.