Notes
Slide Show
Outline
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Video Game Design and Violence
  • How to Teach Creative Responsibility
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Who am I?
  • http://colum.academia.edu/TheresaDevine
  • I teach programming and game design in the Interactive Art and Media Department
    • http://iam.colum.edu/
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The First Step
  • Identification of the Creative Identity and Agenda.
    • This is important because it sets the criteria for design work.
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Mystery Box
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The Assignment
  • J.J. Abrams
    • http://www.ted.com/index.php/talks/j_j_abrams_mystery_box.html
    • 1. Got a favorite game? This is your chance to tell us.
      • Name it, define it, and be prepared to tell us *why* it’s your favorite game. (And you’ll want to play it before you write about it.)
      • An answer of “Cause it’s cool…” and nothing more will spur public mockery. (And it will be a really, really short paper…)
    • 2. Think about JJ Abrams’ talk. What is your “mystery box?” Look around your room, life etc – is there an object or something that holds significant personal value to you?
      • What is the story about why/how it became important to you? If you think that there isn’t one (or that you don’t have one) you are mistaken – you just don’t know yourself yet. Think harder (make one up if you have to) – even a made up mystery box will reveal something about your creative identity.

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The Second Step
  • Gain Perspective
    • Where are you in time?
    • What are the driving forces of our time?
    • http://www.poptech.com/popcasts/popcasts.aspx?lang=&viewcastid=158


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Daniel Pink
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Richard Florida
  • http://creativeclass.com/richard_florida/video/index.php?video=02_CreativeEconomy


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The Great Reset
  • http://creativeclass.com/richard_florida/video/index.php?video=CBC-The-Hour-with-George-Stroumboulopoulos-talk-with-Richard-Florida



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Third Step
  • Know your history
    • We look at the history of video games and what was happening socially, politically, etc at the time
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Timeline Assignment
  • Create a milestone segment of the timeline. It should have a paragraph describing the event, the year indicated, a picture and an event in history. (See historical analysis guidelines below)
  • Historical Analysis – For the same year as your timeline segment look up online what was happening in the world at that time. If it is in the future then make it up.
    • Choose one of the following categories and find out what was going on.
      • 1. Politics
      • 2. Science
      • 3. Economics
      • 4. Arts
      • 5. Business
      • 6. Entertainment
      • 7. Philosophy

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Step Four
  • Determine your design approach
    • Narratology – story driven
    • Ludology – gameplay driven
    • Conceptulism – concept driven
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Step Five
  • Understand Yourself
    • What does your work need to fulfill your creative agenda?
      • Factors for self awareness
        • The mystery box (personal)
        • Your place in time (societal)
        • Your design approach (professional)

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Step six
  • Creative responsibility
    • This is a concern of all creative professionals
    • In art when we talk about creative responsibility we mean that everything we use (imagery, color, composition, choice of medium etc) has a reason to be in the piece.
    • There is no gratuitous nudity or violence.
    • Everything has a reason to be there – the reason is, it helps to convey the message.


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Shock art
  • Damien Hirst
  • http://www.nytimes.com/2007/11/09/arts/09hirst.html?ex=1352350800&en=9bd3fe441ca0fd2b&ei=5124&partner=permalink&exprod=permalink


  • http://en.wikipedia.org/wiki/Shock_art


  • http://findarticles.com/p/articles/mi_m0HMU/is_3_28/ai_73023799


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Grand Theft Childhood
  • http://www.grandtheftchildhood.com/GTC/Home.html
  • http://www.veoh.com/collection/G4-X-Play?length=clip&offset=50#watch%3Dv16952858fMKcTs4f


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Killing Monsters
  • http://www.gerardjones.com/
  • Idea of the healing power of confrontational media
  • In fantasy, kids can be superheroes or dinosaurs or ninjas, people with the goods to overpower things which scare them, people who can't be hurt. In this way children achieve the self-confidence to continue to meet the challenges of parents' expectations, a growing society of peers, and one big damn scary world.
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The end of the semester
  • The last assignment is a game design document
    • The students are graded on
      • Use of their own creative identity/agenda in the design
      • Ability to talk about and defend each choice they made
        • i.e.  everything has to have a reason and how does it relate to their own agenda
      • The presentation of the idea

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Creative Identity
  • Aimee Blakemore is interested in exploring the concept of the arrogance within grandiose notions that are ultimately meaningless.
  • Her games will build and destroy build and destroy.
  • The current question that drives her is "Why does everyone think that their empire will last forever?"
  • She is a Narratologist/Conceptualist
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Death Reigns Down
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Matt Tusa will spend his life interweaving the story into the game seamlessly
  • He is a Narrtologist/Ludologist
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Blood, Sweat & Tears
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Hannah Clemmons will make games which will enhance and facilitate learning not only from the child's(student's) perspective but also the teacher's perspective.
  • Her games will simultaneously be tools for teachers to monitor student growth while still being games that teach the student.
  • She is a Ludologist/Conceptualist
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Piaget Playground
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Kevin Bolander is an artist not a game designer.
  • He will use the game medium to explore the world of intuition found within each one of us.
  • He is of the same mindset of Kandinsky and will explore the ideas of the abstract expressionists and minimalists to create intuitive game experiences.
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Visual X (an abstract expressionist game)
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Noah Johnson
  • Thinks Call of Duty 4 is wishy-washy. It was dancing around the issue of war and why we go to war.
  • He thought that the designers were afraid say what they wanted to say about the political situation we are in right now.
  • As you play his games - he wants his audience to develop an understanding of what you are playing for as you are playing.
  • He is a Conceptualist/Narratologist
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Bistro
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Jory Luster is a narratologist
  • He is exploring his experience with relationships to inform his game designs
  • Each of his games will informed by a different relationship
  • Grugdement City explores the social interactions that he has and is experiencing in his family.
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Grugdment City [sic]
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Aric Zeeck will explore the concept - Universal truths repeat regardless of time or place.
  • He will use subject matter from history and politics to make the point that the human race is bound to repeat the same mistakes over and over again.
  • He is a Conceptualist/Ludologist.
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Tribe
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Steven Beach is a ludologist, narratologist and a conceptualist.
  • He has been influenced by BioShock and had recognized Ken Levine as a master of this approach even before this class.
  • We spent the time talking about the reveal of the story and the reveal of the purpose of the game through the game play.
  • He will specialize in horror.
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Salvation Falls
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Chris Stockbridge will make games that explore paths and experiencing of those paths to discover a true path based on choice.
  • The path is not a linear path and the player will be allowed to backtrack and discover another path through another choice.
  • He is a Narratologist/Conceptualist.
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Movements
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Ryan Czaya will spend his life creating games that make it through his own “reality filter”
  • The more real it is the more successful the game is (period).
    • Suspension of disbelief must not be compromised.
    • The player should never think "this is ridiculous" as the game is played.
    • The story and game experience should be convincingly real.
  • He is a ludologist/narratologist.
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The Great Escape
  • Game Design Document, Sell sheet and pitch
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Creative Identity
  • Tim Slovack will spend his life making games that bring attention to social issues utilizing the formal construct of scale to underscore the overwhelming nature of those issues.
  • He is a Narratologist/Conceptualist.
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War is Only Half the Story
  • Game Design Document, Sell sheet and pitch