Two good quotes from Raph Koster

Raph is one of my favorite authors. There are two excellent quotes from his book "A Theory of Fun for Game Design":

"When you're playing a game, it exercises your brain". (p.39)

"Since different brains have different strengths and weaknesses, different people will have different ideal games". (p.105)



About the author:

Raphael "Raph" Koster (born 7 September 1971) is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. Since July 2006, he has been working as the founder and president of Metaplace (previously operating as Areae and acquired by social gaming company Playdom in 2010) producing an upcoming platform for online games also called Metaplace.


Reference:

KOSTER, Raph. A theory of fun for game design. Arizona: Paraglyph Press, 2005.

Huizinga’s magic circle

In the fields of gaming concepts and game design there's a very important author for reference: I'm talking about Johan Huizinga and in this post I want to discuss a very important concept: the idea of the "magic circle".

Johan Huizinga (1872 – 1945) was a Dutch historian and one of the founders of modern cultural history. In his book "Homo Ludens" (1938) he discusses the possibility that playing is the primary formative element in human culture.

In this book, the author presents the idea of the "magic circle". As described by Adams and Rollings (2009, page 8), Huizinga did not use the term as a generic name for the concept: his text refers to the actual playground, or a physical space for playing.

Inside the magic circle, real-world events have special meanings, as in the example below (ADAMS & ROLLINGS, 2009, page 8):



The magic circle is a place of dreams and fantasy. It's an escape for everyday problems and chores. And the most important: everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle they bring meaning and experience.

Huizinga (1955, page 10) wrote that all play moves and have their existance within a playground marked off beforehand, either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the playground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function playgrounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. They are all temporary worlds within the ordinary world, dedicated to the performance of an act apart.

In the image below I try to create a visual representation of the idea of the magic circle:



These ideas are essential to study and understand the gaming universe around the players and the impacts of the game culture in the mediatic scene and how important it can be for the contemporary world.



REFERENCES:

ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009

HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955.

Nintendo Wii U: First Impressions

Last week I tried the new Nintendo console Wii U at the Brasil Games Show fair (by the way, the biggest videogames fair in Latin America). After a long waiting, my friend Mauro Berimbau and I played a few games on the new platform. I'm going to share some opinions in this post.



In forty minutes we tried three games: New Super Mario Bros U, Nintendo Land (with the shuriken mini game) and Zombie U.

However, I don't want to make an analysis on the games. I want to highlight my very first impressions about the Wii U:

1. The tablet joystick is a little bit strange and big in a first moment. I really like the idea of a "second screen", but it's not very comfortable.

2. The graphics are average. New Super Mario Bros U is beautiful, but Zombie U could be better.

3. Everything made for Wii also works on Wii U (games, joysticks, accessories). That's a positive point.

4. It's clear to me: the Wii U focuses on families and casual players.

5. The tablet has a camera (there are games with camera interaction), the internet connection operates well, and the idea of the console is to be a kind of media hub. However, in my humble opinion, Nintendo is far from Xbox Live in the field of social networking.

6. The tablet joystick has potential with the second screen mode. But even PS Vita and Surface (Microsoft's tablet) have already been doing it.

I really want to buy the new console to play at home. I think I'll have new points of view about the product. Until there, let's enjoy a video about Wii U below.



Go gamers!

New data about the brazilian gaming market

Brazil doesn’t have a formal gaming industry, and the country holds high levels of piracy. However, a recent survey made by a brazilian research institute shows that:

1 - There are 46 million gamers in Brazil (23% of the population);
2 - The most frequently used platforms: 67% console, 42% computer, 17% smartphone or tablet and 7% portable consoles.
3 - 47% of the gamer audience are women.
4 - The current market is US$ 500 million, but in 2016 the brazilian market is expected to reach US$ 2 billion.



There is no doubt that we have a potential market.

Then there is the question: why doesn't the market grow anymore?

The answer is: the lack of government incentives is delaying the development of the brazilian gaming industry. High taxes hinder progress. Bureaucracy keeps foreign companies away from our territory.

Isolated initiatives do not gain strength. What remains is to wait for better times.

About Super Hexagon

By Vince (@vincevader)

Super Hexagon is a minimal action game for iPhone and iPad created by game designer Terry Cavanagh, with soundtrack by Chipzel (a Northern Irish chip-musician).

It's a game in which you have to pay attention and enjoy the very creative gameplay. With very simple graphics, your goal is to escape from a weird maze with concentric walls while a repetitive music gives rythm to the movements.

Each game takes less than a minute to finish and the simple (and intuitive) interface makes you play more and more. Check the gameplay below:



Super hexagon is very successful among gamers and I think there are some reasons for this:

1) The game has the idea of "keep it simple".
2) The game has good content, intuitive mechanics and well defined interface.
3) Super Hexagon is elegant and can be considered a modern "Pong".
4) It is mobile, fast and can be played in any tedious moment.
5) It only costs one dollar.

Have you ever played Super Hexagon? Download it now and have a good experience. Enjoy!

Ecological concepts in a game

By Vince (@vincevader)

Today I’ll talk a little bit about Climate Game a game that I developed for a brazilian company named Games For Business (check out the english site here >> http://www.games4b.com). Games For Business works in the area of serious games, that, following the thoughts of Nick Iuppa and Terry Borst, may be explained as a game with a professional, educational or pedagogical use. It's a kind of game that mixes storytelling with mechanics that mean to send a serious message to the players involved in the process.

Climate Game is a game that, when played with strategy, negotiation and diplomacy, challenges its players to save the world from imminent destruction. With everyone’s effort and awareness, the emission of carbonic gas can be reduced before it is too late.



This game is both of competition and cooperation. It promotes competition because the player who emits no carbonic gas at all is the winner. But the integrated work of all the other participants is essential in order not to exceed the gas limits of the greenhouse effect that the planet can put up with. If this limit is exceeded, the Earth’s temperature will have risen to a level where human life is not possible and everyone dies/loses.

Therefore, participants must have a good degree of knowledge regarding gas emission and the greenhouse effect and also be very good at negotiating and formulating strategies.

This kind of game won’t make you a specialist in ecology or in global warming, but can reinforce important concepts about the health of the planet. The game can teach basic ideas and stimulate the players to search for more information about the theme. I think this is the core of a good serious game.

And if you want to play good serious games with a lot of contemporary concepts, check this URL: http://www.molleindustria.org/ .

SZIA!



Reference:

Iuppa, Nick & BORST, Terry. Story and simulations for serious games: tales from the trenches. Burlington: Focal Press, 2007

One year of Gaming Conceptz and a special interview with Gonzalo Frasca

By Vince (@vincevader)

One year ago I started posting here about gaming concepts, game design, gamification/ludification, games and many more aspects of the ludic universe.

And, 84 posts later, the blog is still alive and kicking.

I want to thank you all for the feedback, e-mailing and the great acquaintances I made through the blog during this year.

And to celebrate the year one of the Gaming Conceptz we have a great interview with Gonzalo Frasca. Enjoy! Go gamers!



Gonzalo Frasca (Montevideo, 1972) is a game designer and academic researcher focusing on serious and political videogames. Frasca is originally from Uruguay, where he established Powerful Robot Games, a videogame studio in Montevideo. In video game theory, Frasca belongs to the group of so called "ludologists", who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production.



1) How You've become a serious games researcher?

I'm interested in games. Serious games try to take games even further. So, anybody who's interested in pushing the envelope in games should be interested in serious games. Even if most serious games do not succeed, just thinking about the questions they raise is enough to make us better designers.

2) What would be the best definition for ludology? And narratology?

Ludology is just a word for game and play research. It's as simple as that. There are several definitions of narratology, but basically it's the discipline that studies stories and storytelling.

3) We can see a "wave" of studies about the use of game mechanics in a lot of areas of knowledge. What's your point on the buzzword "gamification"?

I've seen a lot of buzzwords come and go. I think it's positive people are interested in applying games on other fields. If gamification is here to stay or will fade, time will tell. In general, I generally try not to trust recipes and most of what I've seen about gamification looks like a magic recipe to me. But I could be wrong.

4) The use of serious games for political campaigns and education has improved in the last years?

Not really. And that is an interesting question. The simple answer is that they are not relevant. I believe we're still waiting for critical mass. Sooner or later it'll happen. Specially in education. That's my current obsession. I would actually say that these days I'm more interested in education than in games. Well, actually, it's hard to see one without considering the other.

5) The world is going more and more ludic with new digital interfaces and social media. That's a fact. Are the companies and advertising agencies ready for these changes?

I'm not sure. Videogames are still considered cool per se, not because of what they can do. Again, we're still in the very early ages of this genre. I know it doesn't seem like it. It's not because of technology: it's about social conventions. The more we incorporate play into our culture, the easier it'll be. I know this sounds totally hippie and new agey. But play is basically about not being afraid of doing. Play literally will make us free.

6) Send a final message to the new researchers of the gaming concepts and game design field.

Play my new iOS game: Space Holiday (LINK HERE). It's not serious at all, not political: it's a plain, full puzzle game. It was a challenge I set to myself: I always liked puzzle games and I always thought it was the kind of game I couldn't make myself. I worked really hard to prove myself wrong.
In any case, stay away from labels: researcher, designer, creator, player - those categories overlap all the time. You can't be good at one without being good at the others.

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