Game thinking from Adam Clare

Category: DesignPage 15 of 63

The Reality Of Spatial Dimensions In Games

Last year the Philosophy of Computer Games conference examined space in games. The ultimate question being ‘is space in games real?’

If you want to know the answer to that question you’ll have to relive the conference. To be clear they examined space as in spatial environments, not space as in outer space. All of the slides and lectures are available online for your viewing pleasure.

The keynote lecture, “Antinomies of Space: Philosophy – Culture – Games”, is a good place to start as it provides context around the conception and history of space. The discourse around what space is has evolved more than you think it has.

Considering the history of philosophical problems the keynote will firstly address the various notions of space and focus on their similarities and contradictions by which basic antinomies of spatial concepts can be determined. In a second step solutions or alternatives to this contradictions will be offered, before looking at the origins of the present spatial turn in social, political and cultural studies. Finally the presentation inquires spatial approaches that do exist in game studies and offers a way of a philosophical study of computer games in spatial respect.

Enter the 4th dimension:

Then there are people who take their curiosity to the logical conclusion of creating a game. Miegakure is an upcoming game that explores the fourth dimensional space. The creator, Marc ten Bosch, was recently interviewed about the game.

The game runs on its own custom 4D engine that I developed from scratch. Every position in the game is *actually* represented with four numbers. There are no tricks or hacks. We are building what a 4D world would be like, in many ways. This creates a space were puzzles happen naturally: they are just simple consequences of 4D space. More traditional puzzle games very carefully set up situations, and the behavior is limited to what the designer has intended (for example you need to input the right code to open the door, and the code is written down somewhere hidden). Because what we are building is so general, I might not know all the solutions to a particular puzzle… or I might discover a lot of puzzles by just setting up random situations and playing and seeing what happens. If something surprising and interesting happens, I will make it into its own puzzle.

Be Interested In More Than Just Games

Teaching in a game design school it’s not rare to find students who only care about games. I make sure to tell these students that the most important thing to do is to care about something outside of the world of games. Most look at me confused. We’re at a game design school after all.

Without exception, the students who have interests outside of games are the ones who make the neatest projects and tend to have the most success after graduation. The topic of the interests don’t matter so much as that they exist.

Over at Vox there’s an article titled Buzzfeed’s founder used to write Marxist theory and it explains Buzzfeed perfectly. The article lives up to the title, it’s a good read and shows that being interested in fields outside of your primary one is a worthwhile venture.

You never know where a path of inquiry will lead.

So where did Peretti get that idea? Peretti’s academic writings offer one clue. After graduating from UC Santa Cruz in 1996, Peretti published an article in the cultural theory journal Negations entitled “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution.” After the paper was mentioned in New York’s Peretti profile, Critical-Theory.com’s Eugene Wolters read through it, and found that it more or less lays out (and critiques) Buzzfeed’s entire business model—a full decade before the company was founded.

Study Marx and start a million dollar website.

There are other ways that a variety of interests can manifest themselves. Maybe you love games and you also love space, or orbital mechanics. Then you get Kerbal Space Program.

XKCD

And who knows, maybe combining two fields you love will eventually get you to work with NASA.

The success of the game hadn’t gone unnoticed. In March 2013, Squad received an intriguing tweet: “Interested in exploring an asteroid with us?” It was from Nasa, and after a year of cooperation, the Kerbal team was able to implement the real-life Asteroid Redirect Mission into its game. Players can now experiment with a genuine space programme, using Nasa rocket parts. “It’s been a truly amazing experience,” says Falanghe. “When we first started, we had very little help from experts, save what we could research on our own. For us, it was a great learning experience – none of us in the team have any formal background in aerospace or any related field.”

Space or Marx may not be your thing, perhaps running is. There are tons of “gamified” services and apps out there that encourage you to be fit, but what about an app that makes you run to defend your territory? It exists: Run an Empire. From an article about the game:

The beauty of Run An Empire is that the game requires a balance between maintaining the security of a home base while also compelling players to attempt to intrude and capture other players’ territories by running further and longer, making the habit of running less a task and more of a mission-based activity.

In the process neighborhood blocks become kingdoms, daily walks or runs become battles, and an element of strategic planning absent from typical running programs can make each mile felt earned, not endured.

So if you find yourself thinking about only games I encourage you to explore the rest of the world. Get out and explore the world around as reality is the game and games aren’t the only thing that matter in reality.

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