Defining “Game”
Nov 8th
Recently, a friend of mine was deciding a topic to write on for a university essay. One choice that he had was a discussion about a “serious game”.
For those of you who are unsure what the term “serious game” means, or what one is, its generally accepted to be a game thats educational, raising or making a moral or ethical point, or a reflection on events past or present. Perhaps one of the most well-known “serious games” is Super Columbine Massacre RPG, which gained alot of publicity (good and bad) a few years ago for its depiction of the events of the massacre.
The discussion with said friend seemed to centre around one key point: How to define a serious game. After all, without defining it, then you can’t really analyse how a given game fits into that category and what sets it apart from a non-serious game.
On an even lower level, perhaps he should have also been asking: What is a game, and how can we define it? Terms like “Serious Game” and “Art Game” get bandied around alot, and the general public seem to have a gross misconception about what these games are and indeed what they can represent.
This has been a point of discussion for academics for many years now. I remember having the discussion many times at university. But does it really matter if we can or cannot define what a game is? Because games are more of an art than a science, its probably not as important for game designers and developers to have a strict definition of vocabulary as engineering or other science-based disicplines.
Defining the term “Game” probably won’t help you make better games, or make better decisions as a designer or developer. But I do think its an interesting exercise to get people thinking about the elements that actually make a game and how games are differentiated from toys and other enjoyable activities that people engage in.
Lets go back to that wonderful book “The Art of Game Design” by Jesse Schell. The definition of “game” is something that Schell addresses nice and early in his book – Page 26, in fact. Schell defines a bunch of categories, goes over old definitions of “play” and “toys” and “games” to eventually come up with his own meaning:
A game is a problem-solving activity, approached with a playful attitude.
I’m sure most people reading this will instantly be able to think of a game that doesn’t fit under this category. Clearly the term “playful” doesn’t cover serious games such as Super Columbine Massacre RPG. But even in non-serious games, my friend thought of one example himself – two people playing Grand Theft Auto and just doing crazy tricks in cars and on motorbikes.
Its true that this isn’t a problem solving activity, but can it really be called a game? Or is this simply “play” or “fun” using a game as a medium? Does that even matter?
I don’t have answers to these questions, and I’m sure that the debate will continue to rage amongst academics for years to come. However, it can be useful to keep these things in mind the next time you’re explaining Super Columbine Massacre RPG to someone.
RE: Why University Is The Best Place To Start A Games Company
Oct 7th
The Art of Game Design
Jul 26th
“To use this lens, you stop thinking about your game and start thinking about the experience of the player. Ask yourself these questions:-What experience do I want the player to have?-What is essential to that experience?-How can my game capture that essence?”
The Problem of Infrastructure
Apr 3rd

One of the top image results for "pulling out hair"

Use an issue tracking system, and this won't be you.
UDK Roundtable Discussions posted
Sep 23rd
I was recently involved in a UDK community initiative called The UDK Developers Roundtable. The Roundtable were a couple of live Q&A sessions which were then published into a chat. The first group involved UDK Enthusiasts, and the second were the ‘Pros’ – people who had worked for games studios, placed well in Make Something Unreal, or just generally had good experience. I was a part of the latter.
The conversations are an interesting read for anyone involved with modding or game development, with a number of experienced people providing some very interesting points of views on various topics. You can check out both of the discussions at http://www.ensemblog.com/
A flexible approach to design documents
Sep 19th
If a developer has to ask you things about the mod other than your opinion of work, you haven’t done your job as a designer. A design doc should outline EVERYTHING a person needs to know when joining the team.
DIYGamer pimps Means of Escape
Sep 6th
After the announcement of Means of Escape a few weeks ago, we were surprised to see the game pimped on DIYGamer. A massive thanks to these guys, it gave us a warm fuzzy feeling to see that the game is out there and getting positive comments.
Check out there short article here.
Means of Escape trailer released!
Aug 30th
Pub Games today released the first trailer for their work-in-progress title, Means of Escape. You can view it on YouTube. Make sure to check out the Pub Games website when you’re done!
Pub Games & New Video Tutorials
Aug 22nd
Pub Games, a Melbourne-based indie studio, has finally announced its first project, Means of Escape. You can check out our website here.
I’ve also finished several more video tutorials in my UDK AnimTree video tutorial series, including a tutorial on custom nodes, and how to play upper-body animations. You can check out the tutorials here.
More UDK Video Tutorials completed
Jul 31st
Two new AnimTree video tutorials are now up. You can grab them here and here. Tutorial 1 has also been re-done after some feedback.
Keep an eye on this thread on the UDK forums for updates. I’ll make a proper page here soon for the tutorials. You can also view them on the UDK Wiki.
