My GDC Mobile 2008 proposal: accepted!

Mobile gaming by Kokeshi on Flickr

It doesn’t say so on the site yet, but I am on the pro­gram for next year’s GDC Mobile.1 Yes­ter­day I got the email that my talk — titled Design­ing a Casu­al Social Gam­ing Expe­ri­ence for Gen­er­a­tion C — has been accept­ed. To be hon­est I was quite sur­prised. I work in the blur­ry over­lap of the inter­ac­tion design and game design fields, have no actu­al game titles under my belt and pro­posed a weird sub­ject to boot. Who in their right mind would invite me to speak? Of course I am also real­ly excit­ed about this. GDC is the pro­fes­sion­al event for the games indus­try so I’m hon­ored to be part of it.2

My talk will be close­ly relat­ed to the things I’ve been work­ing on for Playy­oo. I’ll dis­cuss how short-ses­sion mobile games and a web based meta-game can inter­con­nect to cre­ate a social game expe­ri­ence that allows dif­fer­ent lev­els of play­er engage­ment. I’ll look at the ways you can align your game design with the expec­ta­tions of Gen­er­a­tion C: cus­tomiza­tion & per­son­al­iza­tion, recom­bi­na­tion and con­nect­ed­ness. I might post the extend­ed abstract some­time in the future, for now I’m just won­der­ing: Who else is going to GDC? What would you like to see me dis­cuss?

Update: The con­fer­ence site has been updat­ed, here’s the descrip­tion of my ses­sion.

  1. Don’t be scared by the big Orc in the head­er of their site. []
  2. Now I just need to fig­ure out whether trav­el­ing to the US twice in one month is a fea­si­ble under­tak­ing. []

Play, story and recombination

A bunch of Lego bricks

Dom­i­nant mod­els in IA: space + sto­ry” was one of the notes I took while at this year’s Euro IA Sum­mit. I’ll get into space some oth­er time. Con­cern­ing sto­ry: Basi­cal­ly it strikes me that for a dis­ci­pline involved with an inter­ac­tive medi­um, so often design­ing is likened to sto­ry­telling. I’m not sure this is always the most pro­duc­tive way to approach design, I actu­al­ly think it is very lim­it­ing. If you approach design not as embed­ding your sto­ry in the envi­ron­ment, but as cre­at­ing an envi­ron­ment where­in users can cre­ate their own sto­ries, then I’d say you’re on the right track. An exam­ple I tend to use is a game of pok­er: The design of the game pok­er was cer­tain­ly not an act of sto­ry­telling, but a play ses­sion of pok­er is expe­ri­enced as (and can be retold as) a sto­ry. Fur­ther­more, the com­po­nents of the game can be recom­bined to cre­ate dif­fer­ent vari­a­tions of the basic game, each cre­at­ing dif­fer­ent poten­tials for sto­ries to arise. I’d like to see more design­ers approach inter­ac­tive media (dig­i­tal, phys­i­cal or what­ev­er) like this: Don’t tell a sto­ry to your user, enable them to cre­ate their own.1 Real­ize users will want to recom­bine your stuff with oth­er stuff you might not know about (the notion of seam­ful design comes into play here). When you’ve done a prop­er job, you’ll find them retelling those sto­ries to oth­ers, which I would say is the biggest com­pli­ment you can get.

1. Or to put this in Marc LeBlanc’s terms: Don’t embed nar­ra­tive, let it emerge through play.