Suit The System To The Player: A Methodology for Physical Creativity


Friedhoff Jane
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

The PS Move, Kinect, and Wii tout their technological capabilities as evidence that they can best support intuitive, creative movements. However, games for these systems tend to use their technology to hold the player to higher standards of conformity. This style of game design can result in the player being made to 'fit' the game, rather than the other way around. It is worthwhile to explore alternatives for exertion games, as they can encourage exploration of long-dormant physical creativity in adults and potentially create coliberative experiences around the transgression of social norms. This paper synthesizes a methodology including generative outputs, multiple and simultaneous forms of exertion, minimized player tracking, irreverent metaphors, and play with social norms in order to promote. Scream 'Em Up tests this methodology and provides direction for future research.

 

Untangling Twine: A Platform Study


Friedhoff Jane
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

As mainstream games require increasingly larger technical teams and more complex software, there has been a move in the opposite direction: that is, the development of game-making tools that “are being designed with people who aren't professional coders in mind.” While Twine is not the only platform designed to facilitate the creation of interactive stories, it has evolved into the primary hotbed for games exploring personal experiences, especially those dealing with issues like marginalization, queerness, and discrimination. This paper examines Twine from a platform studies perspective to understand how it supports and facilitates more experimental works. The platform's development history, documentation, UI, method of content generation, and distribution model combine to create a tool that facilitates these kinds of works. Twine’s reference materials (oriented not toward code and problem solving, but to affirmation of the individual experience as the basis of a game), user interface (analogous to common brainstorming/writing techniques), orientation toward vignette (with the genre's subversive potential) and open distribution model (free to download, free to share, and exported as HTML) make the platform a uniquely-accessible tool for creating highly personal games. Analyzing Twine in this way allows game researchers to understand the importance of Twine’s design to the creation of such works, in turn illustrating factors that platform developers may use to guide future software.