SF Meetup

Click here to download:
Sci_fi_es_fantasy_a_virtualis_vilagokban.pdf (39 KB)
(download)

Here are the slides (in Hungarian) of my 5 minutes lecture from yesterday's SF Meetup in Budapest.

 

update:

sound: 

Filed under  //  research  
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Avatar - a late reflection

I know I'm a little late, but finally we've managed to get a baby-free night and tickets for Avatar. 

I don't want to go into the details about how I was amazed by the allusions to different MMO's from WoW to Ryzom. In this regard, I just want to emphasize that those allusions not only worked on an intellectual level, but reproduced the real experience of MMO players: for example the excitement and the learning process of that new kind of control when you first get your flying mount. 
But the element I definitely fell in love with was the fact that there wasn't a virtual and a real world here: there were two different, but real worlds in contact. This is the deepest filmed interpretation of today's virtual worlds for me. This is what happens to a lot of people when playing good virtual worlds: they experience a world in motion and they feel real feelings for other avatars. They know these worlds have their strong frontiers, but they feel real things in both worlds.

Filed under  //  MMOG   movie   reflection  
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Ph.D. thesis topic changed

hooray! I've managed to change the topic of my thesis: the image of science and the scientific world concept of virtual worlds (instead of the history of virtual worlds), so now I can dip into the questions of sci-fi and fantasy, AI, computability, etc.

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5th International Media Conference

Click here to download:
osz_gymk_09.ppt (1.83 MB)
(download)

Here are the slides for the lecture I gave at the 5th International Media Conference of the International Children's Safety Service in Hungary. The slides are in Hungarian. The lecture was about the potential benefits, dangers and challenges of creating an edutainment virtual world for children, to complete school classes with playful learning.

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On History in Virtual Worlds

Today I gave a short lecture in house at the university (BME) of an article I've created in the summer. The article will later be published in the Journal of Virtual World Research, after some modifications. Here are the slides in Hungarian, and the manuscript in English.

Click here to download:
megtotenotort_tdk09_osz.ppt (500 KB)
(download)

Click here to download:
historyinaction_body.docx (37 KB)
(download)

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FROG09, Vienna

Click here to download:
frogv1.ppt (1.56 MB)
(download)

Less Game Design and more Game Research for now: Here are the slides of my lecture given yesterday, at the FROG 09 conference, in Austria. Fortunately, it was quiet a success, I had plenty of questions, and a really nice women told me I was one of 3 or 4 lecturers who saved the 3 day long conference for her. Surprising, being aware that I'm the most untalented person of the world when it's about speaking in front of a lot of people:) 

Filed under  //  achievement   research  
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Far and Away - A Hungarian Fairy Tales Game

I've finally decided to focus on Hungarian folk tales for my one-month design project. The game is not perfect yet, I'm planning to continue playtesting for a while to make it better, but a playable version has been finished as the course is drawing to an end. The rules and the components can be downloaded here. At the moment there is only a Hungarian version of it, hopefully an English version is coming soon.

(download)

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Game Design Project starts, lvl 11 Challenge

This week at GDConcepts, we start a one-month project to create a finished game. Here are the constraints:

I could leave this entire project open-ended, but in order to get you started I’m going to give you some constraints. Remember, constraints are your friends.

If you’ve never designed a complete game before this course, follow this set of constraints. Create a board game, card game, or tile-laying game (that is, it must either have a board, cards, or tiles as physical components). It may have more than one of these components, and it may involve additional components beyond these (such as dice or pawns). You may choose any theme you want, as long as it is original – do not use an existing IP (intellectual property). In short, if your work would violate someone else’s trademark or copyright, don’t do it. You will undoubtedly work with other people’s IP at various points in your own career; take the opportunity now to do something original with your own IP.

I’m going to place two more restrictions to help you. First, you may not make a trivia game, or any other game that relies on large amounts of content (such as Trivial Pursuit, Pictionary, Apples to Apples, or Cranium). This is purely for the purpose of keeping your scope limited; if you have to generate 250 cards with unique trivia questions on them, it will leave you far less time for playtesting the game mechanics. I would put Trading Card Games (like Magic: the Gathering and Pokemon TCG) in this category as well, since it requires so much time to create a large number of cards.

Second, you may not use “roll-and-move” mechanics in any form. Do not throw dice and then move a pawn around the track. Do not use a spinner or a teetotum or card draws or any other random-number-generating device to determine what a player does on their turn. There are several reasons for this prohibition. First, the mechanic is highly overused, and it is practically impossible for you to make a game that will not feel like a clone of Monopoly, Trouble, Sorry!, Chutes & Ladders, or any of the other myriad games that rely on this as their core mechanic. Second, the mechanic essentially makes the key decision each turn for the player, so the game is making interesting decisions but the player is not. By divorcing player intentionality from the game’s outcome, you usually end up with a game that is not particularly fun to play (no matter how fun it is to design).

If you have designed one or more complete games before but still do not feel like you are a strong game designer, follow this set of constraints. Follow all of the Green Circle constraints above. In addition, add one of the following constraints. This is your choice, based entirely on your area of interest within game design:

Design your game such that it has a strong embedded narrative that is interactive in some way. You will have to think of ways to tell a story through the player actions of a board game, and how to integrate narrative and game mechanics. If you are interested primarily in RPGs or other forms of storytelling, do this.

Create a purely cooperative board game for two or more players, so that everyone wins or loses as a team. This is challenging for several reasons. The game must provide systems that are the opposition, since the players do not provide opposition to each other. Cooperative games generally have a problem where a single skilled player can direct all of the other players (since everyone is cooperating, after all), leading to an MDA Aesthetic where most of the players are bored because they are just being told what to do by another player. If you are interested in the social dynamics of games, choose this.

Make a two-player head-to-head game with asymmetry: the players start with unequal resources, positions, capabilities, and so on… and yet they are balanced even though they are quite different. These games are not so hard to design the core rules for, but they are very difficult to balance. If you are interested in the technical and mathematical side of game design and game balance, try this.

Create a game to teach any topic that is normally taught at the high school (pre-college) level. It is up to you whether to teach a narrow, specific fact or a broad concept. The challenge here, of course, is to start with a fun game and not have the focus on education get in the way of that. If you’re interested in “serious games” (games that have a purpose other than pure entertainment), then do this project. 

My selected ideas:

1. Fairy-tale 
A Eurogame (or almost) to get together the whole family. Players can take on the roles of fairytale heroes who start their journey together (or meet in a later step, depending on the game master) to reach their own goals. They can chose a game master to tell the story that the chosen cards (obstacles) constitute to make the game even more fun, but the game is playable without one. If they succeed, the result is a happy country, ruled by the new king who married the princess, etc. Inspired by The Brothers Grimm, the movie.

2. Manhunt (o.k., it's just the working title;))
An asymmetric game for 2-3 players. Players can take on the role of a bank robber or a policeman and an FBI agent to catch her. Players start from different positions, and they have different kinds and amounts of resources to invest in the operations. If there are 3 players, from time to time, the FBI and the police could cooperate (balance is crucial at this point).

3. Triangle Tag
An educational game aiming to teach it's players as many properties of triangles as possible. The players job would be to catch each other on the sides, etc. of a triangle. E.g cards could give them hints how to find the shortest way. I find it extremely challenging to avoid random-number generating tools in this game, and how to make it really fun.

Filed under  //  Game Design Concepts   idea  
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Found in my notebook

Damn, I didn't have money those days:P

 "Tuesday, August 07, 2007
8:55 PM

 Vizuális környezetbe helyezett community site. Az emberek a saját
életük módosított változatát hozhatják létre. Saját adatokat
tölthetnek fel, ismerősi fa, stb. e-mail és chat, voice-chat. A sok
ismerőssel rangokat lehet elérni, vannak rendes professionok. Rendes
városok, stb. Egyben a játékok a személyes infóban fontos szerepet
töltenek be, karakternyilvántartóval."

 Rough translation:

 Community site in a visual environment. People can create a modified
version of their own lives. They can upload their data, there is a
tree of connections, e-mail, chat and voice chat. Ranks can be earned
by gathering connections, and there are "normal" professions as well.
There are cities, etc. Games on the site should be important in a
user's profile. There should be a character database.

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Phone Gossip

Phone Gossip
A game for two players.

The two most popular kids from school are throwing a party this night: But there's one big problem - They HATE each other.
As the party was decided in a rush, all their friends need to hurry up and start calling the others, in order to make one party way better than the other!

If one side can connect five callings in a row, they will have spread the word and will surely make the party a total sucess! But, although you could never be able to convice one side that the other's party is better, you can use the phone to cause intrigues: If you manage to put two of one side between the calling of two of the other side, you can start making themselves fight each other, and they will not go to the party! But remember: It must be two of them. A third one would try to put things down, and you efforts would be useless.

In the case you make 10 people to quit the other`s party, you also make sure your friend's party will be a sucess, and you also win!

Get your phone up and get ready to gossip!

http://www.loodo.com.br/jogos/gdcu/gossip.jpg

Impressions:
In the playtest I did not saw any great difference on the gameplay, but I think people got more easily into the rules. Also, I saw that by adding a theme, people start questioning more about the rules, than with complete abstract games.  

--Last edited by loodo on 2009-07-29 21:49:28 --

I've found this solution for the lvl 9 Challenge (by the loodo team) simply perfect. Why wasn't it my idea?:P

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