by James Wallis
by Steven Goodwin
by Nia Wearn
5 lessons learned from looking at the user experience of big games that you can use to improve your own games. Putting research to practical use.
A wide ranging discussion of designing in accessibility and using game achievements to improve uptake of games for learning. caldys2, an EU funded project for supporting learning English as a second language across 10 EU countries was the starting point for a wider dialogue about inclusive development, aimed at creating games ALL can play, and no-one feels labelled playing!
The session started with a potted history of how I started making games for The Crystal Maze age 17, and now work full time in puzzles and game shows. I have worked on programmes such as The Krypton Factor, Treasure Hunt, The Mole and - currently - as question editor for BBC Four's Only Connect.
We then discussed some issues facing TV entertainment in the future, including:
- the Holy Grail of a game show you could genuinely take part in from home.
- the delays incurred by typical methods of interactivity (red button, text messaging, Java apps etc.)
- why live TV is difficult and expensive to do.
- how increasing TV screen sizes might affect the way programmes are broadcast and packaged in the future.
- the cultural issues of spreading formats worldwide, and how formats bought, sold and protected.
Questions from the floor included how to pitch game show ideas to independent companies.
A discussion on how games like World of Warcraft motivate and inspire people to persist at things which are hard or boring by encouraging community. What kinds of things are people learning? Do people go into these environments specifically to learn? Reflecting on some research.
A live game, played out by 3 teams.
by Alistair Gray
Kinect, Wii, brainwave controllers, accelerometer, Oyster and more
by Adrian Hon
14th May 2011