Monday 5th March, 2012
10:35am to 11:00am
This talk encourages developers (especially indie developers) to embrace the limitations of motion control technology, rather than struggle against them. Drawing from his work on party games like B.U.T.T.O.N. and Johann Sebastian Joust, as well as a slew of offbeat case studies, researcher and developer Douglas Wilson describes how game designers might recapture the festivity and carnival atmosphere that have long been a hallmark of play culture. He argues that folk games offer useful precedents for developers working on physical games and explains why he finds it fruitful to think about motion-controlled games in terms of slapstick and subversion.
TAKEAWAY: Attendees will hear a wide variety of case studies concerning how digitally-mediated games might draw inspiration from folk games and playground games. The talk will present specific strategies for dealing with the limitations of motion controllers and other input technologies.
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