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| photo:
©RPI/Stanton |
Game
On, Video-Game Visionaries
By
David King
RPI’s
video-game-design program encourages students to think outside
the control box
photocredit:©RPI/Stanton
The
crashing thunder of rocket fire echoes through the Heffner
Alumni House at RPI. The crowd packed into the hall watches
as a man carrying a type of gun normally attached to the side
of a helicopter dodges left, then right, strafes a pillar
and then hops in an elevator. The sound of bullets ricocheting
off stone walls dissipates, and then there is a flash of yellow
light and the sickening sound of exploding flesh. Pieces of
entrails and splashes of blood fly through the air, raining
down in a sleet of digital gore. The crowd moans, but the
moans are quickly overwhelmed by an ominous voice that announces
in a bloodthirsty tone, “You have taken the lead!”
Thus begins the Experimental Media Performing Arts Center’s
presentation Fair Game on the campus of RPI in Troy. A crowd
of hundreds has gathered to see how artists around the world
are using the engines behind popular video games such as Quake
3 Arena and Unreal Tournament to create their own works of
art.
During the presentation, which took place on the evening of
Nov. 29, artists from Work Space Unlimited (a collective of
artists and programmers) demonstrated how they have taken
game engines normally used to create virtual online killing
fields and turned them into virtual museums, with exhibits
that warp and bend reality in ways an artist could not in
the physical world. Friedrich Kirschner displayed FEED, a
work that he created with the Unreal Tournament Engine and
that was inspired by the animation of the digital actor’s
death throes in Unreal Tournament. The piece features a dark
black environment where naked figures float twitching in spasms
to the sound of booming, ominous noise. Kirschner originally
created the work for Theatre Biennale in Venice.
The RPI event ended with a display of machinima, a new art
form recently recognized by the Sundance Film Festival, in
which gamers utilize video-game characters and settings to
create movies. Besides being recognized at Sundance, machinima
is regularly shown on MTV, and episodes of machinima created
by various developers are downloaded by millions of eager
viewers every week.
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Not
bored in the boardroom: Tobi Saulnier with staff at
1st Playable Productions in the RPI incubator.
photo:Alicia
Solsman
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Video
games are quickly mutating past their simple, brain-rotting
stereotype. And RPI has recognized this with a step that would
have been laughed at a decade ago: It will begin offering
video-game developing as a major next fall.
‘A
big thing the students like to point to here is that the game
industry has surpassed the movie industry in sales recently,”
says John Harrington, associate dean of undergraduate programs
at RPI. Video gaming’s popularity has not been lost on RPI,
as it has offered a video-game-development minor since 2003.
Interest in the minor was so strong (27 students graduated
from the minor in its first year of existence) that the creation
of the major soon followed.
RPI is one of a few schools in the country that offers a course
of study in video-game design to undergrads. The program itself
will encompass multiple subjects within the liberal arts,
including animation, scripting, and psychology, as well as
more technical studies such as programming and electronics.
Although there is plenty of work being done to create the
best new shooter, role-playing game or side-scrolling adventure,
the professors in charge of RPI’s video-game major want their
students to take a page from the artists at Fair Game who
manipulated video-game engines for their own artistic purposes.
They want their students to see past the traditional restraints
and uses applied to the medium. Some are even working on using
the power of interactive simulation to enhance the lives of
the less fortunate.
“My
hope for this major would be the same as for any other good
major, which is to produce students that have credentials
for a job marketplace,” says Harrington. “At the same time,
the product students are working on won’t be limited to the
single-shooter game market. It’s not just games as media;
it is edutainment and education as well. Our students are
quite good at seeing the possibilities behind the medium.”
Harrington notes that despite gaming’s popularity, the major
had to undergo the same scrutiny any other proposed major
would. “I am not by inclination a big games player,” he says,
“and I’m sure that our president, Dr. Shirley Anne Jackson,
has very little time left to explore games media—but they
have persuaded us. In fact, I think everyone is getting persuaded
that this is the educational wave of the future.”
Harrington points out that the major is called Video Games
and Simulation Arts and Sciences. “It’s not just educating
young people. Medical schools are using this as a kind of
training for surgeons. The most impressive kind I saw was
fire training for firefighters and using simulations to plan
for disaster management.”
It becomes very clear when speaking to the students currently
in the video-game minor at RPI that they don’t need to be
prodded very much to fly in the face of convention or to buck
stereotypes.
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| photo:
©RPI/Stanton |
Mike
Stanton sits in a contoured chair in front of a flat-screen
computer monitor and his IBM Notebook, under the flickering
fluorescent lights of an RPI computer lab. He clicks a button
on his computer and brings up a 3D image of a humanoid figure
strapped to a chair. “So this is the beginning of my very
little epic,” says Stanton as he clicks a button to zoom in
on the chair. “It starts; you wake up strapped to this scary
operation chair in this dimly lit lab. You’re wearing nothing.”
While Stanton’s sci-fi horror setting may sound somewhat straightforward
for a video game, what is not conventional is Stanton’s plan
to present the game through Flash Media, which is normally
used for small, cutesy Internet games such as Shoot the Pop
Icon. He is developing the game for RPI professor of integrated
electronic arts Katherine Ruiz, in her experimental game-design
class.
Ruiz has been instrumental in the creation of RPI’s video-game
major. She encourages all her students to approach game development
in unique ways that challenge how players interact with the
product.
Stanton wants his game to go beyond the scope of any other
Flash game before it. He plans to release a series of installments
online, in which the player has to solve multiple puzzles
to advance deeper into an underground bunker complex.
Stanton clicks another button, types in a few commands, and
suddenly the camera pans out to display an entire network
of intricate bunkers and laboratories, which Stanton says
will be filled with rooms containing more puzzles. “I want
people to sit down and say, ‘Oh, I’m just going to play a
Flash game,’ and then, bam! It’s terrifying, it’s involving.
‘Oh, it’s a real game.’ ”
The ideal scenario for Stanton would involve a series of online
releases that would earn critical praise. “Maybe people would
get to know the games and like them enough that they’d be
willing to pay a fee.” He can also envision moving the game
into the medium of film.
Students like Stanton do not have to get all their design
experience in class or at home. Thanks to RPI’s business-incubator
program, there are a number of fully functioning game-development
companies in the area who actively recruit RPI students and
grads. In fact, Troy has become a hotbed for video-game developers;
it is becoming a sort of pop-culture pocket of the Capital
Region’s touted Tech Valley.
The success of Vicarious Visions, a one-time RPI incubator
business founded by RPI grads, helped prompt the creation
of the games major. Recently purchased by national video-game
giant Activision, Vicarious Visions has been involved in producing
sales-blockbuster games such as Doom 3 for Xbox and Spiderman
2 for a number of hand-held systems.
Former Vicarious Visions Vice President Tobi Saulnier founded
a company currently in the incubator, 1st Playable Productions.
Saulnier stands tall in a dark black shirt and black baggy
techno pants with red straps hanging from the back. She stands
in a room with soft couches covered with stuffed animals and
dolls and a table strewn with Legos, video games, consoles
and action figures. “We have a little fun in here,” she says.
The room functions as a boardroom as well as a playroom where
local kids and teens come to test 1st Playable’s newest products.
Before getting involved in the video-game industry, Saulnier
managed an R&D team at GE, where she earned 16 patents.
Saulnier says that before working at Visions, she wasn’t really
familiar with video games and had never expected to work with
them. However, her time at Visions has given her a view of
the medium’s future. According to Saulnier, she founded 1st
Playable because “It’s much more rewarding to work for a small
company.” However, Saulnier also inherently disagreed with
her former company’s approach. Saulnier would rather market
nonviolent, semi-educational games to children than produce
bloody epics such as Doom 3.
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All
eyes on the screen: Professor Kathleen Ruiz and Mike
Stanton.
photo:Alicia Solsman
|
While
1st Playable is currently developing games on themes like
Cabbage Patch Kids for hand-held systems, Saulnier has a grander
idea for the future of the company. She imagines hand-held,
portable video-game units such as the Gameboy DS and the Play
Station Portable becoming the educational machines of the
future.
Saulnier picks up a Nintendo DS and opens it up in the palm
of her hand. “Some schools can’t afford to buy computers for
every kid, and even if they can, the machines break down all
the time. These things don’t require as much maintenance and
are much cheaper.” Her company is currently developing child-oriented
games for hand-held units, but for the future, she wants to
ensure her games become more a part of the mainstream. She
notes that to buy most video games, you have to walk to a
special section of the store, where the video games are behind
glass. Saulnier sees a future in developing educational software
toys that are available everywhere. “Some of the products
aren’t that good, but a lot of money is being made,” she says.
“That’s how you can tell the market might need some competition.”
Saulnier’s
vision hinges on a belief she shares with Ruiz and Herrington,
the belief that video games have become a part of the mainstream,
of the very existence of our younger generations, and that
as time goes on video games will go beyond being pop culture’s
dominating medium. “My kids all have [online game World of]
Warcraft accounts,” says Saulnier. “They have grown up with
the game. When they come to me and tell me about their latest
adventure, am I supposed to tell them it wasn’t real?”
In RPI’s game department, the goal is something far beyond
enhancing current, entertainment-based games or providing
new game developers to a hungry marketplace. “When people
think of video games, they think of Grand Theft Auto, games
like that,” says Ruiz. Like Saulnier, Ruiz has something in
mind for gaming’s future that has very little to do with the
random, simulated violence of Grand Theft Auto or the carnage
and chaos of a first-person shooter. Ruiz hopes to use virtual
realities to help the handicapped better navigate their realities.
Ruiz
sits at a table surrounded by students who have volunteered
for her CapAbility Games Research Project. The students, who
will receive no credit for participating in the project, and
who come from different majors and backgrounds including music,
animation and psychology, represent the diversity of studies
that RPI believes should apply to the creation of video games.
The group has come together with Kim Purcell, director of
the Adult Day Services Technology Center at the Center for
Disabled, to design a video game that can help handicapped
individuals learn to perform everyday tasks that may be challenging
to them, such as cooking dinner or getting dressed.
The
group has met with handicapped individuals at the Center for
the Disabled to find out what works for them. Jim Luther,
who is the director of technology for the Center for the Disabled,
plans to work with the CapAbility group to help its members
get a better sense of what will work for his clients. Luther
sits in a plastic chair next to a computer touch-screen and
a number of metal arms that have big red buttons on their
ends. He pulls one of the arms close to his neck and then
presses his head against the big red button at its head. “Socks!”
responds the computer. Suddenly socks appear on the feet of
a partially clothed image of a young man on the screen. This
is how some of Luther’s students go about playing a video
game.
“The
biggest challenge they are going to have to face is that we
have students at all levels of capability. Some of them can
move only their heads. There is a wide range of disability
that needs to be taken into account,” Luther explains as he
applies a reflective metallic dot to his glasses. Then he
cranes his neck to the left. On the computer screen in front
of him a cursor moves with his neck. Luther contorts his body
and struggles to pull the cursor over the program he wants.
These computer interfaces Luther is displaying are the only
means a number of students at the center have to interact
with technology. Luther has spent a great deal of time trying
to find programs that can work for handicapped people at all
level of physical and cognitive capability.
“They
had this contest called oneclick.org, where game developers
around the world were challenged to come up with games where
the interface is the click of one button. Some of the games
are decent—some of them work—but I don’t think the developers
really had an understanding of the people who would be using
them,” Luther reports.
Luther hopes to help Ruiz’s group to better understand its
audience. He foresees a game that would adjust to all levels
of capability, from someone who could watch and perhaps click
a button to someone who could enjoy all levels of interaction
and understanding.
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Big
screens, big guns: RPI students show off 3D gaming engines
at Fair Game.
photo:Rick
Marshall
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The
current game proposal would take the player through a shopping
trip at a local Price Chopper. The simplest interaction would
just introduce a player to the environment, to allow them
to see what a supermarket is. The next step up would put the
player in a bit more control of the game, allowing them to
choose items from the shelves. A person of greater capabilities
would probably experience all the pieces of a trip to a local
supermarket, including choosing items, conforming to a budget
and even checking out and interacting with a cashier. Luther
would also like to see a function that allows the player to
be digitally mapped into the game so that they could see themselves
interacting in the environment.
Besides having to allow for all levels of interaction with
the game, the development group also will have to take into
consideration the limitations of the technology that the Center
for the Disabled has available. Although the group’s original
intention was to utilize a video-game engine from a high-tech,
first-person shooter, it turns out that cutting-edge software
won’t run on the technology the center has. “We might have
one or two computers that are up to date now,” says Luther.
“When I’m downloading games online, I look for those that
are simple enough for any of the students to play and that
will run on the lowest common denominator of the computers
we have here.”
Despite all the limitations and caveats, Ruiz believes the
developers will be able to come up with something that can
fit the center’s needs.
The group is likely to be working on the project for a good
portion of next year. However, Ruiz is already thinking past
the original parameters of the project. “Through the game,
we could demonstrate to people what it might be like to have
a certain handicap,” she says. Luther agrees that a game that
allowed the player to experience what it is like to suffer
from a certain handicap could promote understanding and help
educators better aid the handicapped.
Ruiz also thinks that in the years to come, video gaming will
change and become a medium far more powerful and integrated
into our society than it is today. Her personal vision of
the future of gaming sees users from around the world mapping
programs with their own personal traits and languages, their
hometowns and their lifestyles, and then sharing their world
with other users to promote better understanding. “They would
be able to experience a whole other way of looking at the
world,” she says.
Ruiz cautions that her vision is not definitive and it is
not her work and beliefs that will define video gaming’s next
evolution. That, she says, will be up to her students. “We
don’t know what it is yet,” she says. “We can’t name it yet,
because it isn’t here. But our students, the ones in our major,
are going to be the ones to create it. They are the ones who
will get to name it.”
dking@metroland.net
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