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										<title>Cologne Game Lab Blog</title> 
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										<description>Das Blog des Cologne Game Lab.</description> 
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									<title><![CDATA[Urban Pirates & Light Painting]]></title> 
									<link>http://colognegamelab.de/post.php?postid=158</link> 
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<p class="MsoNormal"><strong>Pervasive-Games-Expert Richard Wetzel&nbsp;</strong><strong>from the Fraunhofer Institute for Applied Information Technology FIT&nbsp;</strong><strong>who was instrumental in realizing the first project with our new master students &ndash; the 2011 class &ndash; mailed me these impressions:</strong></p>
<p class="MsoNormal"><img style="float: left; margin-left: 6px; margin-right: 6px;" src="blogpix/wetzel.jpg" alt="Richard Wetzel" width="230" height="130" />The students were tasked with creating a game using the means of the theater. After my introduction into the history of pervasive games, each student pitched an idea. In the end we decided on two games that had to be developed in only three weeks - quite a demanding task.</p>
<p class="MsoNormal">The first game&nbsp;&ndash; a scavenger hunt with a pirate theme &ndash;&nbsp;was designed and staged by three students. A pirate captain introduced the players to their mission and sent them on the search for a precious treasure handing them a fragment of a map with an X marking the starting point. He also entrusted them with a backpack containing a variety of objects that might or might not become useful during the game.</p>
<p class="MsoNormal"><img style="float: right; margin-top: 6px; margin-bottom: 6px;" src="blogpix/pirate.jpg" alt="Pirate Captain" width="425" height="569" />When they arrived at the marked place, the players had to search for a while before they found a second pirate sitting on a bench. He agreed to give the players another fragment of the map if they would bring him a necklace he needed as a birthday present for his daughter.</p>
<p class="MsoNormal">The players managed to find the necklace submerged in a fountain and hidden inside a small treasure chest which they had to destroy to open. Guided by the new piece of the map, the players discovered a third pirate who again had a small task for them to fulfill.</p>
<p class="MsoNormal">A very nice scene happened in the middle of the game when the players were searching for the next clue and entered a shop selling live-roleplaying equipment. They asked the shopkeeper about the pirate treasure. He answered that he had no idea, but then he seemed to remember and asked if they were looking for the &ldquo;Treasure Chest&rdquo;.</p>
<p class="MsoNormal">The players enthusiastically nodded &ndash; only to find out that the shopkeeper was referring to another shop that used to be in the same place a few years ago.</p>
<p class="MsoNormal">This type of interaction between players and uninformed outsiders is one of the strong points of pervasive games perfectly illustrating social expansion.</p>
<p class="MsoNormal"><img style="float: left; margin-top: 6px; margin-bottom: 6px;" src="blogpix/Bossfight.jpg" alt="TheEnd" width="425" height="317" />In the big finale, the players had to beat a British pirate in a swordfight that used the insult mechanics from the classic computer game &ldquo;The Secret of Monkey Island.&rdquo;</p>
<p class="MsoNormal">The second game was designed by five students and was centered around light paintings created by using a slow shutter speed on a camera. Performing gestures or drawing objects with a light, an experienced light painter can create magnificent images. The story of the game had the Gods of Olymp wanting to choose a champion who had to proof him- or herself in a series of challenges.</p>
<p class="MsoNormal"><img src="blogpix/P9261962.JPG" alt="" width="425" height="328" /></p>
<p class="MsoNormal">At the beginning of the game, players were led into a room and handed an envelope. A narrator introduced everybody to the story and then asked the participants to open the envelope. Four persons were selected to be the main characters in the game. They formed two competing teams. An actor playing Prometheus created a light painting of an obstacle the players had to overcome, for example a zombie. The light painting was projected large-scale onto a wall and could only be seen by one of the two players in each team who then had to use pantomime to convey the information to his partner. The second player had to react with another light painting countering the danger they were facing. The audience voted for the better team.</p>
<p class="MsoNormal">Framing the game with Greek mythology worked really well, and the overall atmosphere created by darkness, light painting, the narrator and sound effects made quite an impression. Last but not least the imminent time pressure created by the automated camera for the light paintings assured that the players always had to think on their feet.</p>
<p class="MsoNormal">Overall, both groups of students created two very distinct games, which were very well received by the players and the audience.</p>
<p class="MsoNormal">For more information about pervasive games, please read &ldquo;Pervasive Games: Theory and Design&rdquo; by Markus Montola, Jaakko Stenros and Annika Waern (<a href="http://pervasivegames.wordpress.com/the-book/">http://pervasivegames.wordpress.com/the-book/</a>).</p>
<!--EndFragment-->
<p>&nbsp;</p>]]></description> 
									<pubDate>Fri, 18 Nov 2011 22:33:49 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[HD Remakes]]></title> 
									<link>http://colognegamelab.de/post.php?postid=157</link> 
									<guid>http://colognegamelab.de/post.php?postid=157</guid>
									<description><![CDATA[<p>A recent trend in the industry are HD remakes. Instead of developing new games, many game publishers decide to re-release old, successful games in HD. This is not a particularly new idea. HD remakes of older titles are already wide-spread among the Xbox Live Arcade titles, such as <a href="http://marketplace.xbox.com/de-AT/Product/Rez-HD/66acd000-77fe-1000-9115-d802584108b3">Rez HD</a>, <a href="http://marketplace.xbox.com/de-DE/Product/Ikaruga/66acd000-77fe-1000-9115-d80258410878">Ikaruga</a>, <a href="http://marketplace.xbox.com/de-DE/Product/Pac-Man-CE/66acd000-77fe-1000-9115-d80258410877">Pac Man Championship Edition</a>, <a href="http://marketplace.xbox.com/de-DE/Product/BC-Rearmed/66acd000-77fe-1000-9115-d80258410937">Bionic Commando Rearmed</a> and others.</p>
<p>But the recent influx of remakes is different. The sources for remakes become increasingly younger. Instead of downloadable titles, the games are being released on physical media, often at full price. The list of recent and upcoming releases is staggering: <a href="http://www.amazon.de/God-War-Collection-englische-Version/dp/B002NN7AKU/ref=sr_1_1?ie=UTF8&amp;qid=1317312156&amp;sr=8-1">God of War</a>, <a href="http://www.amazon.com/gp/product/B004J6I0YO/ref=as_li_ss_tl?ie=UTF8&amp;tag=gamedesiscra-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004J6I0YO">Prince of Persia</a>, <a href="http://www.amazon.com/gp/product/B002I0J5JW/ref=as_li_ss_tl?ie=UTF8&amp;tag=gamedesiscra-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B002I0J5JW">Tomb Raider</a>, <a href="http://www.amazon.com/gp/product/B004HCYVO8/ref=as_li_ss_tl?ie=UTF8&amp;tag=gamedesiscra-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004HCYVO8">Splinter Cell</a>, <a href="http://www.gametrailers.com/video/review-ico-shadow/720406">Ico and Shadow of the Colossus</a>, <a href="http://www.amazon.de/Metal-Gear-Solid-Collection-Classics/dp/B005HI1QVC">Metal Gear Solid</a> and many more.</p>
<p>The gaming community receives the remakes with mixed reactions. On the one hand, the remakes are another episode of the steadily worsening creative bankruptcy the traditional games industry is plagued with. Faced with the rising costs of AAA game development, the remakes offer a cheap and easy way out to release popular games at the fraction of the development of new games.</p>
<p>On the other hand, the remakes also offer the possibility for players to re-visit old masterpieces. The best example being <a href="http://www.gametrailers.com/video/review-ico-shadow/720406">Ico and Shadow of the Colossus</a>. The two critically acclaimed titles felt always somewhat inhibited by the limited capabilities of the PlayStation 2. The recent HD remake is an opportunity to re-discover what made them so influential in the fist place. At Cologne Game Lab, we decided to invite students to play the games as part of our new format, the CGL Game Club. Based on the idea of a book club, we will meet in a month to discuss our findings.</p>
<p><img src="blogpix/ico.jpg" alt="" /></p>
<p>While the format is designed to establish and hone analytical skills of all participants, the final discussion will be also a good opportunity to evaluate the recent trend in the games industry. Stay tuned for more...</p>]]></description> 
									<pubDate>Thu, 29 Sep 2011 16:45:17 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Radical Gamedesign II]]></title> 
									<link>http://colognegamelab.de/post.php?postid=156</link> 
									<guid>http://colognegamelab.de/post.php?postid=156</guid>
									<description><![CDATA[<p>In my <a href="post.php?postid=152" target="_blank">previous post on Radical Gamedesign</a>, I featured a video about a Gamedesign encounter with Paolo Pedercini of La Molleindustria at Spielesalon Kassel. At the event, Pedercini also presented a prototype of his new project PHONE STORY, which has now been released. At least it was released for 2 hours earlier today ...</p>
<p>PHONE STORY is officially promoted as "an educational game about the hidden social costs of  smartphone manufacturing". But in plain words the game is an anti-iPhone game for the iPhone. So it is not surprising that Apple has banned the game from the Appstore shortly after its official release.</p>
<p>I was quick and got to download one of the "rare" copies. Here&acute;s the full report.</p>
<p><img src="blogpix/phonestory.png" alt="Phone Story" width="190" height="194" /></p>
<p><strong>PHONE STORY (Attention: Spoiler)<br /></strong></p>
<p>When launching the game, the screen turns into a face and introduces itself to you as YOUR PHONE.</p>
<p>In the typical La-Molleindustria-style, the message is rather taught with the sarcastic hammer than in between the lines. Throughout a variety of simple minigames that are presented, the voice of your phone keeps on encouraging you to  "meet the goal". Evil, huh? It&acute;s not that simple.</p>
<p>While you try to be good and enhance your skills, you are being taught about the social costs of you current behavior in detail. After having successfully passed the mission, you are forwarded to the obsolescence mode where you compete in an endless  spiral with market forces.</p>
<p>The gameplay is neat and well designed but most of all it&acute;s the idea behind the game that captivates. A great game to make the perversion of turbo capitalism actually touchable - in a double sense.</p>
<p>The release and un-release might have the potential to open a discourse. And I think that is what La Molleindustria is striving for. Beyond the Radical Gamedesign of PHONE STORY the "real" game starts off now that the app has been unreleased again. Unlike the game itself this meta-game remains accessible to everyone.</p>
<p>&nbsp;</p>
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<p>&nbsp;</p>]]></description> 
									<pubDate>Tue, 13 Sep 2011 16:22:57 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
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									<title><![CDATA[Trauma - The Review]]></title> 
									<link>http://colognegamelab.de/post.php?postid=155</link> 
									<guid>http://colognegamelab.de/post.php?postid=155</guid>
									<description><![CDATA[<p><img style="float: left; margin: 5px;" src="blogpix/Trauma2.jpg" alt="Trauma" width="425" height="318" /><a title="Eurogamer" href="http://www.eurogamer.net/" target="_blank">Eurogamer</a> has a glowing review of <a title="Trauma" href="http://www.traumagame.com/" target="_blank">Trauma</a>, a game created by Cologne Game Lab's&nbsp;very own Krystian Majewski.&nbsp;And on top of that it is a very well-written and thoughtful review:&nbsp;</p>
<p style="padding-left: 30px;">"The interstitial movies are reminiscent of Julian Schnabel's film of The Diving Bell and the Butterfly, while the script and, in particular, Anja Jazeschann's performance as the young woman offer a tender insight into the frustrating vagaries of lying in a hospital bed, waiting to recover from a life-threatening accident. It's territory rarely touched upon by video games. ...</p>
<p style="padding-left: 30px;">Trauma is too slight and too leftfield to attract a wide audience, but it offers a fascinating vision of game, film and still life meeting to create something both fresh and familiar. Its creator's aspirations may lie close to a filmmaker's, but this is a very different kind of homage to cinema than that espoused by Rockstar's Housers and their many imitators."&nbsp;</p>
<p>So check them both out, the <a title="Eurogamer Review" href="http://www.eurogamer.net/articles/2011-09-08-trauma-review" target="_blank">review</a> and the <a href="http://www.traumagame.com/">game</a>.</p>]]></description> 
									<pubDate>Thu, 8 Sep 2011 15:23:58 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Expressive Videogames]]></title> 
									<link>http://colognegamelab.de/post.php?postid=154</link> 
									<guid>http://colognegamelab.de/post.php?postid=154</guid>
									<description><![CDATA[<p>The NOTGAMES FEST 2011 was our alternative games program to the  mainstream events in Cologne. It was based upon the NOTGAMES idea of the Belgian Gamedevelopers Tale of Tales who also curated the selection for the expo.<br /><br />From August 15-17 more than 250 visitors  experienced the selected games. In addition to our fellow game  enthusiasts, colleagues and friends from the industry, it was a pleasure  to introduce so many first-time gamers to the facinating world of  games.<br /><br />Thanks again to all attendees and supporters. We had a great time and hope to see you back soon.</p>
<p>
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</p>]]></description> 
									<pubDate>Thu, 25 Aug 2011 09:25:04 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Adaptation]]></title> 
									<link>http://colognegamelab.de/post.php?postid=153</link> 
									<guid>http://colognegamelab.de/post.php?postid=153</guid>
									<description><![CDATA[<p>One especially challenging topic in Game Development is the adaptation of already established material. There are so many examples of poor movie adaptations in video games that they became a synonym for sub-par quality for most gamers. In a recent project at Cologne Game Lab, we tried to explore those challenges. We invited the experienced German game developer and writer Martin Gantef&ouml;hr to guide the project.</p>
<iframe width="425" height="272" src="http://www.youtube.com/embed/mEnZHcWK-gU" frameborder="0" allowfullscreen></iframe>
<p>&nbsp;</p>
<p>Martin suggested the use of a very interesting tool: <a href="http://www.renpy.org/">Ren'Py</a>. It is an open-source engine for interactive novels. It's surprisingly simply but offers an amazing level of customization due to it&rsquo;s Python heritage. Ren'Py allowed our students to concentrate on the storytelling instead of the technical implementation.</p>
<p>The project was extremely difficult nonetheless. Each of the three teams chose a very different approach with it's own unique challenges. There were a lot of experiments, lengthy discussions but thankfully also profound insights. There are plans to do a public exhibition of the final games, so you will be able to see yourselves. Stay tuned!</p>]]></description> 
									<pubDate>Thu, 21 Jul 2011 15:54:19 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Radical Gamedesign]]></title> 
									<link>http://colognegamelab.de/post.php?postid=152</link> 
									<guid>http://colognegamelab.de/post.php?postid=152</guid>
									<description><![CDATA[<p>With the SPIELSALON our colleagues at Kunsthochschule Kassel recently introduced an aspiring new festival format to the German games crowd. Situated at the Fredericanum in Kassel, which is home of the infamous doCUMENTA, the festival&acute;s statement was quiet clear: Games are Art!&nbsp;</p>
<p>In collaboration with students from their animation class Prof. Meyer Hermann and Prof Bramkamp did an amazing job by bringing up an impressive games and speaker lineup.</p>
<p>Early birds that we are, <a href="http://twitter.com/#!/m_boesch" target="_self">@m_boesch</a> and I got to do a little interview with Paolo Pedercini of la molleindustria. Here are some essential  bits about his game design approach.</p>
<p>&nbsp;</p>
<p>
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<p>&nbsp;</p>
<p>More info about the SPIELSALON: <a title="Spielsalon" href="http://www.spielsalonkassel.com/de/" target="_blank">http://www.spielsalonkassel.com/de/</a></p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Tue, 19 Jul 2011 11:37:51 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
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									<title><![CDATA[Game Design Made in China]]></title> 
									<link>http://colognegamelab.de/post.php?postid=151</link> 
									<guid>http://colognegamelab.de/post.php?postid=151</guid>
									<description><![CDATA[<p>Recently at Cologne Game Lab, we have been visited by a study group from China. The 29 visitors from Guangzhou were academics in the IT sector on an educational trip trough Germany. The company DCM Training gem. GmbH asked us to prepare a 1 week workshop about game design and game development.</p>
<p><img src="blogpix/cgl_Guangzhou1.jpg" alt="" /></p>
<p>This represented a challenge for us. Only 1 week seemed like preciously little time for such a wide range of topics. Also, we were concerned about the language barrier. The courses at Cologne Game Lab depend a lot on the active participation of all involved.</p>
<p>But very soon, it became clear that our worries were completely unfounded. We were stunned by the active commitment and creativity of our guests.</p>
<p><img src="blogpix/cgl_Guangzhou2.jpg" alt="" /></p>
<p>The program we prepared consisted of various lectures, a visit at the studios of <a href="http://www.turtle-entertainment.com/">Turtle Entertainment</a> and a couple of hands-on workshops in paper prototyping and Flash game development.</p>
<p>In Germany, China is often associated with bad publicity from the main-stream press. There are frequent reports of German products being copied. What we witnessed in the last week was exactly the opposite. All course participants showed an enormous creative potential. In just a few days, they came up with completely original and refreshing game ideas. On top of that, we were blown away by the attention to detail and out-of-the-box thinking apparent in the execution of the paper prototypes. Considering how most of the participants had little or no experience with games, this was a truly extraordinary result.</p>
<p><img src="blogpix/cgl_Guangzhou3.jpg" alt="" /></p>
<p>It was an exhausting but incredibly productive week for the participants but also for us at Cologne Game Lab. We have gained some key insights insights into the organization and execution of Workshops. We also hope we could inspire some of the participants to look more into game development in the future.</p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Tue, 21 Jun 2011 14:56:36 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
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									<title><![CDATA[R.U.Sirius...]]></title> 
									<link>http://colognegamelab.de/post.php?postid=150</link> 
									<guid>http://colognegamelab.de/post.php?postid=150</guid>
									<description><![CDATA[<p>To be or not to be serious - that was the initial question for our masterclass&acute; serious games projects. With the presentation of their concepts our students proved that when it comes to serious games, the field of application is extremly diverse. They also proved that serious topics and a great gaming experience are no contradiction.</p>
<p>Although it was not part of the project&acute;s framework, all students decided to design for the iOS plattform. Their argument: When it comes to serious games the touch surface of iPhone and iPad enhances the effect of immersion. As a player you literary take those world changing challenges into your own hands.&nbsp;</p>
<p>At CGL we are looking forward to see the projects being developed further on. - Maybe as the students&acute;master thesis?</p>
<p><strong>THE GAMES</strong></p>
<p><strong>Nature - A game by Linda Kruse</strong></p>
<p><strong><img src="blogpix/_lk.jpg" alt="Nature" width="425" height="340" /><br /></strong></p>
<p><em>You are NATURE, planet earth, upon which mankind has spread like an evil virus. Get prepared for the great payback: Create your own natural desasters to hit human mankind hard. Cure yourself by finally destroying them. - In the end it is all a matter of your own survival.</em></p>
<p>With her classy strategy based world simulation for iOS, Linda turns tables and puts the player in the role of mother earth who - in order to survive -&nbsp; has to destroy mankind. "Nature" is a sarcastic comment on the current international climate politics.</p>
<p>Visuals by Fabricio Rosa Marques</p>
<p><strong>Spirit Spots - A game by Achim Fell</strong></p>
<p><strong><img src="blogpix/_af.jpg" alt="Spirit Spots" width="425" height="234" /><br /></strong></p>
<p>Follow mysterious Prof. Malmstr&ouml;m and unlock the essence of the secret bottles with Malmstr&ouml;m-Demudolator. With their magic power you can dive right into the history of any touristical sight and see this place as you would have never imagined.</p>
<p>Spirit Spots is a crossmedia infotainment application for tourists. Using augmented reality elements Achim&acute;s game lets users experience a city&acute;s places of interest in a playful and sensous way.</p>
<p>Visuals by Fabricio Rosa Marques</p>
<p><strong>Monster World</strong> <strong>- A game by Marcus B&ouml;sch</strong></p>
<p><strong><img src="blogpix/_mb.jpg" alt="Monster World" width="425" height="340" /><br /></strong></p>
<p><em>Travel with monsters. Learn about the world. </em>That is the claim of a gaming and learning application for 5-7 years old kids. The game is designed to give players a creative and fun understanding of cultural differences. Marcus&acute;promise: "There will be no boring stuff, no cute illustrations just because parents like them. No blatantly obvious educationa-purpose. No wagging finger. - Trust us. We have monsters."</p>
<p>Visuals by Claus Daniel Hermann</p>
<p><strong>Pocket Steve - A game by Benjamin G&ouml;gge</strong></p>
<p><strong><img src="blogpix/_bg.jpg" alt="Pocket Steve" width="425" height="340" /><br /></strong></p>
<p><em>In the role of a famous TV life counsellor (e.g. Super Nanny) you are responsible for the future of unemployed Steve. You better give him good advice, feed him well and make him pay his bills at the right time, otherwise he will end up broke, homeless and devastated. But beware - no matter how much you care for your unshaven Tamagotchi, he is eventually going to hate you.</em></p>
<p>With Pocket Steve, Benjamin features a satirical social role play game about prejudices against people who receive social welfare.<em> <br /></em></p>
<p>Visuals by Claus Daniel Hermann</p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Mon, 30 May 2011 17:34:48 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
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									<title><![CDATA[Indie Games Feature]]></title> 
									<link>http://colognegamelab.de/post.php?postid=149</link> 
									<guid>http://colognegamelab.de/post.php?postid=149</guid>
									<description><![CDATA[<p>Okay, the Independent Games Festival (IGF) is long over. But those awesome Indie Games that we want to present you, definetely do not have an expiration date. So consider this post as "better late than never".</p>
<p>At the IGF booth we luckily met last years IGF winner Andy Schatz who was very enthusiastic about this year&acute;s submissions and the future of Indie Games.</p>
<p><strong>Andy Schatz // Monaco</strong></p>
<p>
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<p>We had the chance to talk to some of the finalist and winners of the 2011 IGF competion directly at their busy booths:</p>
<p><strong>Jens Nilsson // Amnesia</strong></p>
<p>
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<p><strong>Brian Provinciano // Retro City Rampage</strong></p>
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<p><strong>Jeroen D. Stout // Dinner Date</strong></p>
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<p><strong>Peter Brinson // The Cat And The Coup</strong></p>
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<p><strong>Richard Flanigan // FRACT</strong></p>
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</p>]]></description> 
									<pubDate>Sat, 23 Apr 2011 16:03:11 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Serious Learning with Exergames]]></title> 
									<link>http://colognegamelab.de/post.php?postid=148</link> 
									<guid>http://colognegamelab.de/post.php?postid=148</guid>
									<description><![CDATA[<p><strong>Are there good arguments for a new, body- and movement-centered approach in designing and developing Serious Games? Will information be remembered better if instruction employs motion-based games?</strong></p>
<p><img style="float: left; margin-left: 10px; margin-right: 10px; margin-top: 3px; margin-bottom: 3px;" src="blogpix/sslConference.jpg" alt="Conference ssl" width="232" height="236" /></p>
<p>These and other questions&nbsp;related to Serious Exergaming will be investigated next week during the two-day conference&nbsp;<a title="Conference ssl" href="http://exerlearning.de/konferenz/?PHPSESSID=e70nth4d3slm8m80peh69ql0l2" target="_blank">"Sportlich spielend lernen: Lehren und Lernen mit Exergames?</a>".&nbsp;The organizers (full disclosure: I am one of them) have assembled quite an impressive list of keynote speakers and panelists.</p>
<p>Let me just mention three of the English speaking&nbsp;participants:</p>
<p>&bull; <a href="http://www.bogost.com/" target="_blank">Ian Bogost</a>, author of "<a href="http://www.bogost.com/books/persuasive_games.shtml" target="_blank">Persuasive Games</a>" and expert on exergaming, will deliver a webnote live from Georgia Tech.</p>
<p>&bull; Eric Brown of&nbsp;<a title="Impact Games" href="http://www.impactgames.com/" target="_blank">Impact Games</a>&nbsp;will talk about <a title="Peacemaker" href="http://peacemakergame.com/" target="_blank">Peacemaker</a> and<a title="Play the News" href="http://www.playthenewsgame.com/portal/home.action" target="_blank"> Play the News</a>&nbsp;and about designing Serious Games that are still fun.</p>
<p>&bull; <a title="Egenfeldt-Nielsen Blog" href="http://egenfeldt.eu/blog/" target="_blank">Simon Egenfeldt-Nielsen</a>&nbsp;of <a title="Serious Games Interactive" href="http://www.seriousgames.dk/node/511" target="_blank">Serious Games Interactive</a> and&nbsp;author of <a href="http://www.egenfeldt.eu/public.htm" target="_blank">"The Educational Potential of Computer Games"</a>, will talk about&nbsp;lessons learned in the first ten years of the serious games movement.</p>
<p>The conference is&nbsp;taking place on March 16 and 17 in the<a href="http://www.filmschule.de/Seiten/home.aspx" target="_blank">&nbsp;ifs international filmschool</a>, Cologne.</p>
<p>A detailed program can be found <a href="http://exerlearning.de/konferenz/programm/" target="_blank">here</a>.</p>
<p>Attendance is free though space is limited. You can register <a href="http://exerlearning.de/konferenz/anmeldung/" target="_blank">here</a>.</p>]]></description> 
									<pubDate>Sun, 13 Mar 2011 12:37:30 +0100</pubDate>
									<author><![CDATA[Gundolf S. Freyermuth, gsf@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Day 5 at GDC 2011]]></title> 
									<link>http://colognegamelab.de/post.php?postid=147</link> 
									<guid>http://colognegamelab.de/post.php?postid=147</guid>
									<description><![CDATA[<p>After another exciting day, 2011 edition of GDC is over. It has been an incredibly inspiring time for us and we hope that you have enjoyed our blog and videopodcast so far. Stay tuned for more interesting insights in the world of gaming by following us on <a href="https://www.facebook.com/pages/Cologne-Game-Lab/110746315608103" target="_blank">facebook</a> and <a href="http://twitter.com/colognegamelab" target="_blank">twitter</a>.</p>
<p>So here is goodbye from San Francisco with the last (sentimental) episode and an interview with Game Design legend John Romero:</p>
<p>
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<p>Bj&ouml;rn Bartholdy meets John Romero:</p>
<p>
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</p>]]></description> 
									<pubDate>Sat, 5 Mar 2011 11:44:16 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Day 4 at GDC 2011]]></title> 
									<link>http://colognegamelab.de/post.php?postid=146</link> 
									<guid>http://colognegamelab.de/post.php?postid=146</guid>
									<description><![CDATA[<p>One of the main aspects of the GDC is extending your network. After having had 3 days packed with inspiring lectures we dedicated day 4 to meet up with colleagues from academia and the industry and talked on further perspectives and cooperations. See our interview with Dr. Steffen P. Walz further down.</p>
<p>
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</p>
<p>Playtesting Nintendo 3DS:</p>
<p><img src="blogpix/Foto.JPG" alt="3DS" width="250" /></p>
<p><strong>Interview with Dr. Steffen P. Walz</strong>, author of<a href="http://www.amazon.com/Toward-Ludic-Architecture-Space-Games/dp/0557285631/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1299281389&amp;sr=8-1" target="_blank"> Toward a Ludic Architecture: The Space of Play and Games</a> and director of GEE-lab Melboune,  talks about gamifying the world.</p>
<p>
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</p>]]></description> 
									<pubDate>Fri, 4 Mar 2011 19:35:44 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[DAY 3 AT GDC 2011]]></title> 
									<link>http://colognegamelab.de/post.php?postid=145</link> 
									<guid>http://colognegamelab.de/post.php?postid=145</guid>
									<description><![CDATA[<p>The 3rd day at GDC was all about the annual awards for both indie and AAA (full list further down). The ceremony was both whitty and touching with some nice surprises by <a href="http://mega64.com/" target="_blank">mega64</a>. See for yourself:</p>
<p>&nbsp;</p>
<p>
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<p>&nbsp;</p>
<p><strong>Indies rule!</strong></p>
<p>Before <a href="http://richardeflanagan.com/lab/10-fract-beta-come-and-play" target="_blank">FRACT</a> was actually awarded as best student&acute;s game, we had the chance to talk to game designer Richard Flanigan. Check out the video:</p>
<p>&nbsp;</p>
<p>
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<p>&nbsp;</p>
<p><strong>2011 IGF Award Winners:</strong><br /> <br /> Best Student Game:<br /> <em>Fract</em> by Richard E Flanagan <br /> <br /> Excellence in Design:<br /> <em>Desktop Dungeons</em> by QCF Design<br /> <br /> Technical Excellence:<br /> <em>Amnesia: The Dark Descent</em> by Frictional Games<br /> <br /> Best Mobile Game:<br /> <em>Helsing's Fire</em> by Ratloop<br /> <br /> Excellence in Visual Art:<br /> <em>Bit.Trip Runner</em> by Gaijin Games<br /> <br /> Excellence in Audio:<br /> <em>Amnesia: The Dark Descent</em> by Frictional Games<br /> <br /> Direct2Drive Vision Award:<br /> <em>Amnesia: The Dark Descent</em> by Frictional Games<br /> <br /> Audience Award: <br /> <em>Minecraft</em> by Mojang<br /> <br /> IGF Nuovo Award<br /> <em>Nidhogg</em> by Messhof<br /> <br /> Seumas McNally Grand Prize:<br /> <em>Minecraft</em> by Mojang</p>
<p>&nbsp;</p>
<p><strong>2011 Game Developer&acute;s Choce Arward Winners:</strong></p>
<p>Best Audio:<br /> <em>Red Dead Redemption</em> (Rockstar Games)<br /> <br /> Best Debut Game:<br /> <em>Minecraft</em> (Mojang)<br /> <br /> Best Writing:<br /> <em>Mass Effect 2</em> (BioWare)<br /> <br /> Best Game Design:<br /> <em>Red Dead Redemption</em> (Rockstar Games)<br /> <br /> Best Downloadable Game:<br /> <em>Minecraft</em> (Mojang)<br /> <br /> Best Visual Art:<br /> <em>Limbo</em> (Playdead Studios)<br /> <br /> Best Technology:<br /> <em>Red Dead Redemption</em> (Rockstar Games)<br /> <br /> Best Handheld Game:<br /> <em>Cut the Rope</em> (Chillingo)<br /> <br /> Innovation Award:<br /> <em>Minecraft</em> (Mojang)<br /> <br /> Game of the Year:<br /> <em>Red Dead Redemption</em> (Rockstar Games)</p>]]></description> 
									<pubDate>Thu, 3 Mar 2011 19:08:40 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Interview with Jesse Schell]]></title> 
									<link>http://colognegamelab.de/post.php?postid=144</link> 
									<guid>http://colognegamelab.de/post.php?postid=144</guid>
									<description><![CDATA[<p>Today we had the chance to talk to games veteran Jesse Schell about gamification, upcoming changes within the industry and the importance of a new media education.</p>
<p>&nbsp;</p>
<p>
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</p>]]></description> 
									<pubDate>Thu, 3 Mar 2011 03:14:37 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Day 2 at GDC 2011]]></title> 
									<link>http://colognegamelab.de/post.php?postid=143</link> 
									<guid>http://colognegamelab.de/post.php?postid=143</guid>
									<description><![CDATA[<p>On the 2nd day of GDC the special interest summits continued. We tried to cover as much as possible, but of course we only saw a small fragment of the whole thing ... Mainly Serious Games and the Indies caught our attention - see the Video Podcast No 2 below ...</p>
<p>&nbsp;</p>
<p>
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</p>]]></description> 
									<pubDate>Wed, 2 Mar 2011 17:39:26 +0100</pubDate>
									<author><![CDATA[Björn Bartholdy, bb@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Day 1 at GDC 2011]]></title> 
									<link>http://colognegamelab.de/post.php?postid=142</link> 
									<guid>http://colognegamelab.de/post.php?postid=142</guid>
									<description><![CDATA[<p>Independent Games Summit, Educational Summit, Serious Games Summit etc., etc.&nbsp; - Making your choice on which GDC panels to attend, can be very hard. At the end of day 1 day we have covered quiet a program.</p>
<p>See for yourself. Here comes the first of this year&acute;s GDC-videopodcasts:</p>
<p>
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<p>Also we had the chance to talk to Tracy Fullerton (USC School of Cinematic Arts) after the Educational Summit and recorded a litte Interview.</p>
<p>
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</p>]]></description> 
									<pubDate>Tue, 1 Mar 2011 09:24:10 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Augmented Reality by Qualcomm]]></title> 
									<link>http://colognegamelab.de/post.php?postid=131</link> 
									<guid>http://colognegamelab.de/post.php?postid=131</guid>
									<description><![CDATA[<p>Qualcomm is offering an interesting AR SDK. Android developers can grab it via the <a title="QdevNet" href="http://developer.qualcomm.com/dev/augmented-reality" target="_blank">Qualcomm's QdevNet</a>. The development kit looks quite promising and also offers Unity 3 integration.</p>
<p>
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</p>
<p>There has also been an AR Challange which closed at the end of 2010. Developers were asked to create the best next-genereation augmented reality application using the Qualcomm's AR SDK. The prize money is set to $200,000. The winners will be announced on February 15, 2011. It's a pitty that the AR SDK is not available for the iPhone since it only works with Qualcomm processor based devices.</p>
<div>Mobile augmented reality is still in a very early phase. There are a bunch of SDK's which enable vision based AR. The biggest challenges are still the dependencies on platforms and the integration of AR into larger systems such as &raquo;real&laquo; middlewares and location-based services.</div>
<p>But the future looks promising. Besides Qualcomm there are also other developers who try to tackle this issue and make AR even &raquo;more available&laquo; and easy to use, like for example Tonchidot with its <a href="http://itunes.apple.com/us/app/sekai-camera/id320987601?mt=8" target="_blank">SekaiCamera</a>. Although some of the features seem promising the SekaiCamera is lacking 3D support plus the way objects are displayed is not sophisticated yet. But for sure it's only a question of time to see new, more complex AR platforms arise.</p>]]></description> 
									<pubDate>Thu, 10 Feb 2011 09:17:34 +0100</pubDate>
									<author><![CDATA[Fabricio Rosa Marques, frm@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[A Hard Day´s Night - GGJ 2011 ]]></title> 
									<link>http://colognegamelab.de/post.php?postid=130</link> 
									<guid>http://colognegamelab.de/post.php?postid=130</guid>
									<description><![CDATA[<p>Ok - we all needed a little time to restore after one incredible game developing weekend. But now, you finally get to take a peek behind the curtain of 2011 Global Game Jam at Cologne Game Lab.</p>
<p>
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</object>
</p>
<p>Video (German):<em> CGL-participants of </em><em>GGJ starring in </em><em>"A Hard Day&acute;s Night". <br /></em></p>
<p><strong>The Statistics</strong></p>
<p>48 hours, 44 countries, 170 locations, 6500 participants, almost  1500 games, one weekend, one theme ("Extinction") that is the proud resume of this years edition of the Global Game Jam. In Cologne, we had 31 participants contributing 10 games - that&acute;s a pretty good quota, too. Thanks to our highly ambitioned and creative crowd all games were finished in time (big deal) and now feature a broad range of genre, aestetics and plattform.&nbsp;</p>
<p><a href="http://globalgamejam.org/sites/2011/global-game-jam-cologne" target="_blank"><img src="blogpix/GG11_icons.png" alt="The Games" width="425" height="178" /></a></p>
<p><strong>Games Reviews &amp; Prototypes</strong></p>
<p>You want proof? Play-testing is very much appreciated by the Game Designers. Choose your game:</p>
<ul>
<li><a href="post.php?postid=133" target="_blank">Phantom Limb</a></li>
<li><a href="post.php?postid=132" target="_blank">H.I.V. Extinction 1981</a></li>
<li><a href="post.php?postid=139" target="_self">Epic Extinction</a></li>
<li><a href="post.php?postid=140">The Splitup Game</a></li>
<li><a href="post.php?postid=136">An Accident in Paradise</a></li>
<li><a href="post.php?postid=138" target="_blank">Cure</a></li>
<li><a href="post.php?postid=141" target="_blank">Cybersecurity Emergency Assange</a></li>
<li><a href="post.php?postid=134" target="_blank">The Great Tuna Escape</a></li>
<li><a href="post.php?postid=137" target="_blank">Coherence</a></li>
<li><a href="post.php?postid=135" target="_blank">8 Bit(ch) Slap Apocalypse</a></li>
</ul>
<p>&nbsp;</p>
<p><strong>Showtime</strong></p>
<p>The Cologne-event was documented by a broadcasting team of "3Sat neues". The show aired on Sunday February 13.<span style="text-decoration: underline;"><strong><br /></strong></span></p>
<p>&nbsp;</p>
<div class="bildbox" style="width: 425px;"><a href="http://wstreaming.zdf.de/zdf/veryhigh/110213_gamejam_nes.asx"><img class="alignnone size-full wp-image-4055" title="Global Game Jam Cologne on 3Sat" src="http://gamedesignreviews.com/wp-content/uploads/2011/02/ggj11_3sat.jpg" alt="Global Game Jam Cologne on 3Sat" width="425" /></a>
<p><a href="http://wstreaming.zdf.de/zdf/veryhigh/110213_gamejam_nes.asx">Click here to Stream</a>. The text version <a href="http://www.3sat.de/mediathek/frameless.php?url=/neues/sendungen/magazin/151860/index.html">is&nbsp;here</a>.</p>
</div>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Ressources:</strong></span></p>
<p>Get more info on 2011 Global Game Jam <span style="text-decoration: underline;"><strong><br /></strong></span></p>
<ul>
<li>Official Website with all game contributions: <a href="http://globalgamejam.org/sites/2011/global-game-jam-cologne" target="_blank">http://globalgamejam.org/sites/2011/global-game-jam-cologne</a></li>
<li>Our GGJ-Flickr-Album: <a href="http://www.flickr.com/photos/colognegamelab/sets/72157625806221889/" target="_blank">http://www.flickr.com/photos/colognegamelab/sets/72157625806221889/</a></li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>]]></description> 
									<pubDate>Thu, 3 Feb 2011 11:48:47 +0100</pubDate>
									<author><![CDATA[Katharina Tillmanns, kt@colognegamelab.de]]></author>
								</item><item> 
									<title><![CDATA[Role-Playing in Digital Games]]></title> 
									<link>http://colognegamelab.de/post.php?postid=129</link> 
									<guid>http://colognegamelab.de/post.php?postid=129</guid>
									<description><![CDATA[<div class="entry-content entry">
<p>Recently at CGL we had a lecture by Claudia K&uuml;ttel from the <a href="http://www.uni-klu.ac.at/main/inhalt/1.htm">University of Klagenfurt</a>.  She is doing some research on Pen &amp; Paper RPGs. She raised a lot of  fascinating points during her lecture. One of them stood out for me  personally. She mentioned a couple of reasons why Pen &amp; Paper  players disliked digital RPGs. The problem apparently was often the  role-playing&nbsp;itself.</p>
<ul>
<li>
<p><strong>Reflection</strong> Digital RPGs don&rsquo;t do a good job at reflecting upon  what the player already did. Previous events aren&rsquo;t recalled. Of course  they are in the embedded narrative but this part is not interactive  therefore not really role-playing. Otherwise, players can often steal  and murder and NPCs rarely remember or even notice. Of course there are attempts but  they feel stiff and general when compared to the personalized, specific  feedback you get in a Pen &amp; Paper RPG. There, important events in  adventures can have repercussions on many subsequent campaigns. Players  build up a wealth of history they can draw upon. The recollection of the  player&rsquo;s actions become their character&rsquo;s&nbsp;identity.</p>
</li>
<li>
<p><strong>Character Traits</strong> Pen &amp; Paper RPGs are often about creating  distinct characters. The characters go beyond simply a list of skills  and a customizable appearance. The focus is very much on character  traits, their idiosyncrasies. Those traits often heavily influence the  kind of challenges the group will have. The example Claudia mentioned  was having to cross a river with one of the characters being afraid of  water. Again, some games try this (Fallout 3) but the traits often boil  down to tame combat buffs. They do not inform the narrative like they do  in Pen &amp; Paper&nbsp;RPGs.</p>
</li>
<li>
<p><strong>Action / Reaction</strong> Possibly similar to the first part: in Pen  &amp; Paper RPGs characters change. The change is often influenced by  big events happening. After almost dying in combat and being  miraculously saved by a very lucky roll, one character may become  religious, entertaining a belief of having been chosen (Pulp Fiction  style). Changes like this may happen in digital RPGs (Cecil becoming a  Paladin in Final Fatasy 3 / 2) but mostly in the embedded story, not because of events that  were initiated by the player. This is basically what of <a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html">Ludonarrative Dissonance</a> is&nbsp;about.</p>
</li>
<li>
<p><strong>Crowded Storytelling</strong> more generally, Pen &amp; Paper RPGs are  more about participating in crowded storytelling, about experiencing a  fiction in the making. It&rsquo;s constantly about people throwing in ideas  and other people picking them up, rolling with them and turning them into  something more. It&rsquo;s closer to brainstorming than to what you do in  digital RPGs. Digital RPGs are more about consuming a story. There are  some aspects of leeway and exploration but the fundamental course of  action is not something that can be negotiated. There is nobody to  negotiate with&nbsp;anyway.</p>
</li>
</ul>
<p>I don&rsquo;t suggest this is something game designers can or even should  fix. But I think it may be something  interesting to keep in mind. It may help us to see digital RPGs in a  differend light.</p>
<p>(Crossposted from <a href="http://gamedesignreviews.com/scrapbook/role-plaing-in-digital-games/">Game Design Scrapbook</a>)</p>
</div>]]></description> 
									<pubDate>Thu, 20 Jan 2011 15:06:56 +0100</pubDate>
									<author><![CDATA[Krystian Majewski, km@colognegamelab.de]]></author>
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