Game Making for a Better Community _ 2017. 11

Video games not only comprise an artistic means of representing individuals but also have the potential of sociocultural practices. This workshop discusses games as an alternative medium for expressing individuals and communities. From being players who actively and critically answer the questions asked by games, we want to become game creators who can present our own questions in the form of games. We intend to think about games that keep us reflecting on ourselves introspectively even while we are performing repetitive actions to realize the goal of a game, as well as games that enable players to view the issues related to reality from various perspectives

Lecturer : Youngju Kim (webpage)


Game Making Workshop for Non-Gamers

Various manifestos with new perspectives on game creation are used to develop everyone’s own games in given conditions. This workshop examines art games, micro games, and personal games as new media of expression and introduces alternative game creation.

Rules of the Game

Various goals and rewards are achieved when the goals of games, ranging from simple congratulations to quantified rewards and nonmaterialized rewards, are realized. These games pose questions on the rewards system. We use the game mechanics of game rules and rewards to raise political and social issues for players. Players have the experience of reflecting on our society while playing games and thinking about different ways to make a better community.

Game and Text

We can easily learn and differentially apply the structure and use of Twine to create our own text-based games. Twine is a game development tool that emphasizes the visual structure of text. Its advantage is that you can easily create games with simple codes without knowing the programming language. Twine makes it possible to create games that can utilize the hypertextual features that make text the most important element of play, selecting one text and jumping to the next.

Possible Actions in the Game

Actions in the game are strictly limited. Let us recall the verbs that were never used in the game. If the verbs are possible actions in the game, what changes will be brought about by the game? What can the game talk about if various behaviors beyond the stereotype of the actions in the game become possible? We examine the games that are referred to as walking simulators regarding the act of walking in the game world. Using examples, we move around characters and explore various actions that do not receive much attention in typical games.

Space of the Game

We examine various spaces of games that blur the lines between virtuality and reality. Using examples, we form the spaces of games and design the components that enable players to continue playing with interest.

Time of the Game

We examine different games that show variations in the element of time. We think about how to start and end the game, and use examples to create the beginning and ending of the game.

Develop Your Game!

We examine examples of experimental attempts at developing components of games and determine the diversity of games. Games can have an infinite variety with even the slightest changes in the basic elements of games such as rules, goals, rewards, space and time. Accordingly, we decided to spend some time thinking about the components of games and organize our own games

Individual Presentations and Feedback

The indie/art game production process, which publishes examples and related issues, are introduced. We present our own completed games and play the games created by others.