Game Design
Challenge The Game Design Challenge has become a GDC tradition.
Organized by Eric Zimmerman, Gamelab's co-founder and Chief Design Officer, the
annual Challenge gives three game designers a design problem, and about one
month to create a game design and present it to what is usually an overflow
crowd. Did every single attendee blog about the Game Design
Challenge? It seems so... UPDATE [January 2011]: Reality catches up with fiction! A Stanford researcher has created a game in which the player's actions affect microorganisms in real time! Last updated: 11-08-2011. Contact
Game Developers Conference - San
Francisco, CA - February 21, 2008
Each Challenge is meant to be a statement on some current trend in
the industry. Past Challenges have included designing a game using an Emily
Dickinson license (to poke fun at the industry's over-reliance on licensed IP),
and creating a game using a needle and thread as the input (to call attention to
the flurry of new computer and console interfaces, such as the Eye-Toy and the
Guitar Hero guitar).
This year's Challenge, inspired by the
industry's ongoing search for new demographics, was to design a game
for play between a humans and at least one non-human species. Eric specifically
said that a real, currently-existing species was required: no T-Rexes, unicorns,
or Wookies allowed!
Steve's first competitor was last year's winner,
Alexey Pajitnov, creator of Tetris, Hexic, and a personal
favorite of mine, Pandora's Box. Alexey's game was Dolphin
Ride, designed for up to eight teams of three players each -- two humans
and one dolphin. It was sort of a virtual paintball game with the competitors
riding on the backs of real dolphins. The dolphins were controlled by a small
device that gave them mild electric shocks; sort of the dolphin equivalent of a
cowboy's spurs.
Steve's second competitor was Brenda Brathwaite,
veteran designer of the legendary Wizardry series, and now a professor of game
development and interactive art at the Savannah College of Art and Design.
Brenda's game, 100 Dogs, was an ARG (alternate reality game) that
combined human players, real dogs, and virtual dogs across the multiple cities.
It featured ever-escalating challenges culminating in a mystery requiring a
community effort to solve.
Steve's presentation slides, and the
accompanying audio recording, can be
downloaded here. This is a self-extracting ZIP file. Just save it to your
hard-drive, and then double-click it. It will automatically extract, run the
powerpoint with audio, and then erase all the files (except the original ZIP
file.) (Note: an approximately 4mb download.)
The winner is decided by
audience vote (that is, volume of applause). The initial vote between Brenda's
design and my design was so close that a second vote was required. Eric summoned
GDC head honcho Jamil Moledina from the audience to help make the decision, and
after a brief huddle, Steve was declared the victor. Suitably embarrasing prizes
were awarded: cat gloves for Brenda, a pig's snout for Alexey, and fluffly pink
bunny ears for me:
- Ludica
- Joystiq
- Game Set Watch
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Geek Gestalt
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Online Gaming News
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Oh Gizmo!