A Talk At The Rapids

Serious Game Presentation at Algoma University - 23 May 2008

By Tim Carter (5 June 2008)

Far north of Toronto - where in the winter you often see the breathtaking Aurora Borealis, and in the summer you can get lost in a vastness of the Bush in the lee of the great lake Gitchee Goomee, having no contact with the outside world for months and let deep creativity rise from a percolating stillness of your soul... Up there is a land few Canadian urbanites bother to find out about (to their detriment). Gather around the campfire and listen as I tell you-

(...Okay, maybe I'm painting the wrong picture for this. Let's start over...)

Up at Algoma University in Sault Ste Marie there is a Masters of Game Technology program. At the recent Game ON business symposium in Toronto I met Dwayne Hammond (lately of Pseudo Interactive) from Algoma U. He asked me to give a presentation about serious game design up there. Being from the area (I grew up in Blind River and Bruce Mines) I leapt at the chance.

Algoma's course was spun-off from their long-time Comp Sci program. It's run in conjunction with the University of Abertay in Dundee Scotland.

So I traveled by car the long drive to "the Sault" (which means "the Rapids" - "Sault Ste Marie" being French for the rapids at Ste Marie [St Mary's river, which connects Lake Superior to Lake Huron]). I could have flown, but being from the area, I wished to savour a journey I hadn't made in almost 10 years.

Savour is right. The route is lonesome but beautiful. Visiting old friends up there I mentioned my reaction to the emptiness of the North: "My God, there are so few people up here!" Then I remembered my reaction, years ago, upon moving from the North down to Toronto: "My God, there are so many people down here!" I guess I've just become urbanized.

A Serious Game Presentation

The presentation I made was on serious game design. It was based on one I delivered to the Toronto Independent Game Convention, awhile ago - but here tailored for a more academic audience. I also added a ton more information devoted specifically to the design of serious games.

The first two hours were lecture (the presentation), but the remaining day was the real fun: breaking the group into design teams who were to make a simple paper-based prototype to experiment with core ideas. I had gone to pains to stress to Dwayne we needed more than game design people (i.e. more than the game tech students) - we needed non-game folks as well. The paradigm of serious game development is game dev types meeting non-game types. It's in that meeting that success occurs... or wheels spin without gripping.

The group broke and reformed into three teams, each a mix of game developer and non-game developer people, working to make a prototype. Naturally, the what the games became about coalesced around the messaging-needs the non-game people had - how they could use a game to train or promote something in their field. The game people, meanwhile, tried to solve the problem how to meld this communication into the format of a game. It was a lot of fun. Meanwhile myself and Dwayne floated among the groups. I'll describe them without giving away too much...

One of the projects forecasted a kind of municipal planning game. I spent a lot of time with this group (as I work a lot on sim-type strategy games). It was interesting, because there is a deep legacy of municipal planning in games - Sim City - yet what the subject-matter experts (SMEs) outlined for us seemed quite different from what you do in Sim City. Maybe there 's room for a different take on Sim City?

Another group worked on a weight-loss game which lead to a kind of whacky invention for a talking refrigerator. However, I say this with gentle ribbing. I stressed to the group suspension of judgement at this, the early stage (which I also do in my classes at UOIT) - there is time for judgement later; now is the time to ideate freely in a fear-free atmosphere. Anyway, though it seemed undoable, the idea for a talking fridge could - if you thought on it long enough - morph into something quite practical. Crazier things have happened. This is the route of creative innovation.

In the final project, the group's SME was a physiotherapist, and they came up with a brilliant and doable idea for a videogame for multiple-sclerosis therapy. Watching them demo a videogame using paper-based means (one sheet became the screen; some held cards which represented the moving sprites) was fun and illuminating. How many of you could manage to go from absolutely nothing to a videogame demo for something that useful in less than 3 hours? I actually hope the people on that team move their game forward to an electronic prototype, because I think they could sell it. (Hey guys, if you're reading this, remember to take your game to the Games For Health Conference, okay.)

A fun time was had by all, and I was really glad that Dwayne and Algoma U invited me.

Revisiting The Sault

Originally I was just going to fly up. However, the original date for the presentation was postponed, so I cancelled the flight. In the intervening time, I realized it would be better for me to drive because I am originally from a small town an hour and a half to the east of the Sault. Driving would afford me time to reconnect with family and old friends - so I drove.

Here's a cool tidbit. When Raiders of the Lost Ark first came out, I saw it in the Sault. I was a yout' then, hailing from a town 90 minutes to the east. Now, 27 years later, the night after my presentation at Algoma U I went over to the Station Mall and watched Indiana Jones and the Crystal Skull - thus bringing full circle my relationship with that franchise (in a way). Honestly, Raiders was better. The Crystal Skull had way too large of a budget, in my opinion. Spielberg brought Raiders in under budget and ahead of schedule because he had to: his prior movie, 1941, was a gi'normous bloated flop. Spielberg even said if he had a larger budget the movie would have turned out pretentious. "I made it as a B-movie... I didn't see the film as anything more than a better made version of the Republic serials." Crystal Skull wasn't pretentious, but it winks at the audience in a sly way. I dunno - I just think if you're gonna do an action flick, you need a sense of danger, and the pervasive feeling of Crystal Skull is this is all just an amusement park ride, none of the baddies jumping out will hurt us, and the hero will win. (Yawn...) However, it did have a few fun moments - which I won't spoil here...

(Okay, trivia: Who is Indiana Jones based on? In my opinion, he's an American, pulp-adventure version of T.E. Lawrence [Lawrence of Arabia]. Why? First, Lawrence is a huge character in the minds of many filmmakers - including Spielberg, who loved that movie. Second, both are adventurers in the desert, wielding revolvers, shooting bad guys. Third: the clincher: two key elements of Indiana Jones belong to the British guerilla leader: Lawrence was an archeologist, as Indy is; he was also deathly afraid of snakes, as Indy is. So if you were a screenwriter reading The Seven Pillars of Wisdom back in the late 1970s, I can see you might get an idea for a guy like Indiana Jones. A swashbuckling archeologist from a western nation, caught up in a shooting war out in the desert, who happens to be terrified of snakes. Coincidence? I don't think so...)

Saw Matthew, an old buddy I hadn't seen in years. A gaming friend as well. He regaled me with his tall tales of visiting Vladivostok: hiring a friendly Russian as a guide; going with a talkative American he met (who couldn't be persuaded to keep mum on the fact he as a Yank - which kept making things a little less than optimal); trying to avoid getting mugged, or shaken-down by soldiers (who, at that time hadn't been paid for months); accidentally running into the local Mafia warlord (and getting out by the scruff of their neck); doing vodka with some naval officers and managing to get a clandestine tour on a Russian submarine. They are really interesting tales, and he tells them a lot better than I (he should probably write them down).

Most of my friends have left the north, but their parents remained. So I visited them on my way back. Many good conversations in towns dotting the north shore of Lake Huron - Bruce Mines, Thessalon, Blind River, Elliot Lake. My Dad lives in Blind River; visited him there.

A few days later I returned to Toronto.

Wrap Up

The north - at least the north of my youth - is a place of long distances and lots of time to think. Of few people and so few friends with whom you have to make the best of things. A place with lots of space to let your imagination wander. When I was young there I spent a lot of time coming up with game rules, and dreaming up adventures and settings for roleplaying and war gaming scenarios to put my friends through as a gamemaster. It was good to return to the place of my heritage to share some of what I have since learned about game design and what it can do for us.

 
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