What can you learn by playing games?

Games have broadened their appeal in different audiences and at the same time they have become a more accepted medium for expression. Games are also a learning tool.

This can go as far as Marshall McLuhan saying: “Anyone who makes a distinction between education and entertainment doesn’t know the first thing about either.” Well known game designer Jane McGonigal also presents in her TED talk that people playing World of Warcraft for combined 5,93 million years amounts to a lot of learning.

So we can say that games teach us things. What do they teach? The list is long: language skills, co-operations skill, logical thinking… but to say that you should let your employees play MMO games on work time to foster leadership skills a bit far fetched. It might work on an abstract level but there might be no correlation to real life.

However there is a long history of using games in a structured way for learning. At one end you have simulations for learning proper handling of machinery. Flight simulators are the most well-known example of this.

There are also business logic simulation games. They are factual, based on inputting numbers and pulling levers (much like in a machine) trying to optimize the wanted outcomes.

Third category of simulation games is human interaction simulation. This has been used very effectively to teach negotiation skills, rehearse customer service situations or enhancing innovation processes. So far these games have been played only in the real world, where a group of people practices through role-based scenarios.

Dramagame is a toolkit for human interaction simulation. We can build simulations of various interactions. The game itself will direct the players to take roles and through given quests push people gently to have real interactions – all digitally.

We are just starting to explore all the possibilities of Dramagame, if you are interested in building new human interaction simulations, please be in touch (link).

Psst, earlier announced Altogame is quietly available. Please contact Eija (eija.makirintala/altogame.com) if you want to give it a sneak preview try.

Boardroom Picture

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Serious Dramagames

logo altonova

A while back we sent out a Press Release where we told about how we have started to create a new drama for learning purpose together with Altonova. The game will provide a novel approach for learning systemic and agile ways of working including related leadership and interaction skills through story-based gameplay. These skills are needed in future working life.

If you are interested to know more about the development of this title you can leave your contact information at http://agile.dramagame.com.

We are very excited about using our story technology and ability to simulate and model complex social situations in such a new way. We are not forgetting our existing Velvet Sundown drama either, but are keen to find new application areas for our story technology.

Dramagame is all about non-linear multiplayer stories and that is a unique capability. Velvet Sundown runs 5-15 simultaneous storylines and in total there are hundreds of millions of possible paths that it can take. We give lot of freedom for the players in shaping the story, but the characters, quests and actions are controlled by the story creators.

If you have an idea for a Dramagame and would like to develop it with us – let us know!

 

 

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10 ways to do Interactive Storytelling PART 2

This is continuation to my earlier post with numbers one to four.

 

5. Him, Her and Them

 

him, her and them screenshot

 

Him, Her and Them is a social film and a Facebook app. It’s created by MurMur and I wrote about it earlier. The experience is very interesting. You don’t get to change all the events but you can create your own interpretation of them.  That’s what usually makes up the story anyway: how we tell about it afterwards what happened. You also get to see your friends’ comments on the events of the story, and this would add lot of deepness if you friends were watching / playing the film too.

 

6. Prom Week

 

prom week

 

Prom Week is a social simulation game in Facebook. You are playing out the days before the Prom and the emotional setting includes all love and hate that can be around high school. You make the characters do actions on each other and try to get the desired outcomes for your main character, like get her dating the dream guy. The gameplay is fun and not all trivial. I had to try several times to pass some of the tasks in the tutorial scenes, although the story mode seems to be less deterministic on the needed goal.

 

second life

 

Little Text People was founded by Emily Short and Richard Evans. They did text-based storytelling games with some 2D graphics.  Cotillion was a game set up in the era of Mr. Darcy as known from Pride and Prejudice. The reason I speak in past tense is that the company got acquired by Linden Lab (i.e. Second Life).  I tried to look for a picture online of Cotillion but couldn’t find any. Also haven’t heard of new game announcements from Second Life yet.

 

8. Seed

 

seed

 

Seed was a non-combat MMOG made by Runestone. It was released and shut down in 2006 and I unfortunately never got to play it. By the article I’ve read it seems to have been a very interesting game where actual roleplaying took precedence on killing monsters. Too bad it is non-playable this day.

 

9. Storyteller

 

storyteller

 

Storyteller is a game that is still in development, so I haven’t played it myself yet, but can hopefully do that soon. The mechanics look very interesting, you are somehow building stories by completing comic strips. Storyteller is developed by Daniel Benmergui.

 

 

Blood of the Zombies is both a book and an iOS application. You remember those choose your own adventure books you read long time ago? Well they are not gone and Ian Livingstone is back with the genre to create this Zombie mayhem. The book is really difficult to pass (unless you cheat!) so it is quite reasonable that the app has electable level for difficulty. With a bit more stamina to fight the zombies you can make it out..

 

Velvet Sundown

 

Of course our game, a multiplayer interactive drama, can be added to the list. It has actually been great to see more and more happening on the interactive storytelling scene. I believe we are finally reaching the times when games can conquer the variety of story possibilities and types and genres that are available in movies and books. Games have mastered the war stories long time ago, but that’s not the only type of a story out there.

This list is definitely not complete with everything that is happening on the scene. I will do additional lists as I keep running into interesting things. Please leave me a note if you know something I should check out!

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10 ways to do Interactive Storytelling PART 1

I promised in my earlier post to write about different interactive storytelling solutions. Obviously if you look at it widely, you can argue that all games are interactive storytelling. However the deepness and style of stories varies a lot. I intend to look at games that are defined more by their storytelling abilities than other aspects.

There are some big and popular solutions available, for example 3D chats like IMVU and Second Life are used a lot for telling stories. Also MMO games and especially their roleplaying servers are places for people to co-operate in story building. EVE Online is an MMO that gives very much freedom for the players to build the world, its economy and its political powers.

However these types of games or chats don’t actively support the stories with game mechanics and lot of the effort is fully up to the players.

Bioware’s old Never Winter Nights also had a mode where players could create scenarios themselves and then play them through with friends. Again lot of effort needed for the builders and players to organize themselves but some active communities where built around the player made environments.

I will list 10 very interesting interactive storytelling games that I’ve run into. These are games that actively focus around story building and give players some means to do it. The order is mostly chronological. This is roughly the order of me playing them or learning about them.

1. Façade

Façade is a classic one-act interactive drama created by Michael Mateas and Andrew Stern in 2005. You are playing the role of a person who is invited to visit a couple in their apartment. The couple is programmed to react to what you say and different outcomes for the evening are possible. Façade is referred a lot as one of the key installations of interactive stories.

Façade has crude 3D graphics and very simplistic UI but playing it is an interesting experience. My first time to play it took like 2 seconds (I managed to exit the outer door before entering the house) and even at the longest the story doesn’t run too long. So it’s easy and fun to try to find ways to get to different outcomes.

 

facade

 

2. Storytron

Storytron ‘s creator Chris Crawford is a legendary figure among game developers. He started the Game Developer’s Conference and held the unforgettable Dragon’s Speech that led to his ongoing voyage to create the ultimate storytelling games.  He argued that games where getting too repetitive and didn’t meet the mediums full potential.

Chris has been working with interactive storytelling since early 1992. Storytron was originally published in 2009. It is a platform for creating storyworlds, but it was deemed too difficult to use and it is undergoing changes.

 

storytron

 

3. Sleep is Death

Sleep is Death is a very interesting 2-player game by Jason Rohrer. It’s a game where anything can happen and that responds intelligently to everything you do. The trick is that the other player is controlling the environment and all other characters. So she is being like the game master in classical role playing games. The other player then plays the main character experiencing the story.

When playing Sleep is Death the game master has to practice first using the UI and all the available functions. The game will be much more fluent if the game master knows what she’s doing and can react quickly to the player’s actions.

 

sleep-is-death

 

4. Epic Mafia

I once wrote a longer piece about this game. It is online version of the party game where you have citizens and mafia and citizens are trying to guess who mafia is before mafia manages to kill all the citizens. This is not your most classical storytelling, but playing EpicMafia creates interesting mixed experiences where your real personality and the role you play are intertwined.

Epic Mafia is also a game where a group of people are given goals and roles and then let go to play with the given rules. It’s all based on free-form chatting and few selections made along the way and it works well. The roles work in a certain meta level where people also talk about the game dynamics and are not fully immersed inside the roles.

 

epicmafia

 

The numbers 5-10 will be in the PART 2!

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Narrativist roleplaying

We are often being asked if Dramagame is a roleplaying game. We are little hesitant to say that we are because of the huge amount of preconceptions people have for roleplaying games and computer RPGs.

Often roleplaying games evolve around building character statistics, leveling up and fighting orcs or elves (depending on the side you choose). Nothing wrong with those, but that doesn’t really describe what Dramagame is.

Then we learned about the GNS theory developed by Ron Edwards. The theory divides roleplaying games into Gamist, Narrativist and Simulationist games. Gamist gamers want to prove themselves and aim at winning. Most computer RPGs are like this. Simulationist games are, clearly, about recreating the characteristics of a particular genre or set of source material.

Dramagame is Narrativist roleplaying. To quote Wikipedia: “Narrativism relies heavily on outlining or developing motives for the characters, putting them into situations where those motives come into mutual conflict, and making their decisions in the face of such stress the main driving force behind events. For example, a Samurai character sworn to honour and obey his lord might have that loyalty tested when directed to fight against his own rebellious son. A compassionate doctor might have his sense of charity tested when an enemy soldier comes under his care. On the lighter end of the spectrum, a schoolgirl might have to decide whether to help her best friend cheat on an exam.”

We did not start out with “Let’s make a narrativist RPG!”. Rather we’ve developed a way to do multiplayer interactive stories. But turns out the Narrativism point-of-view is quite matching!

Naming other Narrativist computer roleplaying games is very difficult. If you can think of any, please write it on the comments below. There are many very interesting storytelling games though, that may or may not be classified as Narrativist roleplaying. I’ll introduce some of those in the following posts to come.

The role of stories and narratives in games seems to be rising up lately as a topic in game industry. That is great news for all of us who like to experience deep stories and be someone else for a while.

 

(Check out below a slightly humorous introduction to our 11 characters on Velvet Sundown)

 

 

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Turning big ambitions into reality

Dramagame is a whole new interactive experience, a type of social storytelling that has not been seen before. When we started to develop Dramagame, we had big ambitions on what we wanted from the start.

We knew where we wanted to go, but we did not have a map how to get there! That is to be expected when you’re doing something innovative. It did not stop us from going forward.

Steps into the unknown

When stepping into the unknown you need to have short term goals. Get a vision where you want to be in the next two weeks or six months; definitely no longer than that. Always prioritize to the maximum efficiency. What is it that is absolutely needed for sure? Do that first.

It may still turn out you need to iterate on those absolute certainties. Only when you see your features in action can you understand how they in fact should work. Don’t give up. In Finland we have this term “sisu” which means an attitude of not giving up. You do what it takes go forward.

This is where the great team really plays out. It would be really hard, if not impossible, to survive through this alone. You need others to share the work, the fun and the sad that are all part of the voyage.

In our case the sheer amount of work has been huge. I feel it was just for the better we did not know at the start what exactly all the required tasks were. It may have been too discouraging to know all that.

Closing in on the goal

After 19 months of development and iterations it has been great to enter the next phase of Dramagame development this summer. After four bigger iterations and countless small ones we have something we can call the “first version”. You could say it’s Alpha or Beta or Gamma, but it’s something that verifies the vision we went after.

We’ve had really good feedback from our early users. People love what we’ve created and can see the vision that is there. We are very excited about all the comments we get!

However in some ways this feels like it’s the beginning. Now we need to get the product out to the people and keep developing forward. There are so many ways we can still grow Dramagame and can’t really wait to see all of that happening.

Always going forward

When your ambition is big enough (and it should be!) you’re never truly finished. When you’re out to change the world it is like achieving mastery. True masters are never done with learning. It is an asymptote, a mathematical curve that closes in on infinity without ever reaching it.

At some points you still need to take a look back and celebrate what you have already achieved. We recorded a message telling about some of the key points we have achieved. It’s a message about how we’re changing the field of games and interactive stories. It’s up now in Indiegogo.

 

 

Velvet Sundown, the first ever Dramagame, is a social and interactive story where you play the star role. Wouldn’t it be great to not only watch great drama on TV, but to take part in it? This is the vision we have. After hard work it is now also reality. But we plan to go forward.

 

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Dramagame @ Steam Greenlight

Steam launched the new Steam Greenlight process yesterday. This means that the community gets to vote which games are sold in Steam. Dramagame was part of the Greenlight Beta and thus we are among the launch titles! If you have a Steam account, please vote for us.

At the same time we updated our website heavily. There is a new frontpage and everyone gets to see more content without buying the game. You can access most of the site except the game itself for free.

There was one mistake made in the hurry though. Due to the new access-flow, the price of the game got hidden too far. So only when joining a show you would be prompted for payment. We did not intend to deceive anyone, and now there is also a link “Buy the game” on the same page.

So far we are liking very much the comments we get on Steam! Naturally there are people who hate it, but we never intended to make a game for everyone. There are also lots of people referring us to titles like Facade, Sleep is Death, Sims and Second Life. All these are very relevant references!

 

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The Joys of Games


We’ve received a lot of great feedback from our early testers who particularly love the ability to jump into a character’s shoes and become a new person. I’m going to attempt to explain why.

As children, we all had dreams and rich imaginations. Just today I went to a picture and found myself staring at the grass wondering what the world looked like from an ant’s perspective. We had hopes and dreams of being firemen, astronauts, explorers and adventurers. But slowly the reality of the world began to set in as we were given bills to pay and jobs to fulfill.

However, there remains a piece of our childhood lodged in our hearts. We all wish we had the courage and resources to go to the airport and take the next flight out to anywhere and immerse ourselves in a new world. While those dreams may be unrealistic, video games give us a temporary break from reality and a chance to let our imaginations run wild again. Games like Dramagame aren’t just about amusement and enjoyment. These games let us explore our fantasies and for a brief period of time, we become someone new. The real world becomes more valuable to us because we can take a break from it. Our inner children become satisfied as we stay true to who we once were.

Here at Dramagame, we try to make sure your dreams come true.

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Why We Made Dramagame


Here at Tribe Studios we’ve created a completely new genre of gaming altogether. Dramagame really is nothing like what the gaming industry has seen before. We’ve questioned the status quo and made sure that we provide a beautiful and special experience. But we’ve also been asked why we came up with Dramagame and what inspired us. I’ve crafted a list of what drove the team to create this game.

We wanted a chance to be someone else: We’re dreamers. I personally find myself daydreaming of another life, another time, a chance to be someone else entirely. Perhaps as a child you wanted to be an astronaut or a chef. Dreams never die, and to this day I’m sure you find yourself imagining a different life, asking yourself “What if?” What if I made different decisions? We wanted to make a game where you could truly be someone else, where you actually play a character and have complete control over their words and decisions. This was the key ingredient, that you as the player get to escape and act in the role of someone else.

We wanted games that don’t demand all your time: This team is comprised of gamers and game developers. Unfortunately, as we get older we have more responsibilities and modern-day games don’t account for that. I’m the youngest on this team at 22 years old, and just a year ago I could have played World of Warcraft for hours at a time. Not anymore. We need games that provide short but intense bursts of fun. No endless work to get to the enjoyment of the game, no pain or sacrifice to find out how to have fun. Dramagame throws you directly into the story and expects you to make full use of your short 45-minute story.

We wanted games that promoted social activity: So many games today that try to be short end up making us isolated. I’m guilty of this myself, having pulled out my phone to play Angry Birds on my morning commute instead of taking the time to make a friend sitting near me. There is something inherently exciting and attractive about interacting with others. But interacting with others is also scary. Games provide you with an avatar to protect you against that scariness. Humans are social creatures, and games are a beautiful and unique way to meet people.

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3 Steps to Making Better Video Games

Use this for weekly schedule
The mainstream video game industry is destroying itself. Between the annual releases of sequels for major game franchises and the push for more senseless and shocking violence, the quality of major games has not improved. As technology gets better, we see a high degree of polish and veneer but the underlying games themselves are built on cheap, lazy mechanics. But there is hope, and I see 3 steps to making better video games.

1) Independent Developers. Indie developers have the ability to make a massive online shooter targeted towards teenage boys, but they can’t afford to. If they did, they’d be going head-to-head with Call of Duty, Battlefield and other major franchises backed by multibillion dollar companies. Instead, indie developers have to compete on creativity and uniqueness in order to stand out. Fantastic releases like Braid and Minecraft prove that creativity is not dead in video game development, as long as independent developers have the tools to build games and the channels to sell them.

2) Rich Storytelling. Roger Ebert, the film critic, once wrote that he didn’t consider video games to be art. I respectfully disagree. Just because mainstream games look more like your children’s fingerpainting than Picasso doesn’t mean we diminish the value of games. It means we need to explore the unique ability of games to allow you more interactivity than movies. Rich, great storytelling needs to be a part of this. As the gamer touches the universe, the game should give back lore and history, immersing the player in the culture in ways that film and books cannot.

3) Avoiding Greed. Greed will be the downfall of major gaming franchises. You can attempt to sell a game to 100% of the market, but in order to please everyone you can have at best 15% of what people want. I prefer the opposite. We want to find a small segment of gamers who are unhappy with modern gaming and give them 100% of their needs. By creating a beautiful and unique game, we build a fantastically captivating product that our fans will love. The mistake is assuming that everyone needs to be your fan in order to maximize revenue. We prefer to maximize customer happiness.

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