Kelsey Doucet.

Kelsey Doucet. Oakland University. New Media Art Major. Graphic Design Minor.

Sep 27, 2011

Creation of a Game

These past two weeks I've learned how important and vital some key components are, when creating a game. From my own personal experience, I consider the actual research and development of a game is the most important. One needs to spend a lot of time into researching the history behind the concept of a game, and come up with a few trial and errors before the final product. The trial and error's allow one to tweak and refine certain areas of the game.
Through trial and error, comes the awareness of 'technical difficulties' and other issues with technology. Rather you learn these troubles through practice trials, than the final product. This allows us time to fix certain problems and overcome other obstacles. Though this may cause must frustration, you have to learn to take it one step at a time. It is so very important to keep positive and have determination. I personally learned that it is vital to keep an open mind. You need to be open for suggestions and criticism. If you go into the creation of a game with flexibility and availability for adjustments, you are only making it easier for yourself.
The balance of understanding and enjoyment between the audience and game master is the most important. The game master needs to look at the game from all angles, and making sure it can be easily caught on and understood by all. It's important to keep in mind what the final product should be, and what can ultimately be gained and achieved by the participants.

Sep 20, 2011

Games & Artwork

 Identify how this project is similar and dissimilar to making an artwork in terms of process.

I never took the time to realize until recently, how similar the process of creating games is to the process of creating artwork. With my artwork, I initially come up with a million and one ideas in my head, and the only way I can narrow down my selection, is to see them laid out in front of me. In both artwork and games, the brainstorming is close to exact, if not the same.
Also in the process of creating a game, I also have to look at my work from the viewers point. And ask myself questions such as, would these be easily understood? Does it make sense? Can it apply to everyone?
The process of creating and planning both games and art work is extremely similar and extremely important to the final outcome.

Sep 13, 2011

Oblique Strategies vs. Exquisite Corpes

Must have minimum of 3 people
Send out a mass text with code "question", meaning 'dilemma'
Each person who received text sends back a picture of anything that could be an oblique strategy/solution/inspiration.
The picture message is the 'oblique strategy' (in exquisite corps version) to the dilemma.

Oblique Strategies via Mobile

Instead of using the ball, you would use your cellphone.
Each person is respobsible for sending out an Oblique Strategy.
After each person has recieved a text, BEFORE opening and reading the message, you must say outloud your dilemma.
After announcing your dilemma, you may now open your message and say it outloud, and seeing how it relates to your dilemma.

Oblique Strategy Ball

The main idea behind Oblique Strategies is problem solving. To help one refresh their memory and lead them towards a solution.
Normally the oblique strategies are done through a deck of cards, however, I have come up with a fun game substituting the cards, with a large ball. The oblique strategies will be written variously all over the ball, with a good amount of space between each strategy. You can play with a minimum of 3 people, and up to 100+ people. Everyone will gather around in a circle, with one person holding the ball. The first person who has the ball will throw it to any person in the group of circle, that person who catches the ball must first say out loud what their dilemma is, and then, whatever strategy their right index finger lands on, is their official oblique strategy. That person, then throws the ball to another person and so on.

Sep 8, 2011

Oblique Strategies

Brian Eno and Peter Schmidt created a deck of cards, known as Oblique Strategies, 2-3/4in x3-3/4in, but in fact were no average deck of cards. The deck consisted of cards that contained working principles to help guide one through moments of pressure and/or difficulty. I consider this to be a deck of 'problem solving' cards! The strategy was to remind one of the habits of thinking, to jog the mind, rather than being preoccupied of the pressure. "Each Oblique Strategy is a phrase or cryptic remark which can be used to break a creative deadlock or dilemma situation."  Ever been in a situation where all your brain can process, is how to panic and stress out at extremely high levels? All your previous thoughts and ideas vanished at a blink of an eye? This is the perfect situation to pull out a deck of Oblique Strategies cards! The Oblique Strategies cards simply refreshed your train of thought to remind you of "this" and "that".

There were three original editions of the Oblique Strategies produced in limited edition and made available for sale. Edition 1, 1975. Edition 2, 1978. Edition 3, 1979.

You can go to this website for examples of oblique strategies.