TY - GEN
T1 - Postmortem
T2 - 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
AU - Horswill, Ian Douglas
N1 - Publisher Copyright:
Copyright © 2018, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
PY - 2018/1/1
Y1 - 2018/1/1
N2 - Games are inherently situated within the cultures of their players. Players bring a wide range of knowledge and expectations to a game, and the more the game suggests connections to that culture, the stronger those expectations are and/or the more problematic they can be. MKULTRA is an experimental, AI-heavy game that ran afoul of those issues. It’s interesting to hear a talk about or to see demonstrated by the author, but frustrating for players who do not already understand its internals in some detail. In this paper, I will give a postmortem of the game, in the rough style of industry postmortems from venues such as Ga-masutra or GDC. I will discuss the goals and design of the game, what went right, what went wrong, and what I should have done instead. In my discussions of the game’s problems, I’ll focus on the ways in which it frustrated the players’ cultural expectations, and what we can learn from them for the design of future games.
AB - Games are inherently situated within the cultures of their players. Players bring a wide range of knowledge and expectations to a game, and the more the game suggests connections to that culture, the stronger those expectations are and/or the more problematic they can be. MKULTRA is an experimental, AI-heavy game that ran afoul of those issues. It’s interesting to hear a talk about or to see demonstrated by the author, but frustrating for players who do not already understand its internals in some detail. In this paper, I will give a postmortem of the game, in the rough style of industry postmortems from venues such as Ga-masutra or GDC. I will discuss the goals and design of the game, what went right, what went wrong, and what I should have done instead. In my discussions of the game’s problems, I’ll focus on the ways in which it frustrated the players’ cultural expectations, and what we can learn from them for the design of future games.
UR - http://www.scopus.com/inward/record.url?scp=85070820712&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85070820712&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85070820712
T3 - Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
SP - 45
EP - 51
BT - Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
PB - AAAI Press
Y2 - 13 November 2018 through 17 November 2018
ER -