Archive for February, 2007

27
Feb

Making the News

Kathryn Jaehnig did a write up for CILR’s Information Trails research team today. The article was printed in today’s Southern Illinoisan newspaper.

 

Headline: Computer Games May Help with Class Work
ID: 19394578.doc
Author: Kathryn Jaehnig
Approx. number of words: 687

 

CARBONDALE - Some day, in the not-so-distant future in a school not far away, students may claim that a dragon ate their homework.

 

A teaching environment based on today’s multi-player, computer-game worlds could engage students as never before, according to Christian S. Loh, an assistant professor of Curriculum and Instruction at Southern Illinois University Carbondale…

 

PHOTO: ‘Mod’ squad - Meeting in the office of Southern Illinois University Carbondale assistant professor Christian S. Loh (seated), students (from left) Joseph D. Lenox, Arnond Anantachai and Jaehwan Byun discuss the computer game they’re modifying - ‘modding,’ in gamespeak - to make it a useful educational tool.

 

The full text of the news can be found here.

27
Feb

Assessment & Results of Serious Games

The Game Developer Conference will soon be here (March 5-9, 2007). Although serious games initiative is relatively young (3 years?), the assessment aspect of serious games is obvious an important topic. Below are this year’s run down of the Assessment and Result track in the Serious Game Summit (SGS) section:

  • Erasing The Delta: Creating Games Where There is No Gap Between Play and a Specific Task (Leighton Read, Larry Holland, Jane McGonigal, Ross Smith)
  • Ten Things We Want from the Industry (Serious Games Summit Advisory Board)
  • Testing Assumptions: Creative Approaches to Gathering Evidence of Serious Game Impacts (Carrie Heeter, Brian Winn, Richard Van Eck, Caitlin Kelleher, David Williamson Shaffer)
  • Two Reports but What Now? (Michelle Lucey-Roper, Alicia Sanchez)
  • What We Know: Eliminating Noise with Simple Truths (Howard Phillips)

Several group meet-ups have also been planned. This should tell us about what sectors are currently interested in pursuing serious games:

  • Group Meeting: Business Development (Gerard LaFond)
  • Group Meeting: Educational Game Designers (Jim Parker)
  • Group Meeting: Health (Beth Bryant)
  • Group Meeting: Research & Assessment (Alicia Sanchez)
  • Group Meeting: Social Change (Suzanne Seggerman)
26
Feb

The problem of Bots

Bots (short for robots) were intended to be macro-like small program that are created for repetitive tasks without human supervision. In MMOGs, because many objectives are reusable and thus mundane, they can become tedious. Many MMOG addicts may spend more than 15 hours a day on the game, and hence could progress at much faster speed than another person who can only spare one hour a day to play. The necessary evil of spending time to “kill monsters” (or other objectives, such as mining gems, or fishing, or collecting items) in order to earn enough experience points (xp) to level up is often referred to as “grinding.” Some MMOG requires users to “level grind” up to level 20 before allowing them to participate in more interesting quest (e.g. Guild Wars). (The term, “grinding,” came from the real world usage, where a tool is repetitively subjected to a grinding stone to be sharpened, as well as the idiom, putting your nose to the grind.) Grinding can be so tedious and repetitive it is often not fun to play. Hence, bots were invented to relieve human of the mundane undertaking.

Players who employ bots would installed the program and let the bot control the avatar to perform the mundane tasks to level grind up to higher levels before taking over. In many cases, bots were employed to mine gems or gold, as in World of Warcraft, and the human players then turn around and see the in-game gold for real world cash. These kind of players (they are not playing at all, but only participate in the game world to perform a task) are known as gold-farmers. Transactions of gold to cash often take place at black market exchange. Second Life is the only game where the trading of its Linden dollar with real world monies, is officially sanctioned. Most other MMOGs do not approve of such transaction because it upsets their game economics.

Here’s an excerpt from Wikipedia on “botting” and it’s effect on Lineage II:

Like many MMORPGs, Lineage II has been the target of botting, in which an external program is used to simulate the actions of a player. Such activity is prohibited and is a bannable offense, though seemingly rarely enforced. Nevertheless, players continue this practice, since the player is able to leave his/her computer and the bot will continue doing what it has been programmed to do. Some of the most well-known bots are L2Walker and Superman (formerly known as L2Wind). There is a conspiracy theory, based on fine coding, numerous features and versatility of those programs (surpassing the official game client by far), that developers of Wind and Walker were/are in league with NC Soft itself. Sometimes proven botted characters are subject to disrespect and rejection by the certain part of the community. But this tendency got terribly weakened lately, legit players having definitely become a minority. Apart from easing some of the more mundane aspects of gameplay, botting can also be used as a way to generate Adena (Lineage II currency) which is then sold for real world cash.

This phenomenon, Economy Interaction, is quite controversial and is common in most of today’s large MMORPGs.

25
Feb

Tracking Users’ MouseClicks as HeatMap

If you are a Web developer, or webmaster of a site, how do you know what your users do on your page? Tracking “eye traffics” on a web page is an expensive process where professional companies analyze their company’s web site for usability issues, and use the results to help web developers improve the web design, and improve usability.

Corunet, El Blog has posted a means to capture users’ mouseClicks using zero budget, and converting the data into a heatMap. By overlaying the heatMap onto a screenshot of the web site, you can see whereyour users gravitate their mouseClicks. And thus eliminate useless URLs to improve usability. The entire process has been documented here and the heatMap capturing program (released under GPL) can be downloaded at SourceForge.

This is how the heatMap looks like after the overlay process:

heatMap

Corunet’s overlaying technique comes at a right time. My development team has created a similar overlaying task for information trail, but haven’t explored Perl, or ImageMagik like Corunet did. Perhaps we can learn from this method to improve ours.

25
Feb

CGames 2007, Louisville, KY

10th International Conference on Computer Games: AI, Animation, Mobile, Educational & Serious Games (Call For Paper)

25th-28th July 2007.
Galt House Hotel, Louisville, KY.

The International Conference on Computer Games: AI, Animation, Mobile, Educational & Serious Games organised by The University of Wolverhampton, England, is one of the leading research conferences devoted to the advancement of the theory and practice of games development. It brings together an international community of experts to discuss the state of the art, new research results, perspectives of future developments and innovative applications relevant to games development and related areas.

The conference is sponsored by the Society for Computer Simulation (SCS), the Institute Electrical Engineers (IEE), the British Computer Society (BCS), the Digital Games Research Association (DIGRA) and The International Journal of Intelligent Games and Simulation.

The call for paper ends on May 31, 2007.

21
Feb

Scripting Compendium

There have been many scripting tutorials written for NWN (since 2002). David Gaider (Lead Writer, Bioware) once compiled a long list of tutorials for beginning scripters at Bioware NWN Forum based on many of Celowin’s works (see this thread). The list of tutorials proved very useful when I set out to find resources for my graduate gaming course. However, one problem I faced was that the thread was more than 4 years old (posted in 2002), and as a result, many of the links had gone cold.

Even Celowin himself (?) has disappeared from the community altogether. According to the Forum, Celowin has not been contactable for some time (years). Also the email listed by him (James Foxglove) is also no longer active. Several tutorials have subsequently been added to this list by other moderators, including Lilac Soul. Eventually, the list of “tutorials” has grown into a much bigger document than what Celowin originally wrote. After I have located all the relevant postings from the thread, I found printing the tutorials to be a nightmare! For one, the Bioware forum was never meant to be printer-friendly: meaning, if I want to print the tutorials I will need to reformat it, perhaps in MS Word. (Sigh!)

Well if not for myself, for my students then. I have since reformatted all the entries into one large Word document, and added a Table of Content so that it will be easier for my students to find the various chapters.

Because so many people have been involved in the re-making of this scripting tutorial, I have decided to rename this “bundle” of lessons as the “Neverwinter Night Scripting Compendium“. In this way, we can acknowledge the compendium as a combined effort of those involved. [Note: You will need WinRAR to uncompress the Word file.]

Download: NWN Scripting Compendium (version 1.01)

NWN Scripting Compendium

Last updated on: 02-21-2007

18
Feb

Construction Toolkits for Game Modding

As I have said in an earlier post, if you want to do game modding, stick with the PC. The reason being most of the construction sets (or toolkits) released by game publishers tended to be PC-based. Toolkit for Mac and Linux platforms is almost unheard of.

Moddable games such as the Neverwinter Nights series and the Elder Scrolls series (Morrowind & Oblivion) are inherently interesting to educators and researchers (like me) because these games have the potentials to be modded into something entirely different for use with a non-entertainment context, in an educational or training environment. In another word, they have potentials to be modded as “serious games.”

Examples of PC games with construction toolkit (i.e. with blessing from the publisher to mo, mod, and mod) include:

  • Bioware published Neverwinter Nights (2002) and gave away the Aurora Toolset to the gamers community. Atari/Obsidian published Neverwinter Nights 2 (2006) and gave away the development toolkit. Both toolkits (NWN 1 & 2) are found on the game CD-/DVD-ROMs.
  • Since Morrowind (TES: III, 2002) and Oblivion (TES: IV, 2006) are both from The Elder Scolls series of games, Bethesda called the toolkit The Elder Scroll (TES) Construction Set. You can find more information about The Elder Scrolls Construction Set here, and download the Construction Set here. (Note: the construction set for Oblivion is not backward compatible with the construction set for Morrowind.)
  • THQ’s Titan Quest also provide the community with the Titan Quest construction toolset with the game CD-ROM. More information on modding TQ is available here.

Many gamer-created mods can be found on IGN’s Vault Hub. Check out the NWN2 Vault, and Titan Quest Vault.

15
Feb

NWN Modding: West Notts College, UK

West Nottinghamshire College at Mansfield, UK has been modding NWN since 2005. Those of us who followed the Bioware’s Wednesday newsletter would have read about their educational NWN project at one time or another.

The project has also been reported in the news, here’s one write-up, and here’s another. On Jan 12, 2007, BBC News released yet another follow-up. [Citation: BBC News. (2007). Computer Game to Boost Key Skills [Electronic Version]. Retrieved January 22, 2007 from http://news.bbc.co.uk/2/hi/uk_news/education/6254989.stm]

Summary:

Lead by Nigel Oldman, the computer science teachers at West Nottinghamshire College modded NWN (version 1) into an educational game that teaches teenage students literacy and numeracy.

In this mod, players have to make decisions about what to take and how to progress using mathematics and their literacy skills. In one example, they have to figure the area of a galleon in order to bring enough things onboard for their journey. Mistakes in calculation result in the galleon sinking on the way and players not able to progress to the next level.

Frustrated students would knock on the staff room door and not let the teacher go until they learned how to calculate area… In the two years since the project began, about 700 students at West Nottinghamshire College (Mansfield, England) have played the game. Achievement of key skills has trebled to 94%.

West Notts premiered the game at this week’s Bett show on educational technology at London’s Olympia.

westnotts
NWN game mod developed by computer science teachers at West Notts College

I would be really interested to get in touch with someone from West Notts and see if there’s some way we can collaborate. May be they would like to present their project here in the U.S.?

11
Feb

Trail Finding

The concept of “Information Trails” is based largely on the idea of Information Foraging (Pirolli and Card, 1999) and Information Scents (Chi, Pirolli and Pitkow, 2000).

Information Foraging using Information Scents is a well accepted area of research in human computer interaction (HCI). In Information Foraging, nodes are (mostly) the Web pages, and trails are (mostly) the cookies crumbs left inadvertently by users. Thus an information forager is more like a detective piecing together (foraging) the left-behind crumbs (scents), in order to reconstruct the trails left by a web user.

Information Trails borrowed the concept of Information Foraging and used it in online games.

This may sound similar to the idea behind the browser plug-in called TrailFire, which has also picked up on the idea of “Trails.”

trailfire

Discover Trails: By leaving “marks”, which are essentially electronic notes, on individual web pages and adding your comments you can guide people out onto the web and help them discover what you already know.

Making trails is easy. Place a ‘trail mark’ (like a ‘post-it’ note) on a page with your comments. A trail mark can contain text, images, videos and other media types. When you give several marks the same ‘trail name’ you are forming your own navigation path on the web. You can then share your “Trail” (your own navigation path across the web) with your friends (private) or anyone on the Web (public).

Thus, in Trailfire, users create electronic notes (called “marks”) and name several of them using a same “trail name.” The trail name (like a social bookmark) can then be shared with others (public or private trails), and be followed along like the trail checkpoints on a hiking map. Thus, you are consciously marking the Web (like an animal marking its territory with scents) and announcing to the world to come follow the trail you have created.

On the surface, Trailfire may sound like Information Trail, but the basis of the concept are vastly different.

07
Feb

Modder Modding Mods

People who are not from the “gamer generation” – those who are above 30 years old, according to the definition by Michael and Beck (2005) – often ask me what is this “mod” / “modding” I am talking about.

The short answer is that the word “mod” originates from “modify.” Hence, a gamer who has modified part of a computer game with something s/he created, the person is referred to as a “modder” and the game artifact created, a game mod (or “mod,” for short). Modding, is of course the present continuous tense for the verb, mod. (Why not simply use the word, “modify”?) It is SO ordinary and not befitting the cool image of a modder, who is necessarily some geek if s/he is to be able to pull off modding.)

Well, here’s another perspective from wikipedia’s entry on Mod (computer gaming):

Mod or modification is a term generally applied to computer games, especially first-person shooters (FPS) and real-time strategy (RTS) games.Mods are made by the general public, and can be entirely new games in themselves. They can include new items, weapons, characters, enemies, models, modes, textures, levels, story lines and game modes. They also usually take place in unique locations. They can be single-player or multiplayers. (Some mods merely contain new contents, whereas some mods are entirely new games.) These mods can add extra replay value and interest.

Mods can significantly outshine or continue the success of the original game. Playing a mod might even become more common than playing the unmodified original. In those cases, players might have to clarify that they are referring to the unmodified game when talking about playing a game. In some cases the term vanilla (or the prefix ‘v’, or ‘V’) is used to denote the original, unmodified game, e.g. “vanilla Battlefield 1942″, and “vanilla Quake 3″ (or VQ3).

The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as id Software, Valve Software, Bethesda Softworks, and Epic Games provide extensive tools and documentation to assist mod makers, leveraging the potential success brought in by a popular mod.

Examples include: id Software (mods of Doom & Quake), Valve Software (Counter Strke - a complete mod created using Half-Life’s Source engine), Bethesda Software (The Elder Scrolls [TES] Construction Set), Epic Games (mods of Unreal).

So there you have it.

So far, majority of the game development kit (GDK) given away by game publishers only work on PCs. (Meaning, if you are interested in doing modding research, stick with a windows machine. Mac and Linux are seldom supported.)