Mariothon

A Mario Kart running app.


Recently, Jane McGonigal’s “Reality Is Broken” has encouraged me to spend a lot of time pondering what it would be like to be a game designer; constantly considering the artful blend of psychology and technology and its impact on the entertainment, fitness and education industries.

“ACHIEVEMENT UNLOCKED: wanted to break 6 mins in a mile time trial on the track; ran 5:45 and had more in the tank. #GeeksinSneaks” - Christian Spicer, @spicer

#GeeksinSneaks

While on a jog with the gamified Nike+ Running app, I contemplated this hashtag. Aside from the Geeks in Sneaks meet up group and loads of gamified fitness apps (Wii Fit; Zombies, Run; Kinect Sports Rivals, etc.), I wondered if something more could be done to encourage those identified with the geek community to promote fitness regimes.

Initially, I had the lofty idea of organizing a crowd-funded #GeeksinSneaks race (5K, 10K, half/full marathon) full of cosplay, video game prizes and exclusive comics and geek apparel/memorabilia. If this idea were to draw a big enough crowd, its scale would limit the event to happening at fixed times in fixed areas. It may not be enough to encourage constant activity.

Then I thought about the Nike+ Running app. I am able to use this app on my own time. Day or night, weekday or weekend. While I appreciate the app’s gamification elements, they have now worn off to some degree; however, they were enough to get a jogging regime to stick. I now use the app simply as a fitness tracker. I wondered, “is there another way make running a gamified experience and broadcast it to a massive audience?”

Then it hit me.

Nintendo has repeatedly stated that they have a renewed focus on the smartphone ecosystem and health. They also plan to release Mario Kart 8, a beloved franchise, on May 30th. While real-life Mario Kart already exists, I was unable to find Mario Kart adapted into a running game. What if Nintendo were to release a gamified smartphone running app with the mechanics of Mario Kart built in. Lets call it “Mariothon.”

Mariothon

In Mariothon, players are able to set up a race with up to say four runners. Each player is required to where headphones with an attached button-mic to hear in game alerts and trigger events. At certain distances, players are awarded items (simulating Mario Kart’s mystery boxes) that they can use at their leisure by clicking the button on their headphones.

For example, at a quarter mile, a runner earns a lightning bolt. Once used, an in-game alert informs all other runners in the game to walk until the effect wears off. Another variation might add time to the paces of the competing runners. A banana peel might be used as a surprise attack when another runner crosses a certain geo-fence. Blue shells would have a direct impact on the leader, forcing them to stop dead in their tracks or pausing their “distance ran” meter. First to a specific distance wins!

Obviously, not every run will users want to incorporate the game element. In the event of solo runs, the app could serve as a simple run tracker with many of the same achievements offered in the Nike+ Running app. Cross-brand incentives could also award solo runs. Besting a 7-minute-mile or completing a 10K could unlock characters or tracks in Mario Kart or other console-based Nintendo games. (similar to Hearthstone’s unlockable WoW mount)

As a non-developer, I have no idea if linking players and dropping geo-fenced items is a possibility. I also understand that the initial development of this app would certainly be a huge undertaking. While this would join the many gamified fitness apps on the market, the Nintendo and Mario Kart branding may be enough for it to stick with a larger audience.

Any feedback would be greatly appreciated. Is this something that would interest you? Does this already exist? Has fitness gamification worked for you? If so, what fitness apps are you utilizing and how are they helping?


Originally published on TheStarrList.com

59% of Americans play video games

Owen S. Good of Polygon on the Entertainment Software Association (ESA) 2014 Survey:

Other questions asked of the survey is whether parents view video games to be a positive part of their child’s life; a majority — 56 percent — said yes, though some could view the figure as low given the nature of the question.

I’d say the 56% is positive and more than likely an upward trend seeing that the average gamer age is now 31. Most of today’s parents of 0~10 year-olds grew up with games. I believe they would likely state that games were a positive influence on their lives.

Erin Hoffman, Lead Game Designer at GlassLab Games on how commercial games can engage players in social causes:

Computers and video games have a history of teaching technology skills just by being the way they are, so to be able to get them into classrooms is a very powerful thing. I think you can make the argument that the new SimCity is the most sophisticated toy that’s ever been developed, and it’s just mesmerizing to look at and it’s very real and empowering.

I’d like to think this sentiment is shared by adults who grew up with video games.

How video games can change the world, one child at a time

Erin Hoffman, lead systems designer at GlassLab:

Learning is not broken. But testing is pretty broken. The way that we measure learning has been pretty broken.

A lot of game developers are parents now, and they’re starting to see their kids learn. They’re starting to see what their kids are encountering in the education system. The education system is starting to realize, we feel like we’re competing with this barrage of entertainment that’s around kids, nonstop, all the time. I think initially that was shocking to them. TV is the enemy. Heavy metal is the enemy. Video games are the enemy. They’re starting to ask, what if we could harness that instead of making it the enemy? So it’s actually a parallel maturation. Both the education system is maturing into not seeing video games as the enemy, and game developers are maturing into seeing that there are things we can do with games other than just pure entertainment.

Due to their highly addictive and engaging qualities, I’ve always felt that video games have “magical” potential to foster critical thinking and teach skills on a profound level. The ability to quantify various attributes over simple interactions has an insane amount of potential. (ie. how long does a player’s finger hover over a particular object, how many Hearthstone cards did they analyze before making a play, etc.)

I recommend reading Sir Ken Robinson’s “The Element” for more on standardization’s inability to encourage an individual’s potential. Similar to GlassLab, take a look at Knack.

Humanity in Hearthstone

How Blizzard is changing the diversity game.


It is an understatement to say that diversity in gaming has become a hot topic as of late. Themes of sexuality, racial prominence, and gender depiction are now a hotbed for passionate discussion across developer, journalist, and player communities.

From 2012 to 2013, the number of games showcased at E3 featuring a playable female protagonist rose from 2% to 6%. Reluctance to include the theme of sexuality is being countered more frequently by games such as Gone HomeThe Last of Us, and Mass Effect. This is clear evidence that players are yearning for character dynamic and identity in their games. Video games are a medium that exudes immersion more than any other, and in turn becomes the perfect platform for sympathetic and relatable storytelling.

On April 16, 2014, Blizzard Entertainment released their latest foray Hearthstone: Heroes of Warcraft to the iPad. As a free-to-play (F2P) digital collectible card game (CCG) built by a AAA developer that prides itself on the promise of polish with a highly reputable back-catalog, it is an extremely inviting and sure to be incredibly popular download. From testing with a PC/Mac open-bata to trickling the iOS version out to Australia, New Zealand, and Canada prior to world-wide launch, Blizzard was sure this game would be a massive hit.

At the news of Hearthstone for iPad’s launch, I was extremely excited to see what the buzz was about. After rave reviews across the industry, I could not wait to invest in this new Blizzard title that seemed perfectly suited for the tablet platform. Upon launching the game, I assumed I would be given the opportunity to select/create a character and possibly build a deck. Thankfully, I was wrong.

Ultimately, Hearthstone does not include a single protagonist. From Orcs to Elves, Druids to Barbarians, players are eventually offered the chance to unlock a collection of Heroes to chose from. Many veteran CCG players will understand this at the onset. What they may not realize is that they will be forced to begin their Hearthstone experience in a tutorial as Human Mage, Jaina Proudmoore. A female.

This tutorial consists of six ‘missions,’ each introducing details about the game’s mechanics and subtleties. Each ‘mission’ sets the protagonist Jaina against an eccentric opponent, throwing out comical comments that unfold their caricature against a backdrop of the colorful and cartoony tones of the Warcraft universe. Jaina faces her six opponents in the following order:

Six males versus one female. This alone is a powerful statement that will likely slip into the unconscious if not willingly observed.

Sex aside, characters banter back and forth throughout matches. Each foe’s optimistic attitude is met with Jaina’s cautious yet powerful tone. The addition of voice-acting helps build a bond between player and protagonist. Like reading through Katniss Everdeen’s struggles in The Hunger Games, it is nearly impossible not to build a trusting connection with Jaina, rooting for her to defeat each of the tutorial’s quirky baddies.

The initial tutorial took me roughly one hour to complete. Once finished, I felt an attachment to Jaina. Not only had we defeated six opposing (male) Heroes without fail together, we had conquered the powerhouse that is Illidan Stormrage even though the game told us we couldn’t. (A comical, clever and original design choice)

While Jaina and I must spend more time together in order to unlock additional playable Heroes and decks, I am not racing to change protagonists. This tutorial has certainly bonded me to Jaina and is likely to do the same for most players: young and old, male and female.

As subtle and simple as it may appear, Blizzard has made a bold move as a AAA developer in building a tutorial showcasing a powerful female protagonist against six male rivals. Forcing hardcore veterans and casual novices to learn from, protect, and assist a female protagonist in what has the potential to become the largest cross-platform game is a great leap for the cause of diversity in gaming; however, the job is far from done.


Hearthstone: Heroes of Warcraft is currently available for PC, Mac and iPad.


Originally published on TheStarrList.com

Juxtaposition in Video Game Commercials

Textbook Tarantino or tired trope?

I recently re-entered the world of BioShock’s Rapture by means of BioShock: Infinite’s Burial At Sea DLC. As I moved about the underwater city, full of the Gatsby-esque architectural stylings of Frank Lloyd Wright, I heard familiar sounds from the 20s-40s cascade through the setting.

At first, these genuinely warm pieces lulled me into a comfort juxtaposed against what eventually becomes a dark and grotesque atmosphere. Though, after roughly an hour, the presence of the pieces became more noticeable than they had seemed in my first play-through of the original BioShock. I pawned this off to the Billie Holiday Pandora station I’ve practically had on loop since that original play-through.

However, I began to wonder if the use of happy/soothing/serene/moving music juxtaposed against aggressive and bleak circumstances may be overstaying it’s welcome. Just as quickly as I had decided to push this notion out of my mind, I heard news of the new Wolfenstein: The New Order trailer making use of Martha and The Vandellas hit “Nowhere to Run.” While the song my not be strewn throughout the entirety of the trailer, it made me wonder if my initial inkling was correct.

I have decided to compile a list of many video game commercials that take advantage of this marketing approach, starting with Super Smash Bros. in 1999. This is likely nowhere near a complete list, merely an example of a marketing technique that is becoming less and less subtle.

Is this approach still effective or tired?

Super Smash Bros. (1999)

https://www.youtube.com/watch?v=K783SDTBKmg

Song: The Turtles - Happy Together
iTunes | Amazon MP3

Black (2005)

https://www.youtube.com/watch?v=TplY6-UVPqc

Song: Giuseppe Verdi - La Traviata: Noi Siamo Zingarelle
iTunes | Amazon MP3

Gears of War (2006)

https://www.youtube.com/watch?v=ccWrbGEFgI8

Song: Gary Jules - Mad World (feat. Michael Andrews)
iTunes | Amazon MP3

BioShock (2007)

https://www.youtube.com/watch?v=dTyntbnSC_0

Song: Bobby Darin - Beyond the Sea
iTunes | Amazon Mp3

Dante’s Inferno (2010)

https://www.youtube.com/watch?v=9rbeAGdYk_0

Song: Bill Withers - Ain’t No Sunshine
iTunes | Amazon MP3

Playstation 4: Perfect Day (2013)

https://www.youtube.com/watch?v=s0d9d-cdxhk

Song: Lou Reed - Perfect Day
iTunes | Amazon Mp3

Titanfall: Life is Better With a Titan (2014)

https://www.youtube.com/watch?v=YGtMrF3cvZE

Song: Robbie Williams & Jonathan Wilkes - Me and My Shadow
iTunes | Amazon Mp3

PS4: Sharing Means Caring (Destiny) (2014)

https://www.youtube.com/watch?v=5ed9e7yJKxY

Song: Josh Daughtery - Sharing Means Caring

PS4: Sharing Means Caring (Watch Dogs) (2014)

https://www.youtube.com/watch?v=6SGtVryq8gw

Song: Josh Daughtery - Sharing Means Caring

Wolfenstein: The New Order (2014)

http://www.youtube.com/watch?v=dwjKMjIE1rs

Song (Original): Martha and The Vandellas - Nowhere to Run
iTunes | Amazon MP3


UPDATE: Thanks to Bob Mackey of Retronauts for the “Sharing Means Caring” recommendations.


Originally published on TheStarrList.com