Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Sunday 13 January 2019

Game Review: Mystery Case Files: The Countess Collector’s Edition (first play)

Developer: Eipix Entertainment
Publisher: Big Fish Games
Original Release Date: 21st November 2018
Platform: PC


Perhaps unsurprisingly, I am a big fan of the Mystery Case Files series. Or rather, I’m a big fan of the Ravenhearst arc within the MCF series – though I enjoyed the two Dire Grove games, and I like going back to Huntsville occasionally for something lighter. I’m not quite at the stage of writing Charles Dalimar fan fic, but I will admit to getting really quite invested in the Ravenhearst story. My favourite Mystery Case Files games are Fate’s Carnival (for the mind-boggling detail and complexity of the gameplay) and Escape from Ravenhearst (which is a truly bizarre and disturbing experience, even if it does have some problems when it comes to gameplay). It’s fair to say that no HOPAs have come close to those two games for me, though I live in hope.

Nevertheless, Mystery Case Files has been something of a disappointment for me since Dire Grove, Sacred Grove – and since Eipix took over the development. I’m still hoping that we can just do a Highlander 2 on Key to Ravenhearst and Ravenhearst Unlocked, because these were just terrible (and inconsistent) instalments of the story. Broken Hour and The Black Veil (non-Ravenhearst games) were okay, but they lacked the magic of the earlier games. I decided to give Mystery Case Files: The Countess a try, since I can’t quite let go of my Master Detective badge yet. I knew it wasn’t going to be another Fate’s Carnival, but I thought it might at least be better than Ravenhearst Unlocked! And I was right… The Countess is somewhere in between.


You play – once again – as a Master Detective, though it’s not clear whether you’re the same detective who had the run-ins with Charles Dalimar and his dad. The game begins with a short intro scene, setting up a story about a creepy mirror and the thing that lives inside it. You then hear a message from the queen (on a tape recorder this time, not the phone) giving you your mission. Lady Eleanor Coddington has disappeared while renovating her ancestral estate, once the home of children’s author Gloria Coddington (Eleanor’s grandmother, you’re told). When you arrive at the estate, it’s closed off, crumbling and massively creepy (as with most of the Mystery Case Files games, this one goes for the Gothic aesthetic).

Early on in the game (and highlighted in the intro scene), you discover that a large black mirror has some significance, and that there is a supernatural creature residing within it who is most likely responsible for the dark goings-on. Your main objective is to find and rescue Eleanor, but this is wrapped up in a quest to uncover the truth about Gloria, the mirror and the sinister force at work in the manor. To be honest, it’s not the most original storyline for a HOPA, and there are few twists or surprises as things unfold. Rescue the girl, defeat the demon, leave the house.

This is a haunted house game, and it’s very much in the expected style. The colour palette is dark, though I didn’t find scenes too dark to identify objects. As with the other Eipix MCF games, there are some great bits of illustration here – the creature in the mirror is particularly well-done – but there are some fairly bland elements too. NPCs are illustrated but not always fully animated, though they are a big step up from the cartoonish characters in Key to Ravenhearst and Ravenhearst Unlocked. The cutscenes are well done and integrated into the gameplay without being too jarring. There’s also a nice scene in a ballroom that reminded me a bit of Escape from Ravenhearst – though it’s much less unsettling (obvs).

In terms of design though, there were a couple of things that frustrated me as a Mystery Case Files fan. I missed the visual nods to other games in the series (unless I didn’t spot them first time round) – a Madame Fate bobblehead here, a 13th Skull decoration there. The music also annoyed me. It’s almost the Mystery Case Files theme (I was going to say ‘iconic’ theme, but I’m not sure the games are well-enough known for me to make that claim), but the refrain is never quite finished. Key to Ravenhearst/Ravenhearst Unlocked played the same trick – the first few notes are played, but it’s not quite the full theme. If I wasn’t expecting my beloved MCF theme, I would’ve said that the music was good – it’s atmospheric and evocative, and it doesn’t loop too much. In a way, the music is illustrative of the game as a whole… it’s almost recognizable as Mystery Case Files, but stops just short of being satisfying.


This is a fairly straightforward HOPA – you move from room to room, putting stuff in your inventory, using stuff from your inventory, and finding mini-games and HOGs as you go. There are some ‘plus items’ (where you have to do something or add something to an item in your inventory), which some people like but I find a bit irritating to be honest. There’s also an interactive jump map in the game. I try and avoid using jump maps – it draws you out of the story if you start teleporting between rooms – but this means that I end up having a bit of back and forth at times. However, The Countess does have another feature that I do like, and that’s the closing off of rooms after you’ve finished a chapter. That’s done reasonably seamlessly here – something happens within the story that makes it plausibly impossible for you to return to your previous location.

There’s a range of mini-games here, some of which are really tricky. I played on Custom difficulty mode (and I do like games where you can customize difficulty), so I had a slow recharge on Hint and Skip. I did still have to use both though, as some of the mini-games were really hard (and some needed lots of fiddly clicking, which I don’t enjoy). There are some almost ‘Super Puzzles’ here – where you have to complete a series of small puzzles in order – but they’re a shadow of Fate’s Carnival’s Rube Goldberg games.

Puzzles aside, I found the gameplay a bit frustrating. The progression from one task to the next wasn’t always logical – I felt like I was mostly wandering in and out of rooms checking them out, rather than consistently searching for Eleanor (who I occasionally forgot all about). Items from the inventory weren’t always used in a logical way either. Often, the what, why and where were unclear, and I had to resort to guesswork and random tries. Towards the end of the game – and I don’t know if this was just because I was tired – I found it less and less obvious what I had to do next, and so I reluctantly resorted to Hint (I even used the jump map a couple of times – shock, horror!).

Obviously, I’m tempted to say that the characters are also a shadow of former instalments. That probably wouldn’t be fair though, as the Ravenhearst arc is a bit of an outlier when it comes to HOPA characters – no game is ever going to come close to creating a character like Charles Dalimar. The Countess gives us some standard fare: the first-person PC is an undifferentiated Master Detective, and the adversary is a demonic creature that we see, but don’t really interact with. There are a couple of other NPCs, with whom you have a little bit of interaction, but most of the characters’ backstory is revealed through cutscenes. An interesting storyline emerges about one of the characters (which isn’t too difficult to guess, but apparently comes as a surprise within the game), which does add a little bit of depth to the story. However, I found it difficult to get really invested in the characters.


I played the CE for this one, and there were a few extras with it. There’s a bonus chapter – which, to be honest, left me a little confused by its ending (you’ll know what I mean if you’ve played it). The CE also has collectibles – the now-ubiquitous but totally pointless morphing objects, and mirror shards – but there’s no endgame with these collectibles, so sadly nothing happens if you get all the pieces of the mirror. There are, however, achievements – and the CE has replays on the HOGs and mini-games, so you can make sure you’ve achieved all you want from a single play-through.

Overall, this is a decent game. On Custom difficulty (no sparkle-indicators, slow recharge on Hint and Skip, minimal black bar instructions), it took me just over six hours to play through. I did find the illogical progression frustrating towards the end, and the story didn’t massively enthuse me, but I probably will play this one again at some point. The big problem is that, while the game is alright if you treat it as a standalone, it is a Mystery Case Files game. But it’s just not Ravenhearst.

Saturday 12 January 2019

Game Review: Abyss: The Wraiths of Eden Collector’s Edition (replay)

Developer: Artifex Mundi
Original Release Date: 29th October 2012
Platform: PC


I thought I’d try something new this year – let’s see how it goes. I’ve been playing Hidden Object Puzzle Adventure games for a while now, though admittedly I’m about as casual as a casual gamer can get (and I very rarely play other types of game). I really do love these games, and like everything I love I do tend to have a lot of thoughts about them. Last year, I wrote an academic paper on HOPAs for the 2018 IGA conference, and I’m intending to expand on that work later in the year. But I have a lot of (less academic, more fan) thoughts as well.

A couple of things I guess I should say… I really don’t play other types of games, so all these reviews will be of HOPAs. And I don’t get chance to play very often, so it might be that I’ll only write a couple of reviews this year. When I do play, I tend to get very immersed and focused (because I play these games when I need a complete distraction from everything), and so I usually play an entire game in one sitting. And I often get way more invested in the storyline and characters than is strictly warranted by a point-and-click hidden object puzzle. It’s quite possible that these will turn out to be ‘blog posts about games’ rather than ‘reviews of games’, to be honest.

That said, here are my thoughts about the first game I played this year: Abyss: The Wraiths of Eden Collector’s Edition. Artifex Mundi games were the first HOPAs I played, and the games that got me hooked on the format. I think Abyss was the second one I got, and I’ve played it through several times. (I do replay my favourites – sometimes a lot).


Robert Marceau is a famous diver who disappeared during an expedition. You play as his lover (also a diver), and you’ve undertaken to follow Robert’s tracks and bring him back safely. This background is told in the intro scene – the game begins when you discover the entrance to an underground city (and clues indicating that Robert may be inside). The city is Eden, a once-utopian underground settlement – now apparently abandoned and fallen into ruins. All the indications are that something bad has happened in Eden, and black wraith-like creatures float in and out of view at certain points. Other reviews tell me that this setting is very similar to the city of Rapture in Bioshock, but having not played that game I’ll happily take their word for it.

The wraiths are ‘Legates’, strange figures of evil that swarm around Eden and, it appears, have imprisoned or killed the human population. Something has happened to release or empower these creatures, and your interactions with a couple of members of the human resistance helps you to piece together the story behind the fall of Eden. Although your primary objective is to find and rescue Robert, this becomes entwined with a quest to uncover the truth about what’s going on and free the remaining survivors of the city.

I really like the storyline in this game – perhaps it’s helped by the fact that I’ve never played Bioshock? – as the dystopian vibe is definitely to my taste. The Legates are creepy, and I like the evidence you find of the resistance movement as well. Obviously, given the type of game this is, the story is only lightly sketched out – though Abyss does this better than many – and so much of the background about Eden’s utopian ambitions and failure is suggested rather than spelt out. Abyss is successful in its show-don’t-tell backstory, which is one of the reasons I like it so much.

The game is very much in the typical style of Artifex Mundi’s HOPAs. Scenes are detailed and beautifully illustrated (with some nice little incidental details here and there), and there’s a rich colour palette throughout. The HOGs themselves – though they are kind of the standard ‘junk piles’ – are designed in a way to seem vaguely plausible as the stuff left behind by fleeing inhabitants. NPCs are illustrated (but not cartoonish) and not fully animated, though there are voiceovers and mouth movements when you interact with them. The music is great and atmospheric, but it is quite a short loop so it gets a little repetitive (especially noticeable in the bonus chapter). Overall, it’s a stylish game with some nice effects and detail.


I’m not going to say much about the basic mechanisms of gameplay here, as it’s pretty standard HOPA stuff. You move from room to room, picking up stuff, using things from your inventory, and finding mini-games and HOGs along the way. There are three difficulty modes, but no custom option. I play on Expert, so I don’t have an interactive map or sparkle-indicators (these are available on the other modes though). The mini-games are all fairly straightforward puzzles (Hint and Skip are available with different recharge times depending on difficulty mode), and the HOGs include some interactive ones. The game does include an option to switch from a HOG to a domino game instead, which some players seem to like. I guess it makes a change if you’re tired of junk piles! Most importantly, the puzzles and progression are fairly logical – it’s usually pretty clear what you’re looking for, why you’re looking for it and where you go next. On the whole, the items in your inventory are used in a logical way (so if you find a glass-cutter, you’re likely to need it to cut some glass and not for another more obscure task).

I don’t really have a lot to say about the gameplay for this one, because I mostly want to talk about characters. In fact, there’s a small chance that I only decided to write this post in the first place so I could rant about one of the characters. Because, you see, although the story is great, the design is great, the gameplay is great… Abyss: The Wraiths of Eden has one of the worst characters ever in it. He’s just a bad person, and I need to tell you that. I need to tell you how much I hate Gregory Logain.

HOPAs have a bit of a problem when it comes to non-player characters. These are single-player, first-person games, which revolve around the player-character’s interaction with objects. Even this object interaction requires a bit of suspension of disbelief (easier in some games than others): we have to just accept that we have no equipment to begin with, and that we don’t keep hold of items after we’ve used them. Interaction with people is even trickier – these games just wouldn’t make sense if we were accompanied by a helpful NPC (animal companions notwithstanding), and there’s (almost) no mechanism for dispatching a hostile one (save the ‘kill the boss’ mini-games that usually involve clicking on swirling shapes to counter an attack). Some games get around this by only using NPCs in cutscenes, but others allow for limited interaction – usually cut short by the NPC running away, being abducted or dying before they can offer any material help. Essentially, HOPAs only really work if you’re wandering around an empty landscape on your own.

Abyss, like some other titles, attempts to create more meaningful interactions. And it’s here that it falls short. Most of the members of the resistance you encounter are dead (including one who, worryingly, looks exactly like the baddie in Artifex Mundi’s Enigmatis series), so that’s fine. You run into a couple of helpless children, who ask you to find things to help them, and that’s also fine. But then you meet Gregory Logain, a member of the resistance. Logain is clearly more than capable of looking after himself (since he’s survived this long), and he seems to know the location of various helpful items. But he doesn’t lift a finger to actually do anything. His niece and nephew are imprisoned and injured in a cage, but he insists that you should run around Eden looking for ways to free them, while he sits around in his bunker doing a big think. And there are various useful items in the bunker itself that he’s clearly never bothered to pick up. I’m not going to go through all the interactions you have with Logain (as some of these would be spoilers), but the guy is seriously a waste of space. After a while, it gets really annoying listening to this idiot saying ‘You go and find all the equipment we need, and I’ll wait in the bunker and do a big think.’ Sadly, the game does not allow you to hit him with any items from your inventory (and trust me – I’ve tried them all).

Seriously, he’s a terrible person and I’m surprised he survived as long as he did in Eden. I think the Legates just keep him around for a laugh.


I’ve got the Collector’s Edition of the game, which has some bonus content. However, I’m not sure how many of these extras are specific to the CE – I think most of them are also included in the Standard Edition. There are no collectibles in this game, but there are achievements. You have to play more than once to get all of these, as one requires the completion of all the HOGs and another requires the completion of all the domino games. There’s also a bonus chapter, but this is quite short and a little repetitive.

There is, of course, another massive problem with the bonus chapter. It’s a prequel chapter, which Artifex Mundi have used elsewhere (e.g. Enigmatis: The Ghosts of Maple Creek) and which I normally quite like. The problem here is – and I apologize if this is a bit of a spoiler – your character in the bonus chapter is… Gregory Logain. And I hate that guy. I really do.

Overall, Abyss: The Wraiths of Eden is still one of my favourites. It’s stylish and atmospheric, and it has a decent storyline. The HOGs and mini-games aren’t the most difficult or intricate I’ve played, but they are reasonably logical and intuitive. Even having played several times, I still get around five hours of gameplay each time (on Expert mode).

Wednesday 31 October 2012

CFP: 5th Global Conference: Videogame Culture and the Future of Interactive Entertainment

Sunday 14th July–Tuesday 16th July 2013

Mansfield College, Oxford

Call for Presentations:

This inter- and multi-disciplinary conference aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the conference will encourage equally theoretical and practical debates which surround the cultural contexts within which videogames flourish.

Presentations, papers, performances, workshops and reports are invited on any of the following themes:

1. Videogames and Gaming

Theories and Concepts of Gaming. Identifying Key Features and Issues.

Videogames as Text. Videogames as Interactive Image. Multidisciplinary Approaches to Videogame Analysis. Film, Literary, Art Studies and Cultural Studies Approaches to the Analysis of Videogames.

2. Videogame Cultures

Emerging Practices in Online and Offline Gaming. Games as Cultural Artifacts.

Pervasive Gaming, Convergence and the Integration of Videogames. Videogames as Art, Fan Cultures.

3. Games and Society

Ethical Issues in Videogames, Videogame Controversy – Rating, Violence, Sex, Morality and their relation to Maturity. Videogames and Politics. Propaganda Games. Censorship.

4. Immersion and Embodiment

New Forms of Interaction, Immersion and Collaboration in Videogames. Sound, Music, Touch, and Game Space. Evolution of Gaming. The Role of Innovative Interfaces.

5. Games with Meaning?

The Relationship between Game and Gamer. Social Impact Simulations. Educational Use of Videogames. Serious Games. News and Documentary Videogames.

6. Reception, Temporality and Videogames

Player Generations. Old Originals vs. Retro games. Indie Games and Low-Tech Aesthetics. Innovations in Independent Game Movements.

7. Works in Progress

Games in Development. Approaches to Game Design. Discussion Workshops on Games under Production. Best Practice and Know-How Exchange.

A presentation with a quick demo of the game and workshop proposals are strongly encouraged. We might offer 2 hour slot for 1-3 intensive workshops on design methodologies and media comparative sessions. Delegates presenting in the frame of workshops are eligible for publishing in special track of Videogames 5 ebook on methodologies.

The Steering Group particularly welcomes the submission of pre-formed panel proposals. Papers will also be considered on any related theme.

What to Send:

300 word abstracts should be submitted by Friday 8th February 2013. If an abstract is accepted for the conference, a full draft paper should be submitted by Friday 10th May 2013. Abstracts should be submitted simultaneously to both Organising Chairs; abstracts may be in Word, WordPerfect, or RTF formats with the following information and in this order:

a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract, f) up to 10 keywords

E-mails should be entitled: VG5 Abstract Submission.

Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.

Joint Organising Chairs:

Daniel Riha 

Rob Fisher 

The conference is part of the ‘Critical Issues’ series of research projects run by Inter-Disciplinary.Net. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and challenging. All papers accepted for and presented at the conference are eligible for publication in an ISBN eBook. Selected papers may be invited to go forward for development into 20-25 page chapters for publication in a themed dialogic ISBN hard copy volume.

For further details of the conference, please click here

Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.

Wednesday 3 October 2012

CFP: 1st Global Conference: Virtualosity: Gaming, Interfaces and Digital Arts

Monday 4th February – Wednesday 6th February 2013

Sydney, Australia

Call for Presentations:

Games and digital and virtual interactions proliferate throughout everyday life, from individual game players, to online communities; from the people that make and market games to their influence in and on popular media; leisure activities and to educational, professional and political activities. The impact of such a ubiquitous platform of individual and communal interaction has not just ethical dimensions but also in the ways we view ourselves, our society the future and the very notions of identity and being. In this light gaming and the designing and creating of interactive virtual environments offer us the chance to change both the world that we enter into but also the real world that we bring such technologies into. The resultant blurring of boundaries, if indeed this is the case, has dramatic consequences for ethical and political stances, not least for personal and communal responsibility, as well as gender construction and ‘real’ and ‘performed’ sexualities and hybridities. Also importantly within this framework are notions of inclusion and exclusion, not just within the particular environments and communities created but through access to the technologies themselves, be they geographical or financial, political or individual difference (i.e. non-normative bodies).

This project approaches videogames and interactive virtual spaces from a multi-, inter- and cross-disciplinary perspective that seeks to blend theoretical discussions with concerns of the industry in order to benefit both groups. We therefore welcome papers that explore how games work in society, how they are made, how they are analysed and discussed and current industrial trends. More importantly, because these concepts are often discussed separately, this is an opportunity to examine interrelationships and improve understanding of games across the board. It is of great importance for the industry to contribute to the development of games education just as it is important for the growing education sector to be more informed about production and industry practices.

Presentations, papers, performances, workshops and artworks are called for, but not limited to, the following themes:

Games and Worlds:

-Analysis and criticism of videogames as texts, games and cultural objects. Videogame and Virtual worlds theory, analysis, criticism

-Art, fiction, story, literature writing, transmedia

-Music audio and performance (voice, physical mo-cap etc)

-Their place with other platforms such as film, literature, graphic novels and other forms of gaming (i.e. Hasbro etc)

Contexts:

-Historical approaches and previous envisionings and practices.

-New Interfaces, cultural and individual strategies and mappings.

-Recording, archiving and gaming memory.

-Virtual versus real interactions, online and offline gaming.

-Virtual worlds in actual spaces, role playing, digital arts, interactive graphic novels and narratives.

-Pervasiveness and convergence.

-Gamings use and influence in other platforms and media.

-New interactions, immersions and collaborations and integrations with sound, music, textures and spaces.

-Games Marketing and Gamers as a market

Production:

-Exploration of new opportunities such as education, science, health and engineering.

-Videogames beyond the entertainment market such as commercial practicalities and academic concerns.

-Actual experiences from practitioners, artists, professionals, developers and educators.

-Works in progress, post-mortems

-Linkage diaries: academia, industry and independent projects, models, experiments etc.

-Approaches, methods and practices

-Technology, programming, design, innovations

-Performance notes (as above, music, voice, physical etc)

Creativity and Interactions:

-Fan cultures, communities and social networking.

-The impact of the above on other platforms such as film, graphic novels and science fiction. Interactive storytelling, emergent narratives, transmedia storytelling.

-The relationship between the game, producer, the game and the gamer.

-How can great game designs become great games that players can buy?

-The use of virtual worlds worlds and games in education, online learning, research networking and global and local learning.

-The uniqueness of particular geographical locations i.e. what specific opportunities exist in Australia and where does it stand in the global context?

Corporealities and Ethics:

-Bodily integrity, hybridity and cyborgism.

-Avatars, modifications and mutations; the impact on life, death, and social existence

-Gender and virtuality: new gender, new feminisms, new masculinities

-Human, animal, machine; Boundaries, frontiers and taboos in games and virtual worlds.

-Ethics in virtual world; and games; Rating, violence, sex, morality and game rape.

-Gaming ethics and their relation to maturity.

-Politics, propaganda, activism and censorship.

-In world surveillance and privacy, cybercrime and ethical hacking.

What to Send:

300 word abstracts or presentation proposals should be submitted simultaneously to both Organising Chairs by Friday 26th October 2012; abstracts may be in Word, WordPerfect, or RTF formats with the following information and in this order:

a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract.

E-mails should be entitled: DI1 Abstract Submission.

Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.

Organising Chairs

Adam Ruch 

Rob Fisher 

The conference is part of the Ethos programme of research projects. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and exciting.

For further details of the conference, please click here.

Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.

Friday 14 October 2011

CFP: 4th Global Conference: Videogame Culture and the Future of Interactive Entertainment

Wednesday 11th July 2012 – Friday 13th July 2012

Mansfield College, Oxford, United Kingdom

Call for Papers:

This inter- and multi-disciplinary conference aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the conference will encourage equally theoretical and practical debates which surround the cultural contexts within which videogames flourish.

Papers, presentations, workshops and reports are invited on any of the following themes:

1. Videogames and Gaming

- Theories and Concepts of Gaming.
- Identifying Key Features and Issues.
- Videogames as Text. Videogames as Interactive Image.
- Multidisciplinary Approaches to Videogame Analysis.
- Film, Literary, Art Studies and Cultural Studies Approaches to the Analysis of Videogames.

2. Videogame Cultures

- Emerging Practices in Online and Offline Gaming.
- Games as Cultural Artifacts.
- Pervasive Gaming, Convergence and the Integration of Videogames.
- Videogames as Art.

3. Games and Society

- Ethical Issues in Videogames, Videogame Controversy – Rating, Violence, Sex, Morality and their relation to Maturity.
- Videogames and Politics.
- Propaganda Games.
- Censorship.

4. Games with Meaning?

- Social Impact Simulations.
- Educational Use of Videogames.
- Serious Games.
- Documentary Videogames.
- Political Issues.
- The Relationship between Game and Gamer.

5. Reception, Temporality and Videogames

- Player Generations.
- Old Originals vs. Retro games.
- Indie Games and Low-Tech Aesthetics.
- Innovations in Independent Game Movements.

6. Immersion and Embodiment

- New Forms of Interaction, Immersion and Collaboration in Videogames.
- Sound, Music, Touch, and Game Space.
- The Role of Innovative Interfaces.

7. Works in Progress

- Games in Development.
- Approaches to Game Design.
- Discussion Workshops on Games under Production.
- Best Practice and Know-How Exchange.

A presentation with a quick demo of the game and workshop proposals are strongly encouraged. We might offer 2 hour slot for 1-3 intensive workshops on design methodologies and media comparative sessions. Delegates presenting in the frame of workshops are eligible for publishing in special track of Videogames 4 ebook on methodologies.

The Steering Group particularly welcomes the submission of pre-formed panel proposals. Papers will also be considered on any related theme.

300 word abstracts should be submitted by Friday 13th January 2012.

If an abstract is accepted for the conference, a full draft paper should be submitted by Friday 11th May 2012. Abstracts should be submitted simultaneously to both Organising Chairs; abstracts may be in Word, WordPerfect, or RTF formats with the following information
and in this order:

a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract, f) up to 10 keywords

E-mails should be entitled: VG4 Abstract Submission.

Please use plain text (Times Roman 12) and abstain from using footnotes and any special formatting, characters or emphasis (such as bold, italics or underline). Please note that a Book of Abstracts is planned for the end of the year. We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.

Joint Organising Chairs

Daniel Riha
Charles University
Prague,
Czech Republic

Rob Fisher
Network Founder and Network Leader
Inter-Disciplinary.Net
Priory House, Freeland, Oxfordshire OX29 8HR
United Kingdom

The conference is part of the ‘Critical Issues’ series of research projects run by Inter-Disciplinary.Net. It aims to bring together people from different areas and interests to share ideas and explore various discussions which are innovative and challenging. All papers accepted for and presented at the conference are eligible for publication in an ISBN eBook. Selected papers may be invited to go forward for development into 20-25 page chapters for publication in a themed dialogic ISBN hard copy volume.

For further details of the project, please click here.

For further details of the conference, please click here.

Please note: Inter-Disciplinary.Net is a not-for-profit network and we are not in a position to be able to assist with conference travel or subsistence.