exhibit research | SIGGRAPH 2001 Report
SIGGRAPH 2001
Panel: Game-Stories: Simulation, Narrative, Addiction


The game-related sessions were particularly interesting at SIGGRAPH this year due to the high level of funding and research going into games, and the passionate and interesting individuals in the industry. This panel was no exception, and prompted vigorous debate between panelists and game developers in the audience, particularly Chris Hecker of definition six, who in turn spoke on another, equally compelling, panel.

In games, space and story are interwoven, as in amusement parks, as well as some museums and some films. Scrapbooks and comic books were mentioned. Janet Murray of Georgia Tech categorized narrative types in a venn diagram with overlapping domains of game, story, contest, puzzle. Ken Perlin of NYU interacted with a pair of semi-intelligent on-screen characters, and suggested that when creating characters, it helps to separate the script writing and character design, and even character motivations. J.C. Herz of Joystick Nation noted the similarity of gameplay and music performance, and pointed to some recent games which acutally combine musical elements, such as Parappa the Rapper and Dance Dance Revolution. For inspiration in this area, she referred to Brian Moriarty's keynote at the Game Developer Conference a few years ago. Apparently the film Timecode was written on sheet music.

When a new medium comes along, we first try to make it like another medium. Then, we make it completely different from other media. Perlin called games "tools to transmit our dreams to eachother." For an artist, the medium doesn't matter in a way. In another panel discussion, film director Peter Hyams said that he had been frustrated by his inability to draw, but realized that art is in the artist's head, not hands, and for him, directing films was a way to get the art out of his head.

Kevin Walker