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Showing posts with label brazil. Show all posts
Showing posts with label brazil. Show all posts

Teaser trailer: MIND ALONE

In a partnership with SIOUX Studios from São Paulo I'll launch my new mobile game soon (end of October probably)! MIND ALONE is a text-based ludic interface. It is an experimental puzzle game that uses different functions from smartphones to create an immersive suspense/terror narrative. It is a “scape the room” game, but the room is your own mind. Each memory is a puzzle. The aim is to solve the puzzles, recover your memory, reach the surface and wake up from this mysterious nightmare.

Check the teaser trailer:



Wait for news here!

#GoGamers
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Horizon Chase – a Brazilian game

As a Brazilian game designer, I like to discuss and bring some Brazilian gaming examples to this blog. Today, I want to talk about Horizon Chase, one very cool game that is a tribute to classic arcade racers.

Created by Aquiris Games Studio and launched in 2015, the game won many prizes and it’s a master class on how to use mobile media to give players a good experience. Check the trailer and gameplay below:



Some important game features to highlight:

1) Horizon Chase is a causal game and its gameplay is created in a simple and intuitive way;
2) Graphics are completely adjusted to the gameplay – the roads, cars and landscapes work together in a very intuitive mechanics;
3) Freeware model for gaming distribution (the studio created this product to win prizes and acquire “symbolic currency”);
4) Horizon Chase dialogues with new and old gamers with its retro mechanics, with a cool, modern layout.

The Brazilian gaming market is coming up with great ideas every year and mobile platforms are a good possibility for many companies. We don’t have a triple A industry here, but there are other options to show the work to the world.

Click here to access the site and download it for free on Apple and Android platforms.

#GoGamers 
#GoBrazilianDevs
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SHARING THE GOOD NEWS

Cengage Learning has just launched my new book in Brazil, today. GAME CULTURA: COMUNICAÇÃO, ENTRETENIMENTO E EDUCAÇÃO (GAMING CULTURE: COMMUNICATION, ENTERTAINMENT AND EDUCATION) is a study addressing educational aspects, narratives, questions and marketing strategies involving games. The final words were written by Uruguayan game designer and researcher Gonzalo Frasca (¡Gracias!, @frascafrasca!).



CLICK HERE TO BUY!

#GoGamers
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My approved proposal to "The Videogame Cultures Project: 7th Global Meeting" (Oxford, UK)

Observing iterative design on the mobile indie game Dominaedro

Author:
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/São Paulo, Brazil; vincevader@gmail.com)

Smartphones and tablets are leading sales of electronic devices around the world, and became a rich field to explore gaming initiatives. Mobile media created a ludic ecosystem in which large publishers and small studios coexist; the new ways of digital content distribution allowed a gaming market with big productions and indie experiments to live in the same platforms. In this scenario, we seek to analyze a development process involving an independent Brazilian mobile game named Dominaedro, launched by Ludofy Studio in 2014.

Our focus in this work will be to discuss iterative design – a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress. In this context, we understand iterative design as a methodological tool to create a game. We intend to observe this kind of developing process, giving emphasis to the analogical prototyping phase that gives us some feedbacks from the beta-testing players, like in a qualitative research. Finally, we present the importance of the iterative design to quality assurance in the digital version of the game.

Data collected through 20 beta testing sessions showed the importance of iterative process to improve a gaming experience and to facilitate the production of the digital product. Based on this content we will demonstrate the whole process of creating a mobile game – from the idea, passing through the prototypes, until the final version.

We conclude highlighting the current tendency to create indie games using accurate design methodologies to gain audience in a very competitive scenario, and how indie games could be a learning point for aspirational game designers and small publishers; we will also emphasize the importance of using digital social networks and specialized media to publish and support an independent game.

Keywords: entertainment, mobile, iterative process, Dominaedro, indie game, Brazil

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Adding some entertainment in advertising campaigns

I like to show Brazilian examples of advergaming. First of all, because I’m Brazilian. Second, because Brazil has a rich field of excellent examples to illustrate this contemporary kind of advertising, which uses games in its core.



Today, I bring one very interesting example to discuss here: one app created for Vivo (one of the big mobile companies in our country) that mixes gaming language, educational concepts and rewarding. The app’s name is UNLOCK LESSONS, and the idea is to put some serious content in children’s mobile devices for everyday life. Every time the child will unlock their phone, they must answer a quiz question about some scholar content.

Check the video below to understand:



This kind of advertising piece proves a possibility to transform serious content in a funny content with relevant results. About this subject, Miller (2004, p.69) says “The special qualities of games and stories are equally valuable when it comes to projects that are designed to be more functional—works that marry entertainment to some other task. Such projects are used for education (edutainment), information (infotainment), and advertising (advergaming). They also serve a role in training, promotion, and marketing. Game and story elements can make such interactive works far more palatable to the target users, and more successful at accomplishing their intended mission”. I’m gathering some good examples of Brazilian advergames for a more complete post. Wait for news.



References:

MILLER, Carolyn Handler. Digital storytelling: a creator’s guide to interactive entertainment. Oxford: Focal Press, 2004.

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Talking about my new mobile game DOMINAEDRO

Last week my new game, DOMINAEDRO, landed at the App Store. The game is a strategic puzzle that mixes dominoes and tic-tac-toe. It’s is an abstract battle between two players that uses pieces of domino as weapons.

The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.

The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.



Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:

1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.



You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.

The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.

If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:



You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.

Go gamers!
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Article: Brazilian Gaming Market

Craving to disseminate information about the Brazilian gaming market, my friend Mauro Berimbau and I wrote a brief article explaining some peculiarities of this environment with many relevant research data. We want to share our feelings with you.



Click here to download the PDF. We are waiting for your opinions!

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Recreating game mechanics

One important thing about game design is the ability to learn from games. The act of creating a repertory full of different references and mechanics is fundamental for the work of a game designer.

With great knowledge of these points it is possible to recreate game mechanics. To demonstrate this, I will use as an example in this post a game that I created: ÁLMOK.



ÁLMOK is a card game for 2 to 4 players that uses an oneiric world as a scenario. Players need to find combinations of dreams to escape from a nightmare dimension.

The game mechanics were based in the classic memory game, with some modifications. In the original memory game, the idea is to find a pair of equal images, but in ÁLMOK, the players need to find three of a kind. After a player finds a “combo” of three cards, he or she earns a special coloured gem. Each gem has a special power (like discard cards from the table, see hidden cards, etc.) that could be used in the turn of a player.

So, in essence, it’s a memory game, but we have some “turbo” modifications.

The game is played with a 64 deck of cards in a 8x8 grid that offers a major challenge for the player’s mind.

Ceilikan Games launched the game in Brazil in February 2013. The art made by me and ÁLMOK means “dreams” in Hungarian language.

At this moment, I’m working on a translation into English for the rules and a print and play version to make available for download to non-Portuguese speakers. Wait for news!
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F.R.O.G (Future and Reality of Gaming) Congress - Vienna, September 2013

Last week I was at Vienna (Austria) presenting a poster at the F.R.O.G (Future and Reality of Gaming) congress. Awesome keynotes and fantastic content in three days full of games in this beautiful city.



Vienna’s annual Games Conference offers an open and international platform for leading game studies researchers and scholars, game designers, researchers and scholars from various other fields, education professionals, and gamers from around the world. The main objective of FROG13 was to explore the “Context Matters” in regard to questions of player communities, challenging or problematic play settings, game theory and development, impact of games and cultural facets of play.

And now I would like to share the content that I presented at the congress. I hope you enjoy.


ECOLOGICAL CONCEPTS IN A BOARD GAME: How to discuss serious causes using ludic interfaces

Author: MsC. Vicente Martin Mastrocola (ESPM/Brazil)
E-mail: vincevader@gmail.com


MINI-ABSTRACT

In this presentation we seek to analyze the use of game mechanics for serious causes. We discuss, using a brazilian board game named Climate Game, how we can use a playful and ludic interface to cast a message for a serious cause and how a game could work with ideas about global warming in a fun/educational way. In this context, we use the idea of magic circle proposed by Johan Huizinga, author of the book Homo Ludens, in which the author explains how a physical space could be a place for playing, meaning and experience.

In this presentation we also discuss the impact of a ludic interface in the mediatic scenario, the gaming culture and how important it can be for the contemporary world.


SLIDES




TEXT

Homo Ludens, entertainment and games

First of all, the notion of homo ludens, introduced by the dutch historian Johan Huizinga, is the conceptual backbone for this work, where we seek to analyze the use of game mechanics, ludic concepts, and game thinking applied to a brazilian board game with ecological theme named Climate Game. This game uses a playful and ludic interface to cast a message for a serious cause, and works with ideas about global warming in a fun/educational way.

In his book "Homo Ludens" (1955) Huizinga discusses the possibility that playing is the primary formative element in human culture. The author also presents the idea of the magic circle, one important subject for our discussion.

As described by Adams and Rollings (2009, p.8), Huizinga did not use the term as a generic name for the concept: his text refers to the actual playground, or a physical space for playing, meaning and experience. As the authors says, inside the magic circle, real-world events have special meanings. In the real world you kick a ball into a net but in the magic circle you score a goal.

Huizinga (1955, page 10) wrote that the arena, the card-table, the stage, the screen, etc, are all function playgrounds. They are all temporary worlds within the ordinary world, dedicated to the performance of an act apart.

As Ehrmann says (1968, p.55) in an antropology of play, the latest cannot be defined by isolating it on the basis of its relationship to an a priori reality and culture. To define play is, at the same time and in the same movement, to define reality and culture.

The Climate Game

The Climate Game is a production from a brazilian company named Games For Business that works in the area of serious games, that, following the thoughts of Nick Iuppa and Terry Borst (2007), may be explained as games with a professional, educational or pedagogical use. Climate Game is a game that challenges its players to save the world from global warming. This game is both of competition and cooperation. It promotes competition because the player who emits no carbonic gas at all wins. But the integrated work of all the other participants is essential in order not to exceed the gas limits of the greenhouse effect.

Therefore, participants have lots of puzzles to solve together and, as Juul says (2005, p.8) games are usually well-structured problems, and this has led them to be used in several other fields.

This kind of game will not transform a player into a specialist in ecology or in global warming, but it can reinforce important concepts about the planet’s health. This game can teach basic ideas and stimulate the players to search for more information about the theme.

By this brief overview we can conclude that game mechanics can be a meaningful space for significative experiences. It seems that these ideas are essential to study and understand the gaming universe and the impacts of the game culture in the contemporary world.

Poster





REFERENCES

ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009

EHRMANN, Jacques. Homo Ludens Revisited. Yale French Studies, No 41. Game, Play, Literature (1968). pp. 31-57. (click here for download)

HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955.

IUPPA, Nick & BORST, Terry. Story and simulations for serious games: tales from the trenches. Burlington: Focal Press, 2007.

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

Climate Game english site >> click here.
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