Recently, Microsoft announced its upcoming visual game design environment, Kodu, to be released “later this spring”.  Combined with the level editor in Little Big Planet, these two should provide fascinating case studies for the project.

Another interesting piece on formal game design is the paper “An experiment in Automatic Game Design” by Togelius and Schmidhuber (find the paper in here).  The authors created a program that would automatically create new games based on an underlying schema (or “meta-rules” or “axioms” as the authors call it).  To evaluate the games, they had a genetic algorithm with a fitness function based on the idea of using learnability as a predictor of fun. Therefore games that are easy to learn but hard to master would get high fitness values with the algorithm, thus indicating a fun game.

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The 2009 IGF Student Showcase winners have been announced. Included in the 10 winners are some very interesting games with fresh ideas and combinations of older ideas. Games such as City Rain which combines elements from Tetris type puzzle games with city building similar to Sim City, or The Unfinished Swan, a 3D maze game where players start out with a completely white view which they must splatter with black paint to uncover a path.

A news story with more details has been posted on Gamasutra.

Interesting piece on game design innovations by Ernest Adams in Edge Online dated November 2007 . Adams lists 50 design innovations including gameplay, input, presentational, genre, play style innovations.

http://www.edge-online.com/features/50-greatest-game-design-innovations

Games and Innovation (GaIn) game research project is launched!

Here is an excerpt from our project plan:

As a part of the Transformations of Digital Play (TDP) consortium GaIn research project studies 1) creativity and innovation in game design practices and 2) game based and playful innovation methods. GaIn focuses on developing systematic and playful approaches to enhance and organize the process of creating new products, especially from the perspective of game design processes.
Understanding creativity as a domain specific phenomenon, the objective for GaIn is to map the domain of game design as an organic practice within specific formal restrictions in order to create methodologies and tools for generating, refining, evaluating and managing game ideas in a systematic manner.