Reports
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March 2005
We met at Maxwells to discuss how the Chapter should move forward. There was a
lot of great discussion, which is summarized in these meeting
minutes.
Three things that we agreed upon were:
Many thanks to all of those who came.
February
2005
After some catching up, we discussed the current mission and vision of the
Ottawa Chapter and decided that March's meeting will be devoted to refining
them both. We will also be looking at the frequency of our meetings.
January
2005
Brian Robbins and Andrei Serghiuta from Fuel Industries demoed their soon-to-be-released
Shockwave racing game. They talked a bit about the technology, and everyone
got a chance to race a few laps.
We also talked about potential possibilities and technologies for network distribution
of games. Currently there are lots of options for smaller web/downloadable titles,
but not many are available for larger "retail" games.
Our next meeting will be a social meeting at the Royal Oak. 7:00 PM on Tuesday
Feb 15th.
September
2004
A number of us got together over munchies and beer to talk about what's new.
Steve and Kenton (i2 learning)
have a new publishing opportunity, creating a training game for assessors.
August
2004
Kenton
White from i2 learning demo'd a number of edutainment titles for us. As a group,
we identified what we liked about each game and what aspects of the gameplay
made the game worth playing (or not worth playing, in some cases). You can view
the PowerPoint presentation for all of the details.
Waterbusters is a Flash game, where you guide your character through a house to try to find places where water was being wasted. We found the controls to be somewhat awkward, and overall, it was a little too easy to solve the puzzles. We came up with a number of suggestions to improve gameplay, including:
Quandaries was created by the Department of Justice in order to teach standards of conduct to new recruits. It was a DOS-based game (which brought the memories screaming back), and we found it to be a fun, funny, and slightly campy game. It featured a day in the virtual life of a federal employee, where you could schedule meetings, answer the phone, go for a coffee, etc. There were a lot of interesting scenarios where the player would have to make decisions on how to conduct themself, and these decisions were then judged right or wrong, based on existing policies. While it was fun, there were times when you didn't know what to do (should I make a phone call, should I just do some work?), and it was tough sometimes to keep track of time. Most of the questions/scenarios were based on ethics, so we thought it might need some diversity in content. We liked the fact that you got to take on an identity (hey, who doesn't fantasize about being a government employee?), and that you got to advance in rank through successful completion of various scenarios. Overall, a very solid and fun training tool.
Objection was created by Transmedia Games, and is used to train lawyers when and who to object to opposing counsel's questions or comments. Research indicates that lawyers have roughly 1-2 seconds to object to a statement/question. Some comments were:
Cube Dude was created by Games2Train, and was designed to teach business ethics to people. Unfortunately, it wasn't a well designed game in that the content (business ethics) didn't match the gameplay (a "Pac Man" maze type game). Your character, Cube Dude, navigated a maze, eating dots, and being chased by enemies. When "CD" got to a computer (like a power pill), the player would be asked a question about business ethics. If the question is answered correctly, the enemies turn blue, and CD and "eat" them. If the answer is wrong, then the enemies stay the same and he is forced to go to the next computer/power pill. We didn't like this game because it was non-immersive, non-situational. They were using a game to force a topic, and we didn't feel that it worked.
Virtual U was created by Jackson Hole Higher Education Group, and was designed to foster a better understanding of management practices in American colleges and universities. It takes place in an isometric generic campus and plays like a sim. It was by far the most polished of the games demonstrated, but also had the steepest learning curve. We had a hard time figuring out what to do. While you had many controls and could get into incredible levels of detail, you could be very successful in the game by not doing anything whatsoever. We felt this game had the best potential for replayability because it was the most immersive. The many different scenarios made it very interesting (even though you could be successful by doing nothing).
Overall, it was a very interesting night, and many thanks to Kenton and Steve for putting together the presentation and walking us the games and the discussion.
July
2004
We had
another social meeting at the Oak, with a few new faces, and some great discussions
on the local industry, how to break in, work environment/quality of life issues,
and more.
June 2004
Tuesday June 21,
2004 - Many thanks to Jason Della Rocca for making the trek out to Ottawa! As
expected, he proved to be a very entertaining and knowledgeable guest, and brought
along some great swag, to boot.
With Jason moderating the discussion, the group identified a number of issues facing the game development community with the goal of exploring them in detail, and then coming up with a list of what they saw were the priorities that needed to be addressed. Because we delved very deeply into the subject matter, we weren't able to complete the exercise, but we did come up with the beginnings of the Ottawa Consensus (.doc, 40KB).
You can also check out the images from the meeting.
May
2004
Tuesday
May 18, 2004 - We got together at the Oak again for a social meeting. Steve
got us caught up on all that was happening in Afghanistan, and we welcomed a
group of new guys from Artech.