XFunc_Portfolio > Idea

In this department you'll see some of my work in writing, appearances and panels, and other means I've acted to convey ideas and insights.

By "ideas" I am talking about the creative insight and understanding that comes with research, practice, focused thinking and plain old living and observing.

Most of my work here is focused toward the field of interactive games; since I've been engrossed by it for years, have done a lot of serious work in it, and it happens to be such a lively art these days, just now being discovered by the mainstream.

Below is an archive of older writings and presentations. Note that most require the Adobe Acrobat Reader (get it here free).

[You can see my most recent writings on my home page>>>]


Games, Doctrine, Transformation:
A Note of Caution On The Direction of Serious Games

Having returned from the recent Serious Games Summit 2005 I find an observation buried inside me, something nagging to be let out. [more>>>]


Winter 2004-5 - Game Design @ The Art Institute of Toronto

I developed the game design course curriculum at the Art Institute of Toronto in late 2004/early 2005, and stayed there teaching for a few months until BreakAway Games snatched me up. It was a fun experience, trying to help students channel their wild dreams into the realities of game development. Some aspired (typical for novice game designers) to build monster games that do everything; but then found that often their best ideas were based on whimsical flights of fancy tucked away in the closets of their minds. It was good to have them engage the what-if, and try to break out of the box of what everybody tells them a game has to be.


Now We're Getting Somewhere:
Reflections on the Serious Games Summit 2004

That term "game" is such a double-edged sword (as I have written elsewhere). On the one hand implying fun and lightness, on the other a term elemental in nature - it best describes what it describes. The first, dedicated Serious Games Summit - which I attended in Washington last week - would have been misnamed if it were the "Simulation Summit" or something similar. Nevertheless, there is a newfound openness to the idea - floating around the halls of the Loews L'Enfant Plaza Hotel in Washington DC - that fun leads to faster "knowledge transference" (a jargon term if ever I heard one); and that what has been learned in the entertainment world can lead to more effective (and less expensive) learning in real world fields of education, military, medicine, et cetera. [More>>>]


June 2004 - How To Save Counter-Strike

That Counter-Strike is a phenomenon in the digital gaming realm is an understatement. Built and released as a “mod” by some fan gamers in 2000, free to download for anyone who owned Half-Life (the computer game, by Valve, that it is a modification of), it has gone on to dominate the online action gaming scene around the world. “CS” is responsible for millions of Internet-minutes logged each month, is played in LAN centres worldwide, and is even now played professionally.

However, there are indications today that Counter-Strike has reached a standstill. Gamers seem to be moving on to other titles. It may be that Counter-Strike, once the undisputed king of online action games, has reached its zenith and is now on its way out.

What was it that made it so popular? Is it dying out now, and if so, why? And what, if anything, can be done to re-energize this amazingly dynamic and fun computer game? [more >>> - requires Adobe Acrobat Reader]


May 2004 - The Imagined Game

The way games get made today is at a crossroads. The pundits of two competing perspectives on game development and gaming itself – technological versus functional – are now pulling the “vehicle” of games down unparallel paths... [more >>> - revised 11 July 2004 - requires Adobe Acrobat Reader]


January 2004 - That Word: "Game"

The other day a Canadian soldier was killed in a suicide attack in Afghanistan. In a radio interview on the CBC, the Canadian co-commander of ISAF in Kabul – Major-General Andrew Leslie – let his emotional involvement in the situation be known... [more >>> - requires Adobe Acrobat Reader]


December 2003 - The Anti-Rock & Roll

Recently, MTV approached me, wanting to see my documentary SERVICES, to find out about Counter-Strike, and just why so many of their former viewers are giving up TV to play this game – and a whole slew of action games like it. It’s getting hard to ignore a game that is basically captivating an entire generation of youth – ones who, 20 years ago, would be heavily into what was then “alternative” rock. However, in their internal musings over how to tap into the energy of action games like Counter-Strike they have run into a problem: It’s too damn violent!... [more >>> - Updated 16 DEC 2003 - requires Adobe Acrobat Reader]


October 2003 - Screening & Presentation at International Academy of Design & Technology

Held a screening on 30 October (2003) of SERVICES: The Counter-Strike Documentary for students of the videogame program at the International Academy of Design & Technology. Afterwards held some discussions with the students, particularly around lessons-learned from the explosive growth of the Counter-Strike gaming community. It's always fun talking, musing, discussing about Counter-Strike - plumbing the depths that lie under that great game.


September 2003 - The Globe & Mail Online: WWII & Gaming

Jason MacIsaac wrote an article recently for Globe Technology online, questioning why WWII is such a popular topic among gamers (in light of all the immensely successful games on that topic).  He interviewed me for the article - and gave me the final word. Cool! Read it here... 


August 2003 - FRESH: The Culture of Gaming

Subtitled "Creativity & commercialization in video games", this was a panel attended by XFuncer Tim Carter and others at Harbourfront in August 2003. Here's the original copy from the announcement...

In 2002, the videogame industry grossed more money than Hollywood. Forget getting your name on a pair of Nikes -- athletes and hip hop artists now compete for videogame endorsements. Academics have been obsessed with the economics of online gaming ever since EverQuest players started auctioning off virtual spells and armour on eBay for real dollars. The question is, how is this affecting the innovation of the video game format? This panel will look at the issues surrounding creativity in video games as the industry moves towards Hollywood-style economics, with bigger budgets, longer development cycles and product and tie-ins. Andrew Mactavish (McMaster University), Mark Moyes (Shift.com), Tim Carter (game designer & filmmaker), and Tony Walsh (expert gamer) will explore indie game development, new forms of interactive storytelling, professional gaming, developments in online gaming culture and the pros and cons of mainstreaming with respect to innovation.


March 2003 - Digifest Story in the Toronto Star

XFuncer Tim Carter's presentation was one of three chosen among the many there to be featured in the Toronto Star report on Digifest 2003, published about a week. Now this was really cool! You can read the full story here...


March 2003 - Digifest Report

As some of you may know, I was a presenter at Digifest 2003 last month. I screened SERVICES, then did a presentation about Counter-Strike as an Electronic City (which it is when you consider the 20,000 plus servers out there, many running 24-7, year round).

Here is another bit of writing on my presentation - this time by a magazine writer...

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