Blog 6.
“ Games & Learning ”
Video games are closest to design in the aspect of
versatility. All the characteristics of the games are
useful for a successful design. Briefly; games/desings are
mostly participatory rather than observational. Observation
is most useful for learning, and Participation is needed
for process. Video games are usually intellectual; not
much physical activity is required other than clicking the
mouse or staying awake at night, very much likely to
design. Design/Video games (multiplayer or single player)
could be cooperative and competitive (usually against
something or someone, with or without others). It could be
a team play/design, efficient, or it could be individual
usaually more effective. Luck and skill are both important
for desing/games.
Skills are actually virtual for video games (you do not
possess the skills that are within the game) and luck is
somewhat important in games; although the program is
already written, the selection of certain codes which
creates diversity in the game, is usually random. A design
is not always business related, where a game should not
always be recreational, since there are people who play
games professionally for money in competitions. The design
could also be some kind of performance, that will be visible
for a short moment, but which could also be recorded, and,
the game you are playing could be temporary, if you forget
to save it :)
Scuba diving is what i do for sometime now and i started
to enjoy it more as i get more experienced. To begin with,
this is one of the common sides with my designing process
in graphic design. The more I learn, gain experience, the
more it starts being fun. When you begin to learn diving,
the first and the most crucial thing to do is to observe
the more experienced ones, how they behave and prepare
themselves before and during diving. That's another common
characteristic with the design process. First, it may
really help to analyze, observe the good examples, works
of succesful designers.
Secondly, a scuba diver never dives alone. He knows that
he should work cooperatively with his team friends in
order to make the action itself safe and succesful so we
can say it is a very cooperative activity to do. Working
cooperatively in a team atmosphere is also very important
in design field because sometimes the most creative ideas
stem from teamwork. The more people put their ideas onto
the table, the more solutions you might have to a
particular design problem. You can be working more
efficiently if you are in a team work rather than working
individually and being on your own. The same thing is
applicable to diving as well. Since it can be a dangerous
sport if the necessary rules are not applied, you don't
have a chance to leave anything to luck, you don't have
the luxury to behave by chance. You need to depend on your
improving skills and experience but you can never rely on
your luck and then hope for the best underwater. This is
among the other points which are common with designing.
You have to put all of your effort and skill to make your
design work. You cannot just rely on luck and expect that
your design will get the attention and success it deserves
by chance, without your skills' contribution.
In many games and sports there is always a designing
process going on whether on pupose or not.
For example in a soccer game the places the players stand
still is the step of the designig process that is being
held. One players place and the other players point where
he stands changes the whole game. If the second person
standing in a wrong spot the first player won’t be able to
give him a pass the ball. The player trying to get the ball
from the friend he has to stand in the right placement to
reach his aim. All the spots or points that the players
stand is decided before or at that moment to score a goal
and for that all those spots are all designed before or
than. There are obviously design steps to show where to
shot or pass the ball. It will be wrong to pass the ball
to a team member when he stands in an impossible point for
the ball to reach up to, you have to give the ball on where
possible so the team members will layout themselves by
getting to the right point on that moment to go for a goal.
In Handball you have an alliance; if who are not
participating, the team’s mood get down. Without an
alliance it looks like not a delicious food. In Handball
you have to consider how to beat your rival and win the
game, and when you want to win you have to think forward
to the goal. In Handball you have (6) team members, besides
you have to think plans together, and in a cooperative
way. On the other hand becouse of the challenging, you
have another team which stays opposite (rival) of you,
and you have to compete with other team to reach the goal.
Since Handball is a team powered game, you cannot reach the
aim with only your individual skills, but also through cooperation.
So :
In Design you have an alliance; if who are not
participating, the team’s mood get down. Without an
alliance it looks like not a delicious food. In Design you
have to consider how to beat your rival and win the game,
and when you want to win you have to think forward to the
goal. In Design you have (6) team members, besides you have
to think plans together, and in a cooperative way. On the
other hand becouse of the challenging, you have another
team which stays opposite (rival) of you, and you have to
compete with other team to reach the goal. Since Design is
a team powered game, you cannot reach the aim with only
your individual skills, but also through cooperation.
My favorite game is “Go”. it is a three-four thousand years
old Chinese strategy game, played on a board. Also known
as Weiqi (Chinese), Igo (Japanese), Baduk (Korean),
Goe (Taiwanese). It is very common in east but today has
rising popularity in Europe and America. It is universally
(internationally) accepted game, like chess. However the
rules of it are theoretically much more simple then chess,
and the giant board (19x19) allowes you to move much more
free then the latter. The freedom and the simplicity makes
it very easy to learn and unforgetable, but it is impossible
to become a master. It is like pure mathematics but much
more than it. It has also philosophic and artistic values
for who wants to see them, but it is a practical and universal
platform to connect people for a while.
One interesting thing about it is that there is not yet a
developed artificial intelligence which can continuously
win an ordinary good player. There is a consistent prize for
the programmer who will develop that intelligence (by Korean
government as I remember).
Of course that is not because of rogrammers are not interested,
it is because of the mission, which is nearly impossibile.
The total freedom is something a computer can not deal with,
but humans can.
I like it because after you played for a while you can see the life
inside of the game and the game inside the life. Every game
is a story and this gives you wisdom.
A good play in Go is very similar to a good design.
To be successful, your moves, lines, structures need to be
somehow linked and supporting each other. In both, life and
design, at the begining you have total freedom in a limited
environment and in both you need to know where to stop.
Go is life and life is design, so Go is design.
Because of the purity of the game, my words may sound
meaningless. However, if you play the game passionately
you may understand. (please download “How to play Go” pdf
if you are interested, and me, Emre, I'm always ready for a challenge).
Characters : 7600
Authors :
Atahan Atalay
Burcu Baykan
Emre Fuat Bakır
Levent Ince
Özlem Incik
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