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Posts by: Pete Vigeant

Field Frogger: A Hoppin’ Good Time

Pete Vigeant
By Pete Vigeant
Play!
Field Frogger @ Come Out & Play SF

Field Frogger @ Come Out & Play SF, November 5, 2011

ESI’s Game Lab has been experimenting with public event-based gaming over the past two years. Our portfolio has grown to include over a dozen new and unique experiences that experiment with scale, narrative, behavior and technology augmentation.

We decided to bring Field Frogger—our most ambitious game yet—to debut at the Come Out & Play Festival in San Francisco this past month. The arcade game “Frogger” was released thirty years ago and still lives on today—on the Nintendo 3DS, iPhone and Android devices (among other platforms). Our designers were inspired by the original arcade game and spent two months imagining, testing and plotting an authentic real-world reenactment. The result was an amazingly fun and captivating event that has never been done before.

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The Spy Did It

Pete Vigeant
By Pete Vigeant
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ESI at 2011 Come Out and Play Festival

Participants play ESI's Live Action Spy Party game at the Come Out and Play Festival on Govenor's Island, July 16, 2011

On July 16, a large group of relative strangers came together and shared a unique and positive experience. The annual gathering known as Come Out and Play brought the large field on Governor’s Island to life with a diverse series of physical and mental games that spanned the entire beautiful day and challenged participants to open their minds to new, sometimes goofy, adventures.

ESI Design entered our Live Action Spy Party into the mix, a non-digital version of Chris Hecker’s experimental video game about artificial intelligence and espionage. The game features a Spy trying to accomplish three discrete tasks without being detected by an ever-watching Sniper. The rest of the players act as decoys, performing the playful actions and reactions prescribed on their instruction cards. Live Action Spy Party is a blast to play whatever the role, because there’s always something to do and see, but observers get the extra special treat of watching the performance and trying to identify the Spy themselves.

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The Motion

Pete Vigeant
By Pete Vigeant
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Image of ESI staff playing with the new Xbox Kinect.

ESI staff play with the new Xbox Kinect.

Two major hardware releases that have recently promised to radically change the game market are the PlayStation Move and the Xbox Kinect. Each of these devices offers a high degree of interactive gaming, but in different ways (we have both set up in competing rooms here at ESI!).

The PlayStation Move is not, as naysayers profess, a glorified Wii-mote. The integration of a camera and sophisticated onboard sensors allow for very accurate motion detection, as well as an augmented reality view of the players. Kids seem to love it. I watched my 8-year-old cousin play Start the Party on her PlayStation 3 and she giggled with delight at seeing herself holding the objects used in the game (such as a mallet, a fly swatter and a flashlight). Interestingly enough, she never had to ask how to play – the system immediately engaged her with games that were obvious and intuitive. The accuracy of the motion sensors during more complex activities, such as Table Tennis, is also yet unmatched by any other simulation.

The Xbox Kinect offers a departure from the controller entirely and feels a bit like magic. The experience is unlike any other in all of gaming and cannot be compared to the Move, the Wii or any other motion-based device. One of the major advantages of Kinect is that the player uses his or her entire body to control the game. Players can simply walk into the play space and immediately take control without a complicated setup.

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The Pieces of ESI: Applicable Apps

Pete Vigeant
By Pete Vigeant
Play!, Technology and Media
iPhone applications

Every time I bring a friend to the ESI Design office on 5th Ave, they comment on how amazing the office looks. The ceiling is high, the cubicles colorful and open, and the library towers above all. The technology that we play with is hidden throughout and always brings joy to a newcomer. Our space, though, does not define who we are. While the comforts of a large desk with multiple screens makes work more efficient, the reality is that we could be virtually anywhere (or anywhere virtually) and produce the same incredible work. The secret is the people. The Pieces of ESI is a series of entries about the people behind the designs.

Applicable Apps

My name is Pete and I am an Appaholic. I love logging into iTunes and checking out the latest additions. I have an incredibly hard time not spending a couple of dollars daily to get a highly rated or praised app, regardless of whether said app will be useful. The App Store is not well organized for a person like me. I want to be able to sort and filter based on complex parameters.

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Games For Change Recap: Top Five Takeaways, Part Two

Pete Vigeant
By Pete Vigeant
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Karen and I attended the Games for Change festival in New York City. Building on Karen's takeaways, I hereby submit my own five:

A GAME IS NOT A GAME IS NOT A GAME. The over-generalization of gaming is detrimental to communicating the value and potential for creating change. Some games, such as chess or basketball, have already stimulated change in the world. Others, such as outdoor team-building games or Sudoku, have been studied for achieving positive goals such as character building and memory retention. To be a good game designer or educator who wants to use games for learning, we need to understand the range of what exists and not oversimplify.

TESTING AND ITERATION. Children sometimes make incorrect conclusions based on their observations about the world, which are then corrected through proper schooling. When creating simulations that stimulate learning we must test often to ensure that we are not facilitating another misunderstanding.

NPG - NATIONAL PUBLIC GAMING. Similar to radio and television before it, gaming has the potential but not recognition for creating positive change in the world. The budgets of major game creators far exceed that of educators or grantees that hope to create a comparable product. The time is right to establish a group that recognizes the transformative potential of gaming and can solicit the funding required to compete with for-profit organizations.

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Thoughts on Angles

Pete Vigeant
By Pete Vigeant
Technology and Media
Image of people using an iPad together.

The iPad allows more than one person to use the device together for games, brainstorming, watching video and other activities.

On March 31, David Pogue wrote a review of the iPad called "Looking at the iPad from Two Angles" discussing the new Apple device from the perspective of Tech People versus that of Everyone Else. The review summed up many of the arguments for and against owning the device but left out one seemingly obvious point: Angles.

I went to Connecticut for Easter and reunited with my hometown friends. I proudly started the evening with the pronouncement that I had, in fact, played with an iPad at Best Buy. The tone of the room went dark and the Apple bashing began. I knew that I needed a concise statement that would sum up the potential of the device, but it was out of my grasp. I had one friend tell me that she did not want to carry a computer around — that's why she had a Kindle. Another chimed in about how dirty the screen would get. Another about the superiority of netbooks. I wanted to stop the discussion and address each point separately, but that would require more than a couple sentences and the room lacked that kind of commitment when it came to technology discussions. Instead they talked about wedding photos.

I lacked a key discussion point that I desperately needed and then I reread "Looking at the iPad from Two Angles" — well, more specifically, I reread the title.

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