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Home > Games > Global computer game authority, Prof Katie Salen from the Parsons School of Design, NYC, talks about the world's best multi-player interactions

Global computer game authority, Prof Katie Salen from the Parsons School of Design, NYC, talks about the world's best multi-player interactions

Professor Katie Salen's students in Manhattan at Parsons conduct the world's most fascinating computer game design projects. In this interview, she talks at the X|Media Lab in Singapore about the bridges between the film, mobile and game industries.

At the X|Media Lab she talked about how the Microsoft XBox Halo game engine is being used for film storytellers at places such as redvsblue.com, how Voldo (pictured right) from the Sega Dreamcaster is now pressed into service in a rap dancing duo animation, and how the "Holy Moment" of a game experience (realised quite literally by cinematographers such as Richard Linklater) can be designed to create a truly immersive game experience.

In this interview, she describes how people must feel they have a role to play in the media they are playing. She explores how, when they do, what they create can be used, in turn, to create further content for the game. How you create a strong singular experience for a player, which also takes advantage of the benefits that flow from well crafted multi-player gaming, is now the focus of attention for both flippant and "serious" games (those about politics, the environment and education).

Katie describes the world's most intriguing "haptic" interfaces (that turn the player's body into the interface for the game) and explores how these might point a way to the future, not only for better mass market games, but also for players with disabilities.

Katie talks about her favorite Asian-based games, as well as reviewing the state of the art in the United States. And she looks at how people connect with other people through mobile devices.

Finally, Katie reviews the games that may truly change the world. For example, new game called "Spore" is based on a kind of "procedural" generation of content, that gets shared "peer to peer" and where much of the game's design rests on the shoulders of the players....

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