Dreaming of ArtsPort:

A Better, Bigger Game

Looking over a pile of colorful postcards he created for his imaginary place called Emeralda, the author thinks about what other artists would do if they were invited to create postcards about the place. His is a better game than any other games he tries.

by Bill H. Ritchie, Jr.

I spent a half hour today looking at the Web site of The Longest Journey. It’s a video game (or, specifically, a computer game) that I found listed among those cited by James Paul Gee, a professor of linguistics and education, as "worth looking at for their educational merits."

I’m designing an educational game, so Gee’s book, and another one by Marc Prensky (Digital Game-Based Learning which is about learning via video games) are my “textbooks” for a self-teaching course in digital game-based learning.

To look at video games is part of my homework. To buy and play them comes next. Already I got Myst, which is one of the oldest adventure games and is most notable for its graphics. Actually I was bored with Myst and only played with it a short while.

I do this “homework” reluctantly. Two reason for this are (1) those are not my kinds of games and (2) I think an inventor needs to know only the general idea of a game—enough to know it’s unlike the one he or she is inventing.

I’m on the lookout for a game that’s enough like mine that I can feel some affinity for it and the people behind it. Affinity comes from a variety of reactions, some emotional and some technical.

An example of an emotional affinity is the collectible card game called Magic: The Gathering because I noticed when the first stories about it were published that it was invented by a teacher (like me) and, secondly, the publishers commissioned many artists to create the images on the cards.

I like the idea that a teacher can invent a game. In fact, I played with this idea when I was employed as a professor at the UW School of Art. My students and I created a game called Video Game to help ourselves navigate the technology of closed circuit TV and videotape recording.

I also like the idea that the creation of a new commercial product, like a game, could employ artists like my former students.

I had no idea that inventing a game could be so difficult. I suppose I look at games like Myst, Magic or The Longest Journey for clues as to how a game makes itself known among publishers.

Also, as I mentioned before, I’m seeking an affinity group. When I read that the protagonist in The Longest Journey is an art major, it piqued my interest. However, my interest waned when I saw that being an art major has little to do, apparently, with her journey.

It’s an adventure game. According to the Web site description, The Longest Journey (also known by its acronym, TLJ) is:

"… an amazing graphical adventure, where the player controls the protagonist, April Ryan, on her journey through more than 160 locations, spanning two original worlds, and featuring a cast of more than 50 speaking characters. "The Longest Journey" will take you on an exciting and original journey of discovery, where you will explore, solve puzzles, meet new people, face terrifying monsters, learn, grow, and live the adventure of a lifetime! With a story spanning thirteen chapters and more than 30 hours of game-play, leading up to a surprising and emotional finale, "The Longest Journey" is an epic, best-selling, award-winning adventure to be remembered.

Compared to this description (and the graphics I looked at on the Web)  my affinity for adventure games in general is only slight. I have in mind something that’s not of the gripping “adventure” quality that this games’ inventor is dishing out.

I have a different group in mind, and I want to form an affinity group around a wholly different set of motives. I call the motive “asset management and legacy transfer.” With this in mind, my game would be described as:

“Click on the screens of this CD and you will be taking a journey through Emeralda Region, a storied and graphical imaginary place where the user plays the role of a winner of a great prize -- the Gates. In this region, Emeralda Communiversity is an artist’s ideal colony; as a short-listed candidate for the Gates Prize, you visit its 10 locations on islands that let you sample the experiences of modern multimedia artists. You share an original journey of discovery, where you can explore, play trivia games, and learn about artist’s stamps and their origins based on one artist’s lifetime in art. (Artist’s stamps are non-governmental stamp-sized artworks known in stamp collecting as cinderella).”

Despite that my description may not interest the members of the current gamer market, I still want to be a teacher who invents a game that employs artists (and others) like those in my former students’ population.

By “employ” I mean something different from what Richard Garfield (inventor of Magic: The Gathering) meant. In that case, the Magic artists were contracted  to create images for the cards, and the copyrights belong to the publisher—Wizards of the Coast.

I want to employ artists in a different way so that what they do for Emeralda remains in their ownership, and money that comes from their contribution goes directly into their bank accounts. My motivation is not money alone, but if it were so, I suppose I could work it out so that a nominal percentage could revert to me.

The way Emeralda works is that it has a structure based on a fantasy journey. Players use their computers and the Web to visit ten islands in a huge lake. Each island is dominated by a kind of expertise in an art form not found anywhere else in the world. The region is owned and governed by a foundation whose responsibility is to disseminate prizes to teachers in the arts, humanities and sciences.

It’s referred to as a Communiversity—a word I made up to describe a blending of a university bonded by a community sense. When players “go” there, they find examples of what other visitors have done while in residence all in the form of cinderella stamps, i.e., stamps that are non-governmental and have no postage value.

The stamps exist both as paper stamps and as electronic, or digital stamps. The former make nice images to look at; the latter are “click-able” and are linked to other images, stories, videos, and multimedia.

I took the idea that, “A picture is worth a thousand words” and changed it to read, “A picture is worth a thousand bytes—or more”. This makes my game a better game, a bigger game, for people to play. The people are the kinds of people I met in college and who took my printmaking classes. They were, without anyone of us knowing it, members of an experimental group, where I was trying out my teaching using a new canon.

I have in mind pursuing life in this new, fantastic region—Emeralda—and restoring my links to my former students because we constitute an affinity group worth the effort.

Postscript

As this essay is being written, a former student is working a soundtracks that might be used to accompany the CD-based game. Another is considering a few seconds from a printmaking videotape I made in 1984. These are examples of an ideal situation I want to create—where former students are the front-runners in converting their assets to digital formats and adding them to the game.

I note in the books I read about digital games that the process of the players themselves actually building or modifying the game is a common method used in commercial game development and improvement.


Above: The author's postcards for his game Emeralda: Stamps 'N Stories

Bill H. Ritchie, Jr. is an Itinerate Professor of Art in Seattle. He taught 19 years at the UW as a professor of art, traditional printmaking and media arts. Resigning at 43 to start his own learning, research and production company, he created Emeralda in 1992, a game strategy he likens to a fantasy region accessible only by computer. He invented rules-of-play and an operating system he wants to be an online interactive game. He’s immersed himself in a virtual promised land in the age of digital reproduction.

He writes for the benefit of discipline, using a PDA when he's wandering around and a desktop PC to organize his essays. He has a thousand or more saved, which you can see listed on the ten "islands" on the Web. An example is www.seanet.com/~ritchie/apzine.html, on the island of ArtsPort in the Emeralda Region.

For further information via e-mail: Ritchie@seanet.com, and see the professional Web site at www.seanet.com/~ritchie. The company’s name is Emeralda Works, 500 Aloha #105, Seattle, WA 98109. Telephone (206) 285-0658. This article’s statistics are: 1452 Words. 6915 Characters. 3 Pages. iap30802 Dreaming of ArtsPort. ©2003 Bill H Ritchie, Jr.