Escape Theory Programming, Flash and Gaming For Life…

14Mar/120

How to Play

first published on whitelabs

We are often encouraged to ‘play’ in the marketing / advertising space to create bigger and better ideas. How do we create a playing space for professionals?

What does it mean?

To me, playing is synonymous with experimentation, which implies a high degree of risk.  I think a team that encourages playfulness must never shy away from failure, and more importantly they should learn from the inevitable mistakes.

Take for example, figure skating. One of the most spectacular Winter Olympic manoeuvres is what is known as the ‘triple axel’, whereby the athlete leaps into the air at speed, spins three times, and lands. This move is notable in the fact that there is no safe way to practise the triple axel without actually trying it on ice (whilst wearing a pair of razor-sharp skates, mind you). The athlete would have theorised, then practised and fallen repeatedly before perfecting the trick which can take years of training. ‘Playing’ in a sense, is like practising the triple-axel, where the likelihood of failure is higher than success, but the reward potential is great.

As an industry of professionals, our clients and our assignments determine what I call are 'mission critical' jobs. Clients such as financial institutions, medical or legal firms often have little or no room for error - and as a result discourage 'playing'. But even so, it doesn't mean we can't create spaces for people to play.

Operation Blackout

White’s ‘Operation Blackout’ was an example of creating a playing space. One day, one brief, zero clients. All of a sudden, the main concern for risk is removed, and everyone is given a chance to try something that they have never attempted in the past. Answers to questions like ‘how much preparation should I do before making a presentation?’, ‘how little product testing can I get away with?’ and ‘which team member can think on their feet?’ became immediately apparent.

Identifying Opportunities to Play

Often, especially since one of our main clients is a bank, we can misinterpret opportunities to play as mission-critical jobs. It is up to us to communicate to stakeholders and team-members to identify the times where experimentation is accepted, and to be just as prepared to learn from mistakes, as celebrating success.

Creating a Playable Environment

Creating a culture of identifying and learning from mistakes rather than making a witch-hunt every time something goes wrong requires a team that trusts and respects each other. The rewards to constant experimenting and learning is a stronger and more confident team, and greater potential for cutting-edge work.

G

We are often encouraged to ‘play’ in the marketing / advertising space to create bigger and better ideas. How do we create a playing space for professionals?

What does it mean?

To me, playing is synonymous with experimentation, which implies a high degree of risk.  I think a team that encourages playfulness must never shy away from failure, and more importantly they should learn from the inevitable mistakes.

Take for example, figure skating. One of the most spectacular Winter Olympic manoeuvres is what is known as the ‘triple axel’, whereby the athlete leaps into the air at speed, spins three times, and lands. This move is notable in the fact that there is no safe way to practise the triple axel without actually trying it on ice (whilst wearing a pair of razor-sharp skates, mind you). The athlete would have theorised, then practised and fallen repeatedly before perfecting the trick which can take years of training. ‘Playing’ in a sense, is like practising the triple-axel, where the likelihood of failure is higher than success, but the reward potential is great.

20Jan/120

Bonkers!

first published on whitelabs

Are you ready to go BONKERS?

I'm proud to launch Bonkers the Clown for Android!

Using the same addictive formula we know and love from Zombie Ninjas, our talented Scotty Nolan has reskinned the entire game with his Clown-ification of the game, which I must admit is very fitting!

Making his musical debut is Paul Fiore, and he kinda helped out with some copy too... even though the game was not available on his iPhone.

It's free! Download it (and 5-star it!) if you have an Android phone!

20Jan/120

A Question of Originality

first published on whitelabs

With the issue of SOPA and PIPA headlining the USA agenda this week, I think it's appropriate to step back and question what we consider 'original ideas'.

All too often, we give credit to apparently 'original' ideas, and lose sight of the fact that all ideas continuously influence and inspire each other to create new ideas.

TWA's Operation Blackout early this month proved that even the broadest brief can spawn two or more almost identical ideas from completely different teams, and this happens because we are colleagues from the same industry, with similar experiences and sources of inspiration.

http://www.whosampled.com/ is a site where you can listen to popular music from artists like Lady Gaga and Kanye West draw inspiration from foreign or historical music. Sure, some of them will credit their source material, but as for the majority...

Garry

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30Aug/112

Zombie Ninjas available for Android

The beta of Zombie Ninjas has finally been published on Android Market!

https://market.android.com/details?id=air.au.com.escapetheory.ZombieNinjasGame

The development cycle from Flash to Android is now complete :)

Still to come:

- Sounds

- Music

- Leaderboards

- Sharing on Facebook

I will make another post when the game is complete with music, sound and a working leaderboard!

22Jul/111

R18+ rating for computer games

It's been a few years since my open letter to the then South Australia Attorney General. I'm happy to hear that the voices of the wider community has finally been answered.

The Standing Committee of Attorneys-General decided a few hours ago to introduce an R18+ rating for video games in Australia, in line with films and television.

With the exception of NSW which has abstained from the vote, all states and territories have agreed to implement the rating at some stage, and NSW is likely to follow after a separate meeting.

If you didn’t know, Australia is one of the few countries that do not possess an R18+ classification for video games.

This means that games rated Adults Only in the USA or Europe (like Call of Duty, Grand Theft Auto 4, Left 4 Dead 2 and Mortal Kombat) are refused classification and can’t be sold here.

What this meant was that some games (Left 4 Dead 2) are edited and released in Australia with toned-down violence to meet the MA15+ rating.

Other games are barred from entering the country since the developer refuses to edit the game (Mortal Kombat).

The worst scenario however, is that big budget games (Call of Duty and Grand Theft Auto 4) are given preferential treatment, and reclassified as MA15+ with little to no edits in order to sell here. Year 10 students end up playing games that are meant for adults only.

Luckily for us, the end to misclassification looks near, and we adults can soon play the same games that the rest of the world is playing, while ensuring aussie parents know the difference between games for children, and games for adults.

Yeah!