The First Graduates…

The first students in bachelors programs Computer Game Programme: Game Design and Production and Computer Game Programme: Game Graphics. A group of graduating students also just got their first game A Story About My Uncle released on Steam.

In addition, the first students are graduating from the  Game design and production masters program at Aalto University (was establishing that program and teaching there during the first year of the program). The first students get their masters degree this spring.

A Story About My Uncle Launch trailer by the Gone North Games.

Classical game now at Internet Achieve

Today, the Internet Archive announces the Historical Software Archive, a collection of prominent and historically notable pieces of software, able to be run immediately in your browser.  They range from pioneering applications to obscure forgotten utilities, and from peak-of-perfection designs to industry-crashing classics. (

And the direct link to the archive:



IJRP issue 4 is out

International journal of role-playing published issue 4. It contains following articles:

  • Bowman, S.L.: Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study
    • Much of the current research in the field of role-playing studies focuses upon the positive impact that games can have on the lives of participants. This research describes potential problems within role-playing communities.
  • Ilieva,A.: Cultural Languages of Role-Playing
    • Role-play interaction in live roleplaying games is also language interaction. Role-playing language is different from everyday language, because the worlds created in role-play are not just a reflection or extension of everyday life.
  • Jara, D.: A Closer Look at the (Rule-) Books: Framings and Paratexts in Tabletop Role-playing Games
    • As texts which are based on collaborative and interactive narration, tabletop – also known as “pen and paper” – roleplaying games (TRPGs) are distinct in their technological simplicity.
  • Mochochi, M.: Edu-Larp as Revision of Subject-Matter Knowledge
    • The paper presents theoretical foundations of the author’s approach to the design of edularps. It is deliberately steering away from cross-disciplinary teaching, artistic education or soft skills training in order to advocate larps tailored to single school subjects, focused on integration and consolidation of curricular knowledge.
  • Stenros, J.:  Between Game Facilitation and Performance: Interactive Actors and Non- Player Characters in Larps
    • The challenge of combining narrative and gameplay in live action role-playing games (larps) has been successfully negotiated with the use of runtime game mastering and interactive actors (ractors) performing non-player characters (NPC).

The issues is available on,

A Piece of Gaming History Reported

Dale Dobson writes on Gamasutra about history of TSR-80 including a look at the notable games in the platform for example

  • Zork, a text-adventure classic (1980)
  • Temple of Ashai (1979)
  • Misadventure #2, an adult text-adventure (1982)
  • Asylum, a first-person adventure game with 3D graphics (1981).

Recommended read to those who are interested in the history of games.


Dobson, D., 2012. Games from the Trash: The History of TSR-80. Gamasutra, URL=

Introduction to Unity


The introduction tutorial uses accompanied Unity packages:

Update 2013/01/07. file hosting changes and URLs changes to point to the new location.

Update 2012/10/27: The slides and packages now include GameManager and MainScreenGUI prefabs. GameAgents script handles Player adding player object to the scenes so that testing is easier. Tutorial slides reflect these changes.

Computer Games and Emotions

Petri Lankoski

Authoritative version is published in Sageng, Fossheim & Larsen (eds.), The Philosophy of Computer Games, Springer, pp. 39–55,  DOI=10.1007/978-94-007-4249-9_4.


An intriguing question in the philosophy of fiction is on how can we be moved by the fates of the fictional characters or how we fear a fictional monster? This question, in the context of literature and film, has been addressed, for example, by Lamarque (2004/1981), Carroll (1990, pp. 61–96), and Walton (1990, pp. 240–289). This same question is relevant in the context of computer games: how can players be afraid in the game events when obviously, for example, a monster in a horror game cannot threaten the players?

Read more

Role-playing in single-player videogames

I will present my paper Role-playing in single-player videogames at Role-playing in games seminar (April 10-11, 2012).

(The paper might be  in the program with its old title Role-Playing in Single-Player Computer Role-Playing Games).

The paper present a small study set to investigate relation between role-playing and story. Following hypothesis are examined:

  1. Role-playing ones character makes game narrative more coherent and interesting
  2. When the game is too hard, role-playing will decrease.

I used a questionnaire to ask about role-playing and story in Fallout 3, Dragon Age: Origins, Red Dead Redemption, Dragon Age 2, Elder Scroll V: Skyrim,  Grand Theft Auto IVDeus Ex: Human Revolution, Mass Effect 2, Assassin’s Creed: Brotherhood, and Batman: Arkham Asylum.

I write more about result later. This is a teaser.