L OST IN T RANSLATION The perils and opportunities of adapting ideas to new media Scott Kim Jun 9,...

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LOST IN TRANSLATIONThe perils and opportunities of adapting ideas to new media

Scott Kim • Jun 9, 2005 • scottkim.com

We often adapt works

Book Living Book: Arthur Manipulative computer: Tangrams Apple II Palm: Tom O’Brien’s games

But some adaptations fail

Works poorly on computer because 3D manipulation is awkward

http://www.javaonthebrain.com/java/rubik/

How do you do adapt ideas well?

1. ADAPTATION

2. VARIATION

3. INNOVATION

4. FULL CIRCLE

1. ADAPTATION

6 rules for success

Some ideas adapt well

Drama: Shakespeare Music: Bach Computer games: Arcade to mobile

Rule 1. Choose the right game

Tangrams

Rule 2. Know your audience

Younger = bigger, simpler, more basic

Rule 3. Know the medium

Output — size, resolution, sound Input — degrees of freedom, control Storage — size, persistence, network

Comparing media

What do you give up? 

What stays the same?

What do you gain?

ME

DIU

M 1

ME

DIU

M 2

Physical vs. Computer

Tactile manipulation 

Geometric shapes

Nonphysical moves

PH

YS

ICA

L

CO

MP

UT

ER

http://www.tangram.i-p.com/

Rule 4. Avoid what’s hard

Moving pieces is hard on computer Can move only one piece at a time Hard to check solution correctness

Juniornet Positions

restricted to a grid

Rotations restricted to 90 degrees

Rule 5. Keep what’s essential

What stays the same? Surface form Core gameplay Player experience

Discover Magazine

Goal: find each outlined shape in the grid

Phone

Which shapes can by overlapping the 2 pieces?

Rule 6. Add what’s possible

What is unique to the medium? How can that add to the game? Experiment and see where that leads!

Math Dance

Giant tangrams lead to group manipulation

2. VARIATION

4 ways to change an idea

Theme & Variation

Music: Goldberg Variations Literature: Exercises in Style Games: arcade / puzzle / 2-player modes

1. Vary shape: Pentominoes

12 shapes, each made of 5 squares

Calendar

Which shapes can be made with the 2 pieces?

2. Vary movement: Concave Convex

No rotation. Overlapping allowed.http://iangilman.com/software/heavenearth.html

3. Vary goal: Puzzle Inlay

Goal: fill the shapes within time limit

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http://www.gamehouse.com/puzzleinlay/?display=buy

4. Mutation: Tetris

Pentominoes + falling = clear lines

What the computer adds Convenient access Improved interface Undo Levels of difficulty Interactive tutorials Automated opponent Algorithmically-generated puzzles Bells & whistles

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3. INNOVATION

Taking a big leap

Take poetic license

Romeo & Juliet West Side Story ‘Twas brillig, and the slithy toves

Did gyre and gimble in the wabe Es brillig war. Die schlichten Toven Wirrten und wimmelten in Waben

Back to Rubik’s Cube

1. Avoid what’s hard

3D is hard on computer. So go 2D.

1. Avoid what’s hard

Rubik’s cube is a permutation puzzle

Like a 2D sliding block puzzle

2. Keep what’s essential

Multiple pieces move at the same time.

2. Keep what’s essential

In physical sliding block puzzles one piece moves at a time

3. Add what’s possible

Computer enables nonphysical moves

3. Add what’s possible

On computer, noncontiguous pieces can move simultaneously.

Cogito

2D puzzle Slide row/column With wraparound Fill 9 center squares 100 levels

4. Going further

Pick out a core idea Rubik’s cube: simultaneous motion Change everything else Just 2 simultaneously moving objects

Double Maze

Move both balls onto both stars at the same time

http://www.shufflebrain.com/doublemaze.html

4. FULL CIRCLE

New possibilities in old media

Newer ≠ Better

Technology is fueled by obsolescence Harry Potter (print) Tetris (old arcade game) Apple II educational games

Use multiple media together

PBS =

Television (draws you in)

+ Web (connect you to more info)

+ Books (for more depth)

Underuse Technology

Living Books (work within limits)

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Underuse Technology

Living Books (work within limits) You Don’t Know Jack (audio)

Underuse Technology

Living Books (work within limits) You Don’t Know Jack (audio) Daily Puzzle (focus on content)

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CONCLUSIONS

Choose the right game

Know your audience

Know your medium

Avoid weaknesses, use strengths

1. ADAPTATION

Vary shape Vary movement Vary goal Mutation

1. ADAPTATION

2. VARIATION

Take poetic license Keep core, change everything else What’s wrong with the original?

1. ADAPTATION

2. VARIATION

3. INNOVATION

Newer ≠ better Use multiple media together Underuse technology

1. ADAPTATION

2. VARIATION

3. INNOVATION

4. FULL CIRCLE

Good ideas transcend technology

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Contact Info

These slides are on the web at http://scottkim.com/articles

Email: scott@scottkim.com