29 Feb 2012

Characters

I have looked into this a little in the past – Character types and roles etc.  There are a few categories and purposes of characters – Protagonist, Mentor, muse, thresh hold guardian, nemesis and the like.  I’m not gonna talk about that really, is pretty boring and vague.  In video games they normally stay very obvious with the roles… Mario for example is meant to be an “everyman” on “common Joe” protagonist – He’s a plumber for Christ’s sake, Princess Peach is the damsel in distress and Bowser is the nemesis.  Along the way you may meet Toadstool who is a helper, or guide along the journey.  These are all very typical character types and can be seen in almost all games.



Where games are different from other mediums you have to be the decision maker and still be limited by the game area – Pac Man can’t just leave the screen and report to the police that the ghost have gone mental, that’s stupid and does not fit into the game.  However his character is developed from the gameplay and situation around him.  We in a little way become Pac Man and empathise with the imminent peril.  This is all orchestrated through game elements and aided by clear visual and audio indicators.  That is one challenge games face – conveyance.  For example in Battlefield 3 (toted as the most realistic multiplayer shooter) you have a radar which in reality would not work, you get a little marker come on the screen to confirm you hit an enemy with a bullet and get text on the screen when someone is killed.  While all of this detracts from the realism it is essential for the player to play the game better.  If we didn’t know we killed an enemy we would be holding the position until the game was up.  What I’m getting at is that games struggle to function as both games and totally immersive experiences, there has to be a cut off where the game is still fun.



When I think “character” I tend to think of films before games (I don’t really read novels).  Some strong examples of movie characters can be seen in Tarantino films and almost anything with Robert De Niro in pre 2000.  I watched taxi driver the other day which stars De Niro and his character totally carried the film.  It is interesting as the character portrayed is basically not normal – He reflects the dark city around him and the decline of morals, often played out through his own personal thoughts through his diary.  I think it is interesting as the viewer sympathises with him, although he seems like a psycho nut job.  If you made a taxi Driver game it would suck – You just can’t recreate the feel and make a game out of everything.

An example of a game where the character & story are a main focus is the Mass Effect series.  In Mass Effect you get to make “important” choices of who lives and dies, and who to shag on the team.  The more good/evil you do the more access you have to do more good/evil deeds.  They have even made the games follow on sequentially so your decisions carry over onto the next game.  I have got to say this is all very clever but for me is just a gimmick, I seduced some alien and got a sexy cut scene – But why on earth would I care?  I don’t feel the same attachment to the characters as I do in movies (or reality of course) and would eject them into space after given the choice, just for a laugh.

I thought I’d give Left 4 Dead a mention – I have really enjoyed playing that game; is four player co-op and all four of the characters play exactly the same, however Valve did a great job at incorporating a story and relationship with the characters through dynamic dialog.  The first time they meet they may introduce each other, maybe talk about the guy that didn’t make it to this part of the level… They have many different triggers which vary what they would say and their character would come through – Maybe talking about something they did in the past, a comment on something they are looking at on screen, whatever it is it manages to seamlessly flow with the game and actually aids the other players by illustrating the situation better.  I have kinda grown attached to all the characters in some way, and although they all play exactly the same the character comes through still.  I have favourites I tend to pick – maybe the character I most associate myself with or who says the funniest shit.  If that all wasn’t present there would be a gap in the game, I salute Left 4 Dead for keeping simplified gameplay (There isn’t even an aim or run button) but was one of the most engrossing games I have played – maybe the most as a multiplayer game.

Art Direction



What is Art Direction?

Without any research we can guess that the art direction of any particular project dictates how the product appears over all.  This can apply to many different products; films, magazines, games, musical artists/videos, books, fashion line, car series, anything that’s created really.  Fundamentally a product has to be fit for the purpose – A kettle has to boil water, but if you have the coolest kettle it would have a cool look too – This is simple marketing.

Here is a Bugatti kettle on amazon for £209.00, it’s got a 1-star review rating.
Notice the angular look and impracticality high handle.
It is red too – the classic Bugatti colour.

Even though this is classed as product design it is a simple look at how its appearance has been manufactured.
I’m guessing there would have been an art director (or equivalent) deciding on all these factors before production.  Here they obviously stuck to the Bugatti theme and are using their image/name association to sell “cool” product – like their cars, very expensive.


The art director is the person who oversees the overall visual appearance and direction of a project.  They would be near the top of the development ladder and be collaborating closely with lead artists and the production manager.  Their role is insuring that the visual presentation and appearance is unified and fits with the vision of the project.  It is a lot of responsibility as in the end they are the ones responsible for how the final product looks and in some levels works.  They will have a lot more power over the appearance then say a concept artist – who would be creating images to suit the director’s needs.
The Art director will be brought in the early stages of a project during idea development.  It would be essential that they share the same vision and goal with the Lead Designer, Script Writer, Story Board Artist… There are so many aspects and roles, it depends on the project and development team.  Even if in an independent team of seven people (Bastion) the role is still the same. 

I think to be an Art Director you need;

Experience – A degree to learn the fundamentals of visual design.  A job in the same area, working under an Art Director producing images for other people, generating strong ideas and getting accustomed to how the industry functions.

Understanding & Flexibility – You need to be able to pick up what others require visually, what works, why it works, current trends – and the flexibility to do this work as required.  You can apply this to people skills too – Don’t be a dick

Passion & Luck – The more you care the more effort you put in and the better the work.  This will also create enthusiasm around you and a positive outlook.  For luck you just have to keep at it – be nice to everyone and hang in there.  Do your best to actually do the role you want – even if you’re not getting that wage, you are getting experience and hopefully recognition for it and your “foots in the door” so to speak.

Strong Visual Style – This isn’t a must, but is what will set you apart from mediocre art directors.  If you really are passionate about it, it will translate through into a game.  I think the perfect art director would have the markings of transparency – where the game environment just feels “really fucking good”.  This could be from ensuring smoothness and flow of gameplay (presentation, conveyance, user interface) to creating a really detailed and complex universe.

Setting the Scene


This is what it’s all about in a nutshell – Setting a convincing scene.  This has to be fit for purpose.  If we are talking about Skyrim it is all about atmosphere and realism in an epic fantasy world – You wouldn’t through in a cartoon character side-kick for comic effect and as a guide.  What I’m getting at is the reason it doesn’t suit the theme and would not be fit for the purpose.  Games have to function how you like and the Art Director needs to consider this before making it cool or interesting.
Captain Smiley from Xbox Live game Comic Jumper and his patronising star/chest/sidekick/guide

6 Feb 2012

The Internet Stole my Mum

I got a sad text from my mum last week, she asked if I would ring her more.   I gave up ringing her months ago as she never picks up or phones back, and the reason?  She’s on the bloody internet every available moment doing God knows what.  It’s not right, she used to tell me to go play outside when I was younger and to stop playing video games.  

 I know all too well how addictive online gaming can be, especially when there are a load of people to “mingle” with – I spent nearly two years solid playing Diablo 2 and the only thing that stopped me was when my internet got cut off because I didn’t pay the bills.

Second Life

My mum is an active member of the Second Life community, the more I find out about this game the less I like the idea of.  An old friend of mine  “Batchy” was telling me about how he bought a penis for his avatar – they come in all shapes and sizes and custom “functions”… Basically he got one so he could jizz when have online sex with another person using an avatar.  Basically its an imaginary space where you can act and appear how you like, with a million other people around to create a virtual life… or second life.  These guys actually write rl = real life or sl = Second Life, they get so absorbed and connected to the game that they have to differentiate.  It reminds me of friends who used to actually role play when playing dungeons & dragons (or some Gothic equivalent) – acting like the character they are playing, it seemed like a vent to be the dick that you want to be but are too scared.

One thing I can say I like in second life is the ability to make this range of items and shit for your dude, you can of course make your own shop.  Last time I walked in on my mum (she hides her second life from us real-ies) she was talking to a woman/avatar who actually makes a real living from playing DJ sets within the game.  I’m guessing the conversion rate from “make believe” to “actual money” wouldn’t be so great but the community is turning into a society – she gets thousands of regular listeners and even money through advertising.

Where’s it all Going?

Ok, lets say we all started living online, what would that mean?  The main change is the social aspect, on one hand you “are” talking to lots of people and working together or whatever, on the other hand it’s not you, you are sitting still in a room thinking shit in your head.  However the emotions are more or less the same, you can jizz but you can never really feel their skin, or look into their eyes – You get a distilled version of what that person wants to be.

People are different people when they are online and I think that is part of the appeal – My mum is nearly sixty and yet her avatar looks like a Viking Goddess/porn star, I dread to think of what she does in that room but at the end of the day I understand.  Is it sad that her friends are all online?  No I don’t think so, people I work with are not normally by choice and online you are automatically drawn to people you like and make friends you appreciate for how they act rather than out of proximity.

Maybe it’s just having that comfort zone, when you are out with people you share terms, space and time, online this is all choice – If you cant be arsed seeing that boring mate it’s no biggy – Internet people you can ditch and there are a hundred more in the next area.  If you do that in reality you may lose a circle of friends, and are more social rules to abide to.

My friend Batchy is now living in Switzerland with a girl he met on Second Life and they have a kid on the way!  He is an odd character, but actually really talkative in person – I can’t easily pin the same picture on every Second Life citizen as they are all different.  It is easy to see how the internet can be a double-edged blade, isolating you from the real world around you or bringing it closer.  There is no clear good or bad, I personally feel that it’s quite a selfish way to pass time and should only be done casually like playing a normal game.  I feel guilty for the time I spent “playing” Diablo 2… Maybe it’s just how my mum raised me?

http://secondlife.com/  ÃŸ Don’t do it

1 Feb 2012

Gaming Elements: Structure

Fundamentals

At the core of any game is an idea.  The purpose of a game is to actualise the idea in an interactive format to be portrayed to the gamer.  A business way to look at it is creating a product to sell to a customer, and artistic way is to express the story and mood that goes with it.

Engagement
This is an important one – How engaged does the gamer have to be?  Are there lulls in the gameplay where they can rest their attention?  Is there a structure to the plot – maybe a climax to the end of a chapter/level?

Structure
There is a common formula tried and tested… I’m gonna use Star Trek episode structure for my example:

1st Quarter:  Introduction
·         The scene is set – This is where you get introduced to the characters, see the challenge which will have to overcome.

2nd Quarter: Development/Twist
·         Story development – You see the intended direction they need to go to resolve the challenge
·         Sub plot – A second story relating to the main plot is revealed – Maybe it will clash with the intended direction of main plot or is to give more background information or mood
·         The problem they didn’t want to happen – Something goes wrong, and is vital to story it is resolved

3rd Quarter: Build-up of tension & release
·         Crescendo – This is where they will have to work hard and often do the unexpected, leading to an inevitable climax where the goal will have to be met.  Imminent threat and often a timescale creates pressure.
·         Sub plot progression – Something unexpected happens, maybe a twist where there is a personal decision.
·         Climax - Friction & suspense leading to action and resolution

4th Quarter: Wrap-up
·         Conclusion – The characters reflect or rejoice on the actions they took that day.  They are richer for the experience.  They progress.



This formula would work well as a level or chapter.  The idea stays the same, what you have to consider is the engagement level. Star trek is obviously made for TV and tries to draw you in and is structured around the advert breaks to “leave you hanging” and hook you to watch the following section.  There is also a soap formula in star trek where the characters all grow and is a greater scale of story arc.  This often fits over whole series and even further. This can also apply to modern action games like Gears of War… I’m sorry to say I know someone who cried while playing the third one as he had grown so attached to a character through playing the whole series.   This is serious emotional impact evoked through story telling.

Games Are Not TV, Film, Books, or Music

This is pretty obvious but needs to be mentioned.  Games are interactive and require the gamer to interact with the game.  With music you can dance, with film you can discuss but you have no direct influence on how the film unfolds or what the lyrics in the song will be.  It’s this interaction which sets it apart from the other entertainment.
The interactive aspect gives the game developer a whole world of tools and challenges into creating a game.

Street Fighter IV vs Mortal Kombat 9

These are both fighting games – very similar in principle; Two people on either side of the screen need to beat each other up.  There are also many precepts which are applied to both – They both have energy bars to display how far from defeat they are, they both use similar controls to move about and attack, they both have a variety of characters with unique moves and styles of fighting.  The presentation is the same you go from options to arcade or versus mode, have a practice mode and can adjust the same options.
There are also many subtle and vastly different elements, such as gameplay, presentation, network code/online function and of course marketing.

Mortal Kombat: Mature; with gore, realistic models, dark/evil setting

Street Fighter: Arcade style; with vibrant colours and cartoon like graphics, more sophisticated fighting mechanics/balancing, more fluid gameplay from established systems.

Mortal Kombat I found disappointing.  It tries to complete with other modern fighters but doesn’t bring the needed flexibility in gameplay.  The gore appeals to teenagers more than me and I find it to be a gimmick getting in the way of the game.

Street Fighter IV I was amazed at, I hadn’t really played much since the old days in arcades and before that SNES/Megadrive.  It seemed to give me the same feeling I had when playing it then, it felt and looked so suited to how I want to play fighting games.  The simplicity and learning curve are amazing, There is a massive range of skilled players you can very easily play online.  You can easily check your own and friends replays/progression, study high end battles.  There is also great flexibility on the characters and the style you can play.

I don’t want a fighting game where the fighting is monotonous and unrewarding – Mortal Kombat gives you few options when playing online as the balancing is out the window, also every characters normal moves have identical properties, they move the same speed and have the same amount of energy – These are very easy ways to make characters feel unique and to balance the game accordingly… But no.

I can bitch a lot more about Mortal Kombat and bore you with fighting game mechanics… Let’s just say I like fighting games a lot and MK has nothing done right.  These are an example of how two games closely the same can be very different – Maybe made for a different market or just not took into full account current standards.  It did however win some awards…  Think Warner Brothers have something rigged.

Reviews

I have always taken reviews with a pinch of salt, especially if written by a magazine.  One of the first video game magazines I got every month was Sega Mega Advanced Gaming. Before the rise of the internet, magazines were way to get reliable information – Friends often made stuff up or just miss-informed you.

Thinking back there is an obvious marketing partnership between the magazines and the game publishers.  The magazine itself wants to sell and will of course be biased to doing whatever it is to make money.  One thing I noticed is the ratings, you get a score out of 10 or 100, and only the very worst games would never hit 70%.  You would sometimes get a stinker getting around 40% but this was rare.  My point is that reviews were scaled disproportionately; often promoting what they believed would sell.  I did not read a single review back then which gave a fair comparison between Sonic the Hedgehog and Mario.

Today we have the internet, which I think gives a more varied look at a game.  Often a site supports member’s reviews which I personally go off.  That could possibly be the best thing about the internet – It gives everyone a voice, for better and for worse.  Quite simply, the more reviews you can read or watch the better your understanding of the product.

Example:
I’m a fan of the Final Fantasy series and I recently got a high-end PC… I heard that Final Fantasy 14 (XIV) was out so gave it a quick look… GameFAQS link Reading a couple of reviews and seeing its low (still above the 50% average mind) score put me right off.  Square- Enix obviously fucked up again and put there their top title to a crap game… again and tried to sweep it under the carpet.

I read the article How To Use And Abuse The Gaming Press And How The Gaming Press Wants To Use and Abuse You.  This article was very interesting, while it was not strictly a review it is insightful of how the reviewing business works with the industry.  I like the language used as it seems very frank while still portraying the writer as knowledgeable yet professional.  Maybe this comes from his credentials which he mentions – I believe it may be more to do with his own self-promotion through this article, which not only illustrates the fact he has played an important role for an independent company but has the power to do so and is sharing that power with the reader.

The article The New Games Journalism was pretty interesting also.  I think it was stating information which is more general knowledge however.  I like the idea that of following Wolfe’s lead in the seventies, give the reviews opinion, show the reader you care, show them why they should care too.  Here’s an example of a modern youtube review, similar to magazine reviews these guys have to sell/want hits – They have to entertain the viewer.  There is a formula of impersonal language, humorous presentation, and passion.  I actually found the points he was making on game design very interesting… Maybe I was empathising with him, the passion he portrayed is similar to how I feel about some games and I agreed with a lot of the points.

If I was any part of creating a game I would probably want to review it… What If I didn’t like the game though?  Would I rip it apart?  Would I be cool help create a game I don’t actually like?  Would I even have the power to choose what I work on?  Would I be more valuable somewhere else in the process if I can recognise why a game doesn’t work?

There is no such thing as a perfect game, or even a good game.  These are all relative to personal opinion, however there is a standard expected.  If the game fundamentals (presentation, conveyance, playability, purpose) don’t fit the desired vision and market then it is “bad”...  There is no way I could give a fair review of Barbie game aimed at ten-year old girls… I am totally different and have different expectations from a game; I wouldn’t care if it has the latest Malibu model in it and would judge it to totally different credentials.

Last week we compared Pac Man and F.E.A.R, Pac Man is retro and relatively primitive, yet it is still a “good” game and is infinitely more important to video gaming history.  There is a standard people expect when buying a modern retail game, if you asked £40 today for a game with graphics similar to Pac Man you just wouldn’t get it.  As the technology has evolved so has the market and ways to find information and even acquire and play games.  

The video games industry akin to all entertainments; TV, music, and film and is prone to cycles or fads – As it evolves it also recycles regurgitates previous fashions leaning towards whatever they calculate will sell.  The main market has, and always will be about one thing, making money.