Monday, 28 June 2010
Dreamy Theatre high poly weirdness
PSP -
Saturday, 17 January 2009
Creativity
• Three reasons why people are motivated to be creative: 1. need for novel, varied, and complex stimulation 2. need to communicate ideas and values 3. need to solve problems (page 396)
- Human Motivation, 3rd ed, Robert E. Franken.
I like the ideas presented in this article, particularly that creativity is not limited to the arts; instead it is a requirement for everything we do that needs independent thinking. Problem solving of any kind requires creativity, I see it as the formulation of ideas which is necessary for an intelligent individual. And since all of us humans are intelligent, as well as some animals, we are all creative. I think it’s sensible to gauge a person’s creativity by how much of that energy is put into use. Using arts as an example, a productive person who fills a sketchbook a month will be said to be more creative than someone who keeps their ideas in their head, but doesn’t act on them. Objectively, I think its fair, because we can’t see inside the heads of others. Their own ideas have to be expressed, creative ideas in the form of drawing/fine art, music, poetry/prose if the individual is interested in those things. Equally, science and mathematics both require creativity to progress. It’s a part of the brain we’re born with in order for us to live, e.g. attaching sharp rocks to sticks to make tools is a creative process. So in answer to the questions in the task description, everyone on a team must be creative individuals, moreso than the average person because their own creative skills are essential to their job and success.
When creativity manifests itself visually, it is usually linked with ideas that seem original in comparison to the rest. Something that is plagiarised has a less creative process to it than an idea that has been fully developed and researched, despite the technical skill. Although it’s fair to argue that nothing is original any more, I don’t think there is a limit to ideas which are different from anything that has been done before. It’s just harder to get to that level. In my opinion, an idea which consists of both research and imagination is extremely creative even if it’s been done before, as it’s very unlikely the two will be that similar, as long as the idea has been refined by the creators own unique imagination, to avoid cliché.
Creativity in games, is something you feel when you get excited about playing, or you notice many things in the game which stand out to you as being interesting, as well as the overall ambiance of the game. From there you can try and guess the creative process of the artist, as however loosely, ideas are based on something real, that is, your own experiences. Some companies I think are particularly visually creative are Monolith, Atlus, and Oddworld Inhabitants. I’ve always been fond of Devil May Cry’s Bosch-inspired architecture and environments, fused with modern day cityscapes.



If it’s been done before and if I’m just being ignorant please tell me, but I’d really like to see a game with graphics in a more painterly style [I know of Ookami, though I’ve never got to play it]. Kind of like what Toei did with the Mononoke tv series, which is basically a moving Ukiyo-e, or A Country Doctor by Koji Yamamura, based on Franz Kafka’s short story. Imperfect, hand-drawn images work so well with animation I don’t see why it’s not the same with games. Perhaps the games industry thinks it looks pretentious? I hope not. I think many of their artists will start to come from a background more rooted in fine art with an understanding of periods and leading artists in history, who are more critically aware in general, like on our course where we’re shown films and learn about genre and movements. I love it.
As an artist, you show your creativity by the process that leads up to your results. Explaining that process is helpful sometimes, but usually visual development does not need much annotation, in my experience. When having your work acknowledged, having the technical skill to back up your ideas seems to be important. As long as the progress of your ideas is interesting and easy to follow I’d hope that it would be acknowledged. Some kind of instant appeal that makes an impression like stylised images or bold colour can make work more memorable. But I’m being really vague here.
This essay is quite an interesting break down of the components behind creativity; the un/importance of talent or ‘gift’ has always interested me particularly.
Friday, 16 January 2009
First impressions, fanart, etc
In TR: Legend one of the most fun parts of the game were the unlockables. Concept Art and alternate outfits were the most interesting for me along with the Director's Commentary in Anniversary. Legend had a bunch of colour variations and novel things like an Amanda skin and gothic Lara. Highly entertaining, and the choice was probably more appealing to females because they were mostly quite demure, with the exception of *that* dress which was great fun to run around in. One thing I'm kind of disappointed about in Underworld is that a lot of these are gone, there's less than half as many unlockables and no alternative outfits, woe. The in-game ones are slightly plain in a bad way. I love simple design but its hard to pull off, and I was looking forward to seeing some optional extravagant things. It just strikes me as a wasted opportunity to design interesting clothing! Even though its Underworld and the tone is different from Legend, I think a lot of people miss it. However, lucky 360 owners get to download and prance around in a Marie Saint Pierre jacket! Why doesn't Playstation store get this kind of thing? So much woe.

There is a swimsuit already in the game, but its basically a recoloured wetsuit with the sleeves cut off. I thought it'd be kind of cool to have a 1930's style bathing suit, I've always liked the simple elegance of that period and it keeps coming back. In the level, Lara wears no shoes which is pretty amusing considering you have to climb sharp, pointy rocks and kick vases for treasure. But I thought it looked cool in the game. The belt is still there because I think its more challenging to integrate it with other clothing, and also the game's physics/animations wouldn't allow it to be removed, as far as I can imagine...I've always wanted to get into modding TR, but have so far only dabbled with 2d. Well, I want to do some more of these, it was great fun.
Monday, 5 January 2009
Week 11 - Gameplay
More recent RPGs such as FFXII have tried to integrate these two modes of gameplay, and from the looks of the PS3 offerings it will end up visually seamless. This kind of decision was probably made in favour of ‘realism’, and thing like the gambit system made it possible to have real time battles, something that I found hard to imagine in a FF game, probably due to being so used to the old system.
However well the modes integrate visually, as long as they are still there underlying the player’s experience the game is quite likely to be more interesting and enjoyable, as long as the learning curve is effective. As nice as real time battles are, for a tactical traditional RPG battle I prefer things like Dragon Quest where its all time-based selecting commands for each character, and you’re always very much in control of everything, as well as the game making the transition to battle very distinctive in a way that seems so old-fashioned now.
Will add to this one later.
Saturday, 3 January 2009
Week 10 - characters and story
The principle of character is has underestimated power. People often claim to be following something for the plot, but the plot should come second to good characters, because without them the story wouldn’t have any appeal no matter how complex or ‘deep’. Every type of drama is based around the characters and conflict, the foundation for the story. We’re still unfamiliar with the concept of ‘buying’ characters or seeing them as consumables, when the selling points of games over the years have always been the characters – they are symbolic of their franchise.
Unlike film, games provide us with the opportunity to be the character and not just observe them. There is an element of projecting yourself onto the character you control which is probably why we can feel close to them after spending however many hours playing a game. It’s a different type of feeling compared to an emotional connection, which is how empathy with characters from non-interactive media works. The connection via gameplay can make even cliché, shallow characters endearing if its fun to play as them. A few years ago I found it surprising when I recognised that the characters I used to really love weren’t actually that deep or developed or even likable [certain characters in the FF series], but I hadn’t recognised that at the time because I was so absorbed in the game. Or I was naïve and easily infatuated by long haired men with big swords. Now my preferences have changed, and as I grew up I now find myself more inclined towards short-haired men with big swords. Or guns, or eyepatches, or beards, or mullets. What I’m trying to say in a really shallow way is that stereotypical character design is really effective at pulling people in, but some companies just exploit that way too much to the point where it doesn’t work anymore. Or it really shouldn’t work anymore. Why is FF7 still making money??
Something I don’t really understand is how people can say things like ‘but...they’re not even real’ in response to your fondness for a character. Just...What? I really like Heathcliff and Mr Rochester and no one has even found that particularly strange. I don’t see why it should be different for any kind of fictional person. It’s pretty funny how loving a character from a game/animation is strange, whereas obsessing over real life actors is practically encouraged. If the things that make up a character is at the least a description, or an image, or a voice, or some combination, the two dimensions really aren’t that different to me. Stay with me before this starts to sound insane. On the surface, there’s not much difference between a Photoshopped photograph of a celebrity and a painting. Both are unattainable, because what you see from actors is invariably different from their real selves. If anything, a 2d representation of a person is a purer way to satisfy our needs to admire or idolise others. Its easy to say ‘I know the difference between real and imaginary people, so there’s no need to think about it anymore’, but I like to think about it quite a lot.
The kind of archetypes I like are most definitely the slightly broken, emotionally vulnerable males who still have this air of strength about them. Bonus points if they’re either slightly arrogant or selfish as well, though I also like the gentle type who’s secret tragedy is revealed later on [Suzaku from Code Geass, if you know the show]. When the theme suits it, I also like hotblooded manchildren just for entertainment factor. Generally I love tragedy and melodrama when it’s done well, and still like it but pretend not to when it’s done badly. One of my favourite clichés is timeskips, when you get to see the hero, or the heroine’s lover come back as a different person, and it’s gradually revealed to you how he came to have changed. Ah, I love it when we get to see blind Mr Rochester in Jane Eyre, such a tear jerking moment which made him a very endearing character to me, it set my protective instincts to full power!
[Also, I apologise if this post seemed to be all opinion, no fact. Finding the balance is hard, and I'd hate to sound forceful.]
Wednesday, 17 December 2008
Week 9 - Ergonomics

I do like my PS3, but if the PS2 is a brick, this thing is a cement block. It looks good, until you see it IRL. I know that for a home console, they should be a relevant size for their environment, and since we have the PSP transport isn’t as necessary, but I just find it too heavy. I am not looking forward to carrying it home tomorrow for Christmas [even though the thing is out of commission right now due to Assassin’s Creed error]. This seems really trivial, but the fact that people, especially University students, part of its target audience travel far more frequently than they used to and want to bring their beloved beast of a console with them is something that should be more doable. Maybe I’m being picky since the PS3 is a MAN’S console and I lack the required manly strength to carry it without living in constant fear of dropping and breaking its precious inside-bits. Perhaps the pure manliness of the PS3 is what attracted me to it. Aside from this, I do think the PS3 looks the best out of the next-gen consoles. I think the X360 looks a bit like a toy. The Wii looks pretty cool but I don’t like white so much. What I did like about the PS3 controller was the similarity to the PS2, and the wireless feature is really nice. Also, I do like the consistency which Sony is giving us, as the user interface of the PS3 is based off the PSP which came before it. The PSP works just like holding a PS controller in your hands with a screen in the middle, and I really love it! I find it much more appealing than the dual-screens or interactive screen and so on. It reminds me of the original design of the GBA, which I also really liked for the symmetry of it.
Menu interfaces on the other hand; I was disappointed at first to find my PS3 rather confusing to use. Small examples such as the fact that when you insert a flash drive, you have to select the ‘see all’ option after the interface tells you there are no files on the drive. And that option is not visually obvious, it took me way too long to figure it out even after going through the menu several times and considering trading in my console with the complaint that it couldn’t read USB flash memory. I am not a natural with computers, at all, but I’m learning to understand these things after many years of persistence. Should I really have to do that? I also find the online network capability ridiculously over-complicated to set up. Again, after reading the manuals, and considering myself a person of average intelligence, I am non the wiser about how to do this. It’s gotten to the point where I’m asking the person who built my computer to come and do it for me, and he doesn’t know anything about consoles. So, why so complicated? How can manuals say so little? Somehow I doubt I would have any less trouble with xbox live. I’m putting it down to my own lack of computer-related intuition/common sense unless anyone agrees with me. I’d estimate that I use around 10% of what my PS3 boasts it can do, and that's not that good, is it?
When will ergonomics go too far? When functionality and accessibility is compromised. My complaints above are more related to basic graphic design than ergonomics, aside from the size/weight issue. But I don’t have that much of a problem with it, if I could use all the features with no trouble then I wouldn’t mind at all.
The joystick is only really useful in things like flight simulators, or the sort of thing used in military training. It lacks the physically interactive features to match the needs of next-gen games, or even games that were made years ago. The ergonomics of the joystick is already incorporated into the analogue sticks present on most other controllers, so it has become quite redundant a while ago. After removing the nostalgia goggles I can remember the joystick being quite awkward and frustrating to use with PC games, but perhaps I was using it for the wrong kind of games? I don’t remember that clearly. Although I don’t think peripherals aside from the standard controller are really necessary, they do look kind of cool, and using a light gun, even if it didn’t work at all, made you feel pretty awesome. Nintendo has always made some weird peripherals such as the Powerglove and the Virtualboy, and its interesting to still see strange unnecessary things like fishing rods come out for the Wii, which they will most likely continue to make for sheer novelty value. Which isn't entirely a bad thing.
[pst, why are these 'thumbnails' blogger gives you always so massive?]
Week 8 – Storytelling and Games
Does story make a better game? Usually, I think, yes, but of course there are varying degrees to what extent ‘story’ is necessary. The primary purposes of story in games are to give the characters [and players] motivations for their actions, to lay out a beginning, middle and end, and to make the player become emotionally connected to the game. I think this aspect in particular is easily overlooked. It is the difference between a game you enjoyed playing that is fun, and something that stays with you in the same way a novel or film does, and games have perfect capability to do that to the same extent. They have the same tools as film – image, sound, and voice. But they also have the extra dimension of interactivity. Depending on the genre, the depth of the story is of arguable importance. For instance, in a puzzle game, an interesting premise/theme is enough, and usually a narrative is a nice bonus that I think should be included more often and usually works well, for example in the Puyo Pop series, the puzzle battles are connected by a simple but appealing narrative that corresponds with the light-hearted style. On the other hand, in games that deal with human killing and other weighty issues, I think they require a heavier level of depth to justify those kinds of themes without appearing arbitrary and shallow.
Reaching a certain point in the game can make the storyline progress by the use of cutscenes, but those are still linear narratives. Some games take the concept of narrative and make progressing through the story the main element of gameplay. The player can be presented with choices at different stages of the plot which lead onto different ‘routes’, and branch off even further to a multitude of outcomes. Even with that type of setup, all the player is really doing is switching from one linear narrative to the next.
After looking at some articles dealing with story in games such as this, and this, while making some interesting points which I will not quote or analyse at the risk of making this entry too long, seem to ignore a genre of game that immediately came to mind after I read the title of this task, Visual Novels. Although classed as ‘games’, examples of this genre are more like interactive fiction, hence the term. All the gameplay consists of is choosing options at decision points; in other words the ‘gameplay’ is completely limited. Does it sound unappealing? Gameplay is usually the thing which we focus on completely. Capcom’s Phoenix Wright series is the best example of a popular visual novel, and I am struggling to think of any more games released in the West which incorporate this style, apart from maybe Atlus’ Persona series as Miles' mentioned or maybe even some parts of Harvest Moon [but even then it’s more of a dating sim, different to a VN as they’re based on statistics where as VNs are based on routes and ‘flags’]. 70% of
The fact that there are pretty much no non-linear narratives in video games could suggest that they’re simply inappropriate for the medium, but I somehow doubt that. Game creators are not postmodern novelists, and I just don’t think the majority of the audience would [literally] buy it. However, considering the standard of game writers, I don’t think the narrative aspects should be ‘dumbed down’ into an easy to follow story when they’re capable of producing more complex things. Instead let people be dazzled and set the standard for other games. I wish. Amateur works probably have a better chance of attempting it rather than big producers which have risks and audience targets to reach and so on. Also, related to the topic I found this which I’d read about in an essay on storytelling once, but I can’t get the Java on my browser to work for this site.