Showing posts with label tasks. Show all posts
Showing posts with label tasks. Show all posts

Monday, 23 March 2009

Creativity, part II

This blog is a follow-up to our previous discussions on creativity. Last time, we established that creativity is a means of producing original ideas which have value, i.e. a purpose, or are highly skilled. It is something that applies to every role or career, and should be encouraged and nurtured to develop from early on in a person’s life. Applied specifically to art and design, a piece of work is generally considered to be 'art' if it either shows a highly refined skill, or evokes some emotion in the viewer of the piece. Then in theory, art should be accessible to anyone with no room for elitism, but we know that's not the case.

After doing some research as to what other people define as creativity, specifically within video games, I came across this article which cited Little Big Planet as a game which stood out concerning Sony’s creativity, as opposed to Playstation Home which wasn’t as successful as it’s competitors. I've only played LBP game recently, and although the concept of a side-scrolling platform game isn’t original anymore, there are small aspects that stood out such as the variety of minigames, and how you can ‘stamp’ your character and home with pictures or animated objects, or how you can control your character’s individual limbs and expressions. The whole visual style of the game has a sort of universal appeal which has attracted a variety of age groups of both genders.

I liked how the game tries to promote creativity, though the limitations do provide the easy option of making random choices rather than creating ‘original content’. Although this does seem to be possible, it isn’t the main focus or most accessible part of the game, and is more evident in games like ‘Drawn to Life’ for the DS. I also appreciated how LBP didn’t have an obvious bias towards either gender, which is a step towards getting rid of the mentality of ‘girls’ games and boys’ games [although, I think most of these are fine for young kids].

It’s also stated that the best ideas are ‘coincidental’, are usually simple, and have a tendency to stick with you. There is a problem with this theory when it comes to real life, as the ideas you come up with entirely off your own back, as a passing or reoccurring thought, are usually so personal only you yourself would find them interesting. There’s a very low possibility of these types of ideas actually appealing to other people and being recognised as valuable. Valuable ideas are formed by reworking these passing thoughts over and over, by doing research, and surrounding yourself with similar things. That’s why being surrounded by other creative people doing a similar thing to you at University is more motivating than being at home, and keeping up with the art scene and games industry is beneficial, I think, as it is usually quite inspirational. I think it’s important to be critically aware of the industry you want to go into [conerning games, this is something I need to work on].

On a slightly related note, if anyone’s interested in Superflat, I watched a short animation recently by Studio 4 °C, who are probably one of the best commercial studios right now, in my opinion. Their stuff has this amateur feel to it which reminds me of indie festival style anime. Thought I'd share!



Director is Daisuke Nakayama, this one really does look like a hiphop-influenced Imaishi [Dead Leaves, Diebuster]. I do spend quite a lot of time watching cartoons, so when something stands out from the 90% of rubbish Japan produces, I get excited. I’ve never actually wanted to be an animation student though, I know I get too caught up on the small details to churn out the amount of storyboarding, etc that’s required. Of course, Game Art is probably more difficult..!

Wednesday, 11 March 2009

Week 19

I think it’s very easy for people in our creative industry to dismiss the whole idea of Liberal Arts/academics because they don’t have to deal with that curriculum anymore. For most people who have being aiming for this industry, academic subjects and accolades are just a means to an end which you can easily label as illogical and crap and stifling for creative people, whose talents and interests should have been recognised by educational institutes instead of repressed [one of the main points in the intriguing TED video clip we watched today]. I see the liberal arts and the whole process of compulsory education as a means to attempt to make well-rounded individuals, and the institutions I went through communicated that. I’ve never had any bitter feelings towards the methods of education, and I don’t think studying mathematics and humanities is pointless even if you’re not going to be using those skills in your future career.

I don’t think creative subjects are exactly stigmatised, as my schools have always encouraged me in those areas; my art teacher had blatant disregard for the idea of assessment, and his own work and teaching methods was so concentrated on traditional techniques he was way more focused on getting us to make pieces that looked visually impressive rather than what fitted the mark sheet, thus everything we made was basically extremely shallow, and 6th form graduates from that school had practically zero chance of getting into an art college. My art teacher at a different 6th form college was the opposite, the creative process is supposed to be about reworking ideas until reaching a final outcome, and the marking structure was completely set around supporting/sketchbook work and was meant to run parallel to the actual process of making a painting or sculpture or dress etc. Similarly, in Foundation Art, one part of the course was keeping a creative journal to discuss contemporary artists and their work which might influence you. So while a lot of teaching methods are disengaging and plainly bad, I don’t think the ideas behind marking and grades are' wrong'. I also think that those who’ve worked harder for their studies deserve to be recognised, so I do like the idea of University being a more exclusive thing that only hard workers are able to get to. The problem is what schools value as hard work.

I do have a personal attachment to the values of the education system which makes me biased, mainly stemming from the fact that my working-class parents and grandparents paid for me to go to ridiculously overpriced private school; which was not the pinnacle of effective teaching methods, but it got the results and it was probably an overall step-up from the alternatives. After going through public school, my Dad went back as an adult to get English and Maths GCSEs because he wanted to be acknowledged as an intelligent person as well as the better job prospects, and thus he has this unshakable high regard of the values of academic degrees. To brush them off as worthless lines on a CV, I think would be a disrespect to what my parents did and what they did for me and are doing throughout my own educational process - which is constant support, funding, and reward but never pressure. They’ve always known I was going to study art, and always encouraged me to work for whatever I wanted, and I chose the option of picking up as many good grades as I could along the way because you only have one chance, and my Dad always says he regrets not going down that route. Would he have been happier if he did? I don’t know, but the least I can do is value what’s been given to me when many other people’s creativity is not nurtured or valued by parents or institutions. I think I’m an extremely lucky person in this respect to be from such an encouraging background so out of principle, even though I agree that there some things that are seriously wrong with the system, I take pride in what I’m able to put on my CV even if others think it’s worthless. I think it would be ungrateful, in my own circumstances, not to be even a little bit proud.

I realise I sound like a square, but it’s more just an emotional reaction to what we talked about today. Also, I despise the idea of spending so many years of your life doing something, only to think of it later as a waste of time. I think that’s really negative, and there is always some value in anything. Just watch me eat my words when I end up as a bitter, snarky old lady..!

To actually address the task, I don’t see why you can’t have a highly-trained individual who also has a good liberal arts background. The whole process of going through school is to give you that background, and I see university as the process of training one specific thing. Though I suppose if you think of it that way, it’s best to have a good idea of where you want to end up early on, otherwise three years just isn’t enough to start from scratch. That’s why I think, can I really get to industry-level in 3Dsmax in just 3 years? Well, more like two now. We’ve had our whole lives to practise our traditional art skills; can I really get to the same level in such a short time? I suppose I must think of it as just a different way of applying those skills. I think by a ‘good liberal arts background’, employers want well-rounded individuals who are aware of the world around them. Really, I think there should be much more emphasis in schools on the subjects of cultural studies, debates, politics, current events, morality, that kind of thing, which in my opinion when taught well would be a better way to produce intelligent, aware people rather than the divisions of ‘faculties’ from so early on.

Thursday, 19 February 2009

Week 17 - Game Engines

A game engine is a piece of software designed to render 2d/3d graphics, sound, animation, AI, and a physics engine [ to simulate Newtonian physics and approximate effects and conditions in a real life or fantasy world], among other features. To economise game production, they are typically used over and over when creating different games, falling into the category of middleware as they provide reusable tools purchasable for different companies, reducing the time and cost of development.

Key technologies include a rendering engine, the mathematical process of creating an image from a 3-dimensional model containing geometry, texture, lighting, shading and viewpoint. The word can be compared to how a traditional artist ‘renders’ an image. Scene graphs in games are used to describe logical and spatial relationships between objects in a scene, and can also be useful in reducing memory budget and increasing speed. Recent trends are favouring accessibility, and engines are being developed more for devices such as mobile phones and web browsers, e.g. Shockwave and Flash.

Additive or subtractive environments describe the process by which objects are created within the engine. An attitive environment exists as an empty void, in which the game world is created and sealed off without the void space leaking into it. The Quake engines, MaxFX, and Half-life are all examples of additive engines.
A subtractive environment is the opposite, as in there is an endless solid instead of a void, and objects are created by removing parts of the solid and the game world is formed from negative space. As additive enviroments are easier to manipulate, a large cube can be removed from a subtractive space and things can be built within it, emulating an additive environment but without the problem of the void leaking in. Some popular engines to use subtractive environments are the Unreal, Dark, and Serious engines.

Using middleware engines can be a big advantage to developers as mentioned previously; it prevents ‘re-inventing the wheel’ – why recreate something that already exists unnecessarily? Engines also are becoming more and more complicated, and creating an original piece of software would be extremely demanding requiring vast amounts of expertise. Also, engines that have been used in successful games are naturally attractive to developers.
However, the licensing of the third-party engine can also be costly, and may require modification to meet the developer’s specific needs. Creating an in-house engine may produce totally unique features for the games using it, with the opportunity to re-use it and sell as middleware in the future. Considering these disadvantages, a safer choice with less risks of failure would be to use pre-existing software, although it would be interesting to see more original engines being developed for specific purposes.

Wednesday, 17 December 2008

Week 9 - Ergonomics

As we can tell just by looking at the world around us, technology has been going down the route of ‘smaller and sleeker’ for a while now. Game consoles of today seem to be experiencing some regression in this aspect, but companies like Nintendo are still conforming to the trend. Consoles do seem to be an exception to this rule, as the thicker they are, the more powerful they seem to be.

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

I agree with the opening quotations that storytelling and listening to stories is fundamental to our natures and desires. The power of myth is often underestimated, but over a long enough period of time, stories can even be transformed into what is established by common belief as fact. A lot of the stories we consume we do so without realising, which can lead to the idea that they aren’t important; which we’ve seen so in games of the past where plots seem like they’re thrown together at the last minute or are full of deus ex machina. Depending on the genre/tone of the game, story doesn’t have to be a fully fleshed out and developed plot, I think even simple thematical narrative can be sufficient if the emotional impact is communicated.

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 Japan’s pc game market is made up of visual novels, and not recognised as a genre in the West. The actual narrative content of VNs varies, genres which lend themselves to the medium are typically drama/romance and mystery, character depth is usually the focus. The platform is mostly PC because it’s easier to make the games for, and successful titles are sometimes ported to PS2 or PSP. Some of the most popular manufacturers [I’d link to their home pages, but most people reading this might find the anime artwork rather eye-searing] are currently TYPE-MOON [started as an amateur group, turned professional after Tsukihime, their most popular series is Fate/Stay Night], Key [makes particularly melodramatic titles, but I’m finding Clannad quite enjoyable] and Nitroplus, who have a subsection which makes VNs aimed at women, which unfortunately have not yet been translated into English by fans. [Right now, I’m playing this game on my PSP. The point is to go through the events of the tv series it’s based on as your own character. I’d try to explain the appeal of that, but probably could not do so in so little words without sounding like an odious fangirl, so perhaps another time.] So why aren’t VNs exported to us? Some of them have been , and they haven’t sold because they’ve been marketed the completely wrong way. I won’t go into it today because this entry is already tl;dr.

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.

Sunday, 14 December 2008

Week 7 – The role of the Art director


An Art Director is one of the roles an artist within the company can aspire to. They control and oversee the work of the art team to ensure the deadlines are met, and to monitor the overall visual style of the game. Even though it partly focuses on managerial skills, I still think it is a creative role more concerned with artistic concepts than production. Also, someone who wants this role would likely have a background as an artist directly involved in creating content, who would prefer to take on more responsibility for others, and become less involved in physical production.

I agree that art direction within a game is similar to the role of the same name within a film production. Setting up a shot in terms of lighting, composition, colour and overall style all still apply as much in games as they do in film. They’re the same artistic principles.

The qualities you would need to fit this role I think would be the capability to have a clear artistic vision which you can express to others effectively. Social skills are important, as one of the main focuses is communicating with others, so an Art Director should love to work with people. They should be self confident, as they’re taking responsibilities for others as well as themselves, and be able to work closely with other designers. An assertive but not forceful personality would probably be suited to this job. I’m not sure if this is the kind of role I would like. Having more artistic control does have a certain kind of appeal, as does becoming very involved with everyone else’s work, but I doubt I have the right kind of personality for this job. I’m pretty meek and not forceful with my opinion. More of a ‘yes sir’ kind of person. That’s really bad, isn’t it?

Also, here’s a good place to share something I’m finding very interesting and amusing to play through in game - Toby Gard [creator] and Jason Botta [Crystal Dynamics Creative Director] comment on Tomb Raider Anniversary, Greece level.
I love Director's commentary. Everything should have it.



Week 6 – Game Design

Even as console games progress, with more complex gameplay and improved graphics, the principles of good design should stay the same. Basic principles should be coherently established such as how to graphically represent the game space, how to represent the player, what constraints exist, what obstacles are present and what the goal of the game is. To immerse the player properly, the game should also have a set of rules that become clear to the player over time.

Gameplay I would define as how the game responds to the player and how we interact with it. For the game to be ‘realistic’ despite the themes or setting, the physics of that game need to be consistent for it to be believable, and for the player to learn how to play and progress. If the rules are inconsistent and sloppy, the player will most likely become frustrated and confused, and unlikely to continue, e.g. rules for which part of a platform the character can land on. SM World series is a good example of platforming which is fun, has a learning curve and just the right amount of tricks.

Gameplay in video games is similar to traditional board games in the way that both ‘worlds’ abide by rules, which are easier to manipulate in video games. They also have more complex sets of rules which happen in the background, of which the player isn’t aware. In board games, you are always conscious of what is and isn’t allowed. I suppose a board game is like a microcosm of a video game, which is logical because their roots are in traditional games.

The Art Director is someone who controls the visual design elements and makes sure these things are cohesive with other areas of the design. The role is very important since games are a visual medium. If there is more than 1 designer, which generally there will be, it should be compromised of a small group who are each specialised in different things, so each person can do their job without spending too long debating over specific issues. Although I think that games should stick to some design principles, I don’t think genres need their own set of rules, as not doing so would leave more room for innovation to avoid cliché. As far as art goes, I like lots of variation as long as it sticks to an overall theme. Other things like gameplay and music can add to certain atmosphere; this kind of thing is more likely to make an impression on you.


Week 4/5 - Writing about games

I think that games should be judged alongside other visual media such as film, and not as products. There are many elements to a game that can be ranked on an objective scale, and the task is to decide which factors the readers of the review will want to know. Judging a game within the context of its intended audience and possibly its genre should be important; even the graphics/story should be valued by keeping in mind the question of whether or not these things add to the gameplay. I think that audiences should be divided into ages, and also by the platform of the game, as this is usually suggestive of the demographic; i.e. a game for the Nintendo Wii will often be aimed at families and a PC game aimed at an older demographic. Those things such as graphics and visual elements are all subjective, people have different opinions on what looks nice or what is or isn’t necessary, but I believe that gameplay can always be judged as good or bad. This could be done by assessing how effective the gameplay is at conveying the designer’s intentions and how enjoyable it is for the player. Issues such as how immersive the game is, or if the rules are consistent can contribute to this. Length and re-playabilty should also be considered; though the genre of the game should be taken into account, e.g. an MMO or linear narrative.

I found the examples of New Games Journalism rather interesting, as it does make the exclusive task of reviewing games accessible to any player. I like the fact that the opinions of the reviewers are going to have less bias, but I would personally prefer to read a magazine article which directly deals with the various parts of the game. My own experiences involve reading several different reviews to see what kind of rankings the game of my interest would receive, and generally anything in the 6-10 area I’ve enjoyed, even if my opinions on the specific elements vary.

I stopped reading game reviews in printed media a while ago, mainly due to the price for a small coverage on maybe 1 or 2 games out of the many the magazine would review, most of that information I could find for free on the internet. Professionally published reviews [online or printed] can easily sound like promotions rather than unbiased opinion, and even though all opinions contain some amounts of bias, I think it’s wise to read more rather than less if you’re looking to become informed about a game and make a decision on whether or not its worth buying. To become more engaged with the review, media like video is useful for showing examples of specific features by demonstration rather than description, which I think may become even more popular in the future. With the prices of games, researching before investing is becoming more important than ever.

Not particularly surprising, but I like to look at the stuff on Gametrailers, Gamespot [though less than before since they lost a lot of rep], IGN and pictures on Famitsu.