Thursday 25 October 2012

A Brief (Audio) History of Video Games


A short instrumental video composed of recognizable, distinguishable sound files from various popular games made over the years - a homage from all games from Pong and the era of Atari to Assassin's Creed and Metal Gear. The video is little more than this but it still accurately depicts the changes gaming has gone through in the short period of 20 or so years, and makes me wonder what the future heralds. From genre, gameplay, and elements like the UI - and of course, the sound and music involved, everything about gaming and games over the last few decades is celebrated musically in this three minute long clip. 

The entire song is composed only of sounds made in video games, many of which the majority of gaming audiences will recognize. I think this is a warming testament to the power that sounds have in gameplay, considering that some of them we will hear over and over and over again, they need to sound good enough to be heard as often as they will be. For example, the sound of a basic attack must sound satisfying and gratifying enough to hear over and over again, whereas the sound of obtaining some sort of reward or earning an achievement must have higher gratification. Now the sounds themselves are conditioned to reward us with this gratification and I think this why listening to the song in this video communicates so well with many gamers.

There is also a similar track focusing solely on the PC game platform.


Game Scriptwriting Talk

http://www.industrygamers.com/news/industry-careers-video-game-scriptwriter/

Scriptwriting in games is becoming a more and more important aspect of the gaming industry as games developers are starting to realize that story elements are as important as multiplayer features - and it is often story elements that require games to spawn sequels or prequels - a notable example being the Call of Duty single-player campaigns of which I am quite fond of. The multiplayer mode I don't much care for. But if the story is good players will want to see where it goes and may very well purchase a prequel or sequel for this reason alone. Other examples I can name off the top of my head are the Warcraft RTS series and MMORPG, Splinter Cell, Final Fantasy, Metal Gear Solid, and more recently the new Lara Croft.


Most importantly, I think, is that fans will grow attached to the story and if it deviates from it's original appeal, the game title may find itself pulling in new interest at the cost of losing the interest of those it had previously earned. Many game sequels or prequels have had this happen.

I do not consider myself has someone who is trying to get into video game script-writing, though I am fond of writing and I may give it a go in my spare time, looking into how video game scripts are prepared so that I could give it a go.

Eurogamer Valve Talk



In this talk, Chet Faliszek talks about getting a job in the game industry. Coming from one who works at Valve, a company of whom I am an enthusiast. His 'short version' is to 'make something'. This has made me aware that the best way to demonstrate your potential make it into the video game industry, isn't to demonstrate how you could make a game, but how you will make games or how you have made games. This ties in well to what I have read on Blizzard's tips on employment.

His advice isn't to 'wait for the right moment to start', and that one ought to simply start regardless of what software or computing power they have access too, because you learn more by starting. All in all his advice is very encouraging that no matter your experience, if you find the dedication and get to creating games, or a game, or something within a game in any way shape or form, it will help you learn and progress and bring you closer to the industry.


  • Only include finished work, don't include any 'I made this in ten minutes'. Have pride in your work and do it right.
  • Skyrim creation kit, toolsets, use what you can. Some places will make you create a mod before they hire you.
  • Create something that excites people, get them to come to you - better than sending a resume out to everyone.
  • Passion to carry you through the hard work.
  • Iteration - don't throw away everything and start fresh each time, replacing old problems with new. Set a goal, iterate towards that goal. Build on ideas.

As a practicioner I can see myself taking a lot of this advice to heart straight away; but I definitely feel between films, games and animation, out of the three, that I have always had a prominent passion for games, wanting to know about how they work, how they're made, and I think I have explored this in the past with player-created toolsets in Neverwinter Nights. I already have a few ideas in mind for games I would like to try and create, or at least at some point I would like to create a standalone game to accompany my showreel or portfolio.

Thursday 18 October 2012

Un Chien Andalou


After watching Un Chien Andalou for the first time one could feel at a loss as to how to interpret it. There were a lot of implicit subtle indications, themes and even more explicit ones. There’s certainly reason enough to label it a surrealist film. If it were not obviously relatable in some way to Freud’s work on psychoanalysis, and the manifestation of the combination of desire and the unconscious, it would certainly be a more puzzling film than it already is. The consistently shifting timeline between the events in the film is also one of the variables I consider to be quite confusing.

The film shows no hesitation in being gruesome; evident in the opening scene where we see a woman’s eye being opened with a razor blade. Naturally the audience is left somewhat in shock, and this ties in with Freud’s psychological model of the unconscious; repressed memories of traumatic events being hidden and buried deep away as to not effect the conscious mind. I believe this is reflected in how shortly and how quick the scene is. The soundtrack is also quite jovial and arguably unsuitable for the imagery portrayed.



The theme of eyes seems to run throughout the film on a few more examples; that of the man character when he is openly groping the female character, and the two dead donkeys or horses placed atop the two ground pianos which the male character is trying to pull along with him. From what I can tell, these animal’s eyes have also been removed.

There is also the consistent theme or obsession revolving around the severed (and the misfortune it brought to the woman who found it). The hand is coveted as a desirable object, which could again be related to the unconscious - or perhaps one of many other ways the film manifests the theme of fetish and obsession.

It's focus on psychoanalysis is prominent and unreasonable in that it must be understood in some form to be put into context; there is a lot of blatant imagery - both subtle and explicit, and symbolism of the same hidden or equally grotesque form. It has frequent and inconsistant chronological shifts, which in some sense is logical if the film is composed on repressed human emotions; the details of which would remain unclear and vague in real life, and this is reflected on screen. 

The film seems intent on making in little sense as possible, with nothing in particular representing anything at all, and perhaps it can only be best explained through psychoanalysis in a vague effort to give it some sort of meaning. If the meaning of the film was to shock, I think it fulfilled it's function admirably well. There is little to be understood from one viewing alone and, with the lack of any particular plot or necessity behind the chronological gaps and jumps, would likely have left many people bewildered back when it was made in 1929 as it still does today.

Thursday 11 October 2012

Difference in Machinima Style

World of Warcraft Machinima

Martin Falch - TotP3, Pre-set Animations, additional editing

http://www.youtube.com/watch?v=DUPh-K40HjA

Martin Falch spent one and a half years producing and directing perhaps the most noteworthy and highly acclaimed machinima pieces of all time; Tales of the Past III. A feature length machinima over 90 minutes long, Falch combines footage recorded in-game and animations imported via green-screen and WMV (WoW model viewer). With effects utilized from various Adobe and other special effects software, it remained at the top of warcraftmovies highest downloaded, highest rated and most viewed list for several months.

AFK PL@YERS (Taiwanese)

http://www.youtube.com/watch?v=qMlzJdeOeVc (Pre-rendered, in-game graphics)

http://www.youtube.com/watch?v=G7_ofs3p85k (Pre-rendered, in-game graphics)

These Warcraft machinimators have made many pieces over the years that I have enjoyed, emplying many of the same methods used by Falch (though he was in no shame a pioneer of these methods; such has been the norm for perhaps truly pioneering machinimators such as Myndflame Dementia).

Percula - Blind (full custom animations, additional lighting, pre-rendered/ improved graphics)

http://www.youtube.com/watch?v=rYQeJQ8KJyY

Most likely made via importing WoW models and environments into Maya or 3D Studio Max, very few of the animations here are in-game, though all the models are. The lighting is also slightly different.

Sanity Not Included - Comedy, no custom animations, player controlled, 'frapped'.

http://www.youtube.com/watch?v=OVD9bCLSmKY

A series of short sketches and 'skits', consisting of recorded footage which is dubbed in a comedic fashion. This sort of machinima doesn't rely on plot or story, and is much easier to make providing you have the same degree of comedic talent.

South Park - Make Love, Not Warcraft - Crosses back and forth between pre-rendered / animated game play with in-game graphics and typical 2D South Park animation.

http://vimeo.com/15715765

Blizzard and the creators of South Park collaborated to produce this episode, which features animations found in-game and developed solely for the episode.



Monday 1 October 2012

Summer Thoughts

Admittedly I didn't spend my time during summer as productively as I could have, though I still feel that over the weeks I learned a lot about the games and film industries by keeping an eye on worldwide events such as Gamescom, E3, and keeping up to date with subject relevant media podcasts by G4TV and similar websites.

I have learned, or perhaps acknowledged now more than ever that games are developing and advancing at an alarming rate, and I am beginning to wonder where it will stop. I am familiar with where it began and throughout the course of my life-long interest in games and gaming (going all the way back to the Sega Megadrive and Sonic 2 + Streets of Rage, here), I find myself wondering what the epitome of a good game is. New features are added and developed all the time and new ways to play, and new things to do are almost expected. Many years ago on consoles such as the Playstation and Dreamcast, graphics were a thing to boast about, although in modern times this particular strength of a game might be met with immediate criticism, followed up with the iron belief that graphics are irrelevant; it is the gameplay that matters. This much I can agree to, the original games like Super Mario and Sonic don't have half the features modern games have.



Yet despite this we recognise them as some of the greatest titles; particularly Zelda: Majora's Mask, which although I have never played, still holds one of very few 100/100 ratings from recognised rating bodies such as gaming magazines. However, were we to play them now, we would no doubt find the blocky graphics, questionable sound quality, and other variables that make up the game on an inferior level to just about any modern title.



However, does more features necessarily mean better? An overwhelming amount of options and things to do can often confuse a new player to a game as they may feel they are missing out on an advantage or necessary part of progression in the game. I found myself in this situation when I played a free MMO called Forsaken World, where upon getting to the main city found an overabundance of things to do, but not knowing which or what would be best. I didn't know where I was going or what I should do first. It may not have been a problem had I decided to go out of my way to learn about it, but in my opinion the knowledge of the game should come to you naturally, rather than forcing you to seek it out in order to survive; although I do expect that players who do this are rewarded in some way.



Another MMO I have played is the Korean 'Rose Online'. I initially found out about it in a demo years ago when I played Runescape, but didn't continue because at the time I didn't want to play a game with a monthly payment (and I was probably too young). It is a very relaxed game with a stylized anime aesthetic, the musical score is something I still remember as being catchy and I think whilst it was only a demo, it did introduce me to another aspect of the MMO genre. It was different to Runescape as it was not browser based but the graphics were much better, softer and all the more it had a very fun and happy atmosphere to play, rather than a story / apocalypse-driven motivation or threat from an omnipresent antagonist. It might have just been my age but I still feel that games like this have a market; advances and new directions in indie gaming have proven that there is an interesting even for performing simple tasks such as virtual farming and collecting pets.

Assassin's Creed is one of few titles I have seen to have a real progression in it's development. Originally the game was very linear and straight-forward, and this made a lot of players feel limited. Since then, it has been made to become a much more open-world environment and optional missions are available, as well as other features likely requested for by players. Assassin's Creed one reminds me of one of my all time favourites; Tenchu 3; Wrath of Heaven, which scored 97% with most reviews at the time. It was -the- stealth game of the year, despite it being very linear; eight levels, guards wandering in simple, pre-set paths, straightforward attack / block combat system. Compared to the latest AC game, it's not half as good. But that's because features such as being open world, and more fun combat systems were not universally required in just about every game as they became more and more easier to implement. Because it wasn't available back then, it's almost like it wasn't required, or simply because the option wasn't there, there was no existing game to compare it to. Were you to compare them now, Tenchu's 8 single player levels, each with three different settings for different guard locations and paths is very little in comparison to a 50 hour play-time storyline and online multiplayer possibilities from Assassin's Creed's latest title - yet at the time it utilized the best of what was available.




This brings me to mention that the technology produced by one games development company may eventually become industry standard; the same also applies to ideas and concepts. Ways to spend time in-game besides taking part in story / actual game progression is something I first recall in Grand Theft Auto; Vice City, as I could spend hours just stealing cars if I wanted to. It wouldn't help me much, but the option was there, and I think having the option is something more and more players and developers are concerning themselves with. More and more games are being increasingly inclusive with mini-games or alternative content. When one game was linear or closed in a time where games started to become more open world and more environmentally explorable, it was considered a negative. The same applies to every feature of modern games, on top of the innovation race to find something new and get the edge over the competition. This brings me to the next games comparison between another two MMO games; one being the paragon and reigning king of MMOs, the other a new contender, with new technology, new ideas and just about new everything.


Reflecting on these old titles with nothing but praise may simply be the result of nostalgia; I certainly only remember the good things about the games of old, but that doesn't necessarily mean they were the best ever made.

I have been thinking about and keeping up to date with games as there are some very interesting titles that have been released, for example Guild Wars 2 and WoW: Mists of Pandaria, the 4th World of Warcraft expansion. I there have been many comparisons between these two games and I think it is a very interesting debate. One is a brand new game developed with the latest graphics engines and gameplay initiatives. WoW on the other hand has had nearly eight years to refine, tune, develop and adjust itself into the most popular MMO game ever made. I have several criticisms about Guild Wars 2 myself, having played it. Whilst a lot of the dynamic content is good, it seems mainly to just be a repeating series of events and they are hardly as dynamic as they are passed off to be. A better example of this is in Rift, where the titular threats to the players, the Rifts, open up and monsters and enemies pour forth. I would still be playing Rift now if I didn't also want to continue playing Warcraft, which I have already invested a few years into.



Also, Guild Wars 2 feels like it tries to change too much of the MMO genre, making it so that you can be competitive in PVP as gear becomes irrelevant and the item levels for gear are balanced out. My criticism of this is that acquiring gear and improving your character is a large part of the MMO genre gameplay, and by negating the full effect of this you are arguably taking away the reward of acquiring gear. If anyone can be competitive, why fight for gear, and if there's no point fighting for gear, there are plenty of other games where you needn't have gear to be competitive. I feel that although it is a potentially good decision, they have overlooked issues such as these amongst others.

Guild Wars 2 is also building on dynamic MMO fundamentals that World of Warcraft will no doubt have shaped over the eight years of it's existance. Blizzard have told would-be developers to try something new, as if they just copy Warcraft, they mightaswell be playing Warcraft. This is perhaps the approach Arena-net took with Guild Wars 2, but it's arguable they may have done it a little too literally. Frankly, too much is different and whilst it is still technically an MMORPG, so many of the usual boundries have been changed that it feels like something else entirely. Many people will like that, though others might prefer sticking to what they are familiar with.



Similarly, when the Call of Duty series (as much as I dislike it most of the time) came up with the bloody screen idea instead of having a set healthbar, many other titles and games followed their example soon after.

There has also been an increase in modding and addons; most recently, with Arma II and the DayZ mod - the success of which has sparked a sudden increase in 'Z-day survival MMO's' - and a dedicated, non-mod version of the game is currently in progress. Day-Z recently hit 1 million players, meaning that more people bought the game to play the mod, rather than to play the actual idea. The reason behind the success of the mod I believe is down to the realism of it. It isn't a shoot and kill - there are many many variables consider. The search for water, food, health, keeping warm, bandaging wounds so you don't bleed - and if you do bleed you'll find your vision fading and your overall capabilities in-game hindered entirely. There is limited ammunition and supplies around, and you are left to your own devices; team up with other players, you might find yourself betrayed and your supplies stolen shortly after. Furthermore, if you die, you re-spawn and lose all your gear and equipment.

You don't even start with a weapon, meaning you are left to crawl across the dirt to avoid the undead - without a weapon, you have no means of killing them or defending yourself other than running. Guns also create a lot of noise, which will draw zombies in if they hear it being fired. The playable level is absolutely huge, a virtual 27km across, and you have no map to navigate with. It combines horror, survival and action within one game. The only objective is to survive, there is no long-term goal to keep in mind.



Games, aside, I have also seen a few films over the summer. The Dark Knight Rises, Men in Black 3, Prometheus, Ted, Brave, The Avengers, The Expendables and The Expendables 2 (which was significantly better and everything the first should have been), to name several.

I have been thinking about my choices in film, games and animation, and despite my love for all three and a lack of experience in film, I'm rolling towards film right now. It might be something I change but I reflected on my experiences making our short films last year; going to the locations, setting up the shots, I just found it all more enjoyable.

I could swear I had more to write but what exactly that was has escaped my thoughts already. Like I said, I didn't get up to much.