Category Archives: Ideas and Ramblings

The Motley Single

I found a really cool advance in video game pop culture that everyone else is probably already aware of. Motley Crue is going to be the first band to release a single via Rock Band.

http://www.gamasutra.com/php-bin/news_index.php?story=18235

I just find it really cool how other forms of popular culture are embracing video games. In no way am I saying that things like this haven’t happened before. You really just need to look at Revolution X and the new Guitar Hero Aerosmith Edition. To release a single that is only available via video game is pretty damn cool.

Just wait, next post I will try to use the word “cool” even more. šŸ˜€

%

Anyone that truly knows me, knows I have a massive problem when faced by percentages. I get clammy, disoriented, then I lapse into an unholy fit of focus. Thoughts fly through my mind, “not again,” “that could be 100,” and “whoever created the percent symbol is a genius.” Coping with it not moving is not an option. Walking away, definitely not an option. It must be conquered and it will be conquered by me. The left side of my brain rejoices, while the right side says, “Oh crap, not again.”

What brought this up is work. We implemented a percentage into our system and now it haunts me in good and bad ways. (Ambiguous enough?) It did bring up games in my head, as does everything. What is it about seeing my status, that gets me through the game? I am 3 times more likely to finish the game if I have that goal. (Scientific poll with myself.) Games, such as Morrowind, fall to the wayside, because I am unable to grasp a foreseeable goal. My LinkedIn profile is even at 100%, because I couldn’t let it sit at 95%. It made me sad.

The question really is, does this help gameplay? Is this something that enhances the player’s experience, or does it throw your game into a pile of other games that have to be completed for completed sake?

I prefer the status bar, because it helps me visualize my progression. There is a need to know I am being productive in my environment and I want to see by how much. I felt very accomplished plowing through 33% of Jak and Daxter in one sitting, but I wouldn’t have known that unless they gave me all the tools to see that progress. How many orbs do I have from that one area at the beginning of the game. There are a lot of games that have managed to get so complicated that they require the status bar, or the player would never know what they are missing. Confusion and irritation would take over and the game would end up at the wayside.

I think what it comes down to is the player’s preference in how they want to perceive the game world. How detached from the reality of the game do they want to be. Do they want the game broken down into goals for them, or do they want to have a playpen where they create their own goals for an infinite amount of time?

At least we don’t have percentage bars on our lives. That would be depressing, and raise the question, “Why is yours going 4 times slower than mine?”

Ms. Scarlett in the Hall with the System!

Games are more than what they are when they come out of the box. They are what the players make them. Any game is more than just the pieces, but an experience. At the end of play, the player can walk away with their own story of what happened, which brings greater meaning to their play. During some random week back in college, I sat down with some friends and played a game of Clue. Then I wrote this paper, which has been edited before I posted it here. This was at a barbecue, half the group was inebriated and the atmosphere was relaxed. As a group, we chose a game and set up the board. All of us had played the game so many times that we didnā€™t need to look at the instructions. We all knew what to do.

Looking at Clue as an experiential system is much different than looking at it mathematically or logically. It is the system of the experience the game creates while being played. The objects of the game would normally be the pieces and weapons of Clue, but since we are talking about the interaction of players, the players are the objects. This is the five or so people sitting around the board. The reason I said ā€œor soā€ is because some people were sitting in to help others. The pieces then took the place of the playerā€™s attributes. I was Colonel Mustard and my friend, Lindsey, Ms. Scarlet and so on. The experiential system of this game, for the most part, is a move up the hierarchy to include the players. What I mean by this is, in a normal system the internal relationships would be purely the relationship between pieces and the strategic relationships that occur with the pieces. In this new system it is the players. All the talking, questioning and ā€œsmackā€ that crossed ways are the internal relationships.

At one point in our game, one of the players made a faulty accusation and, as a result, was booted from the game. The player then became the moderator for anyone else that wanted to make a false accusation. The game at this point had two people that had trouble sitting up straight and two people completely sober (me being a sober one). The moderator began to get bored and walked out of the room because she wasnā€™t playing anymore. At this point I decided to mix things up with my sober companion by creating an alliance. I had no way of winning due to a bad batch of questioning, and the wobbly ones didnā€™t have a chance. A winner needed to be declared; so all my findings went to the only person in the room that was capable of winning. This is a prime example of internal relationships on the experiential system level. The rule set doesn’t say anything about creating alliances, but I am sure it is something the game designers thought of. Rules could have been put in to stop this, but weren’t. In general, game designers donā€™t know how people are going to play their game or in what conditions. This brings me to the next section.

The environment in the standard logical sense is the interaction of objects in play, but when it come to the experience, it is much greater. It includes the room and situation we were in. As I mentioned before, we were at a barbecue and half the group had been drinking. The entire group decided that it was a great idea to play Clue, and that the game is, in fact, awesome. The environment includes the culture and any preconceptions of the game. As a group, we didnā€™t need the rules to play the game; we knew how to play the game. It was a cultural icon, a representation of us growing up, even though the game is older than anyone in the room. Only one time did we reference the rules, and it was because we began to debate different peopleā€™s ā€œhouseā€ rules. Overall, the experience for all the players at the beginning was positive, but by the end people started walking off or talking to others. This was due to there being other people at the barbecue and certain players getting booted from the game early.

In every game of Clue I have played, the players start off with a very secretive demeanor, but by the end, everyone is trying to look over everyone elseā€™s shoulder. This game was no exception. Also, playing the alliance in a game that wasnā€™t meant to have one was all the easier when the two people in front of you had trouble sitting up straight.

Bibliography

Salen, Katie, and Eric Zimmerman. Rules of Play. London: The MIT P, 2004. 49-54.

Thank you, to Brenda Brathwaite for her notes when I was taking her class.

Accessibility

Sometimes you can’t pass a mass emailing of YouTube. I tend to delete things, but this guy blew me away. I know this blog is about game art and industry, but this could spark some excellent discussion on games and accessibility.

The Reappearance?

I disappeared last week. Yeah….anyway. Here are some great April Fools Day jokes:

http://www.xbox.com/en-US/community/promotions/2008/spring/default.htm
http://www.google.com/googlecalendar/new_wakeup.html
http://mail.google.com/mail/help/customtime/index.html
http://www.worldofwarcraft.com/wrath/features/bard/bardclass.xml
http://www.worldofwarcraft.com/moltencore/
http://www.starcraft2.com/features/terran/taurenmarine.xml
http://blizzard.com/us/diablo2exp/pinata.html
http://vegwars.com/

I will update as I find more.

A Rock Band in my Pocket!

It was fantastic going into work today and hearing that Guitar Hero was making the jump to DS. What made this great was yesterday’s post. Though, not anything really related to Guitar Hero, I felt the connection in my head and that really is all that matters.

Gamestop Page

You can go there to get your info and see the commercial. My major concern are the buttons and comfort level. Anyone that knows me knows that I generally have issues with things like this and will most likely find a way to get my hand out of the strap and drop kick my DS across the room whilst proving that it was entirely an accident. Apparently, according to the commercial, this game also helps you find a girl to make googly eyes at….but nothing else.

That really is enough for me. Now all I need is My Fitness Coach, so I have the equivalent of 3 DS’s in my pocket at all times. šŸ˜€

The Die Hard Trifecta!

So I spent my weekend watching the first season of Arrested Development and the Die Hard Trilogy. I know…awesome combo. While watching Die Hard, I remembered a game that I played back on the PS1 called, you guessed it, Die Hard Trilogy. This little number was actually three games in one, each being each movie. (Wow! Rocket science all over the place!)

I remember the first being an endless shooter where you went from floor to floor in Nakatomi Tower and killed endless amounts of the same bad guy. The second,….hmmm…..don’t remember what you did there. Want to say it was more of the same but at an airport with you stuck to a track. If anyone remembers that one, comment. And the last was a driving game, where you raced through New York at record times.

I sucked at these games, but my cousin blasted through all of them. I also remember the first game made me nauseous if I left the blood on, which even then I thought the graphics were laughable. So I was confused by the sickness.

Here is the real kicker. I remember thinking the games were horrible. This could have also been a 10 year old saying, “I am not good at this game so I automatically hate it!” Apparently I was wrong to some extent. I decided to do some research and found that there was a sequel, since the first game was so popular, and a N64 version in the waiting till it got canned. The gamerankings.com score was pretty high as well.

Here is some more info:

http://en.wikipedia.org/wiki/Die_Hard_Trilogy

http://www.gamerankings.com/htmlpages2/197123.asp?q=die%20hard%20trilogy

Now, I guess I need to go and find my old copy and get a bottle of TUMS.

Beep Beep Boop!

Really lucky that I was even able to get my posting page to load tonight to send you guys this. Toni here made Guitar Hero for the beloved Commodore 64.

Now I can’t wait for Rock Band C64. I want to sing vocals for Low rider completely in beeps and boops!

Foul Language

One of the most important things I have encountered on any project is “communication.” Usually overlooked, it is the one thing that can hold a team together. The lack of talking to one another can lead to any batch of problems, as you can imagine, but what I really want to talk about is “language.”

There will be situations where you will be working for a company that does communicate to some extent, yet ideas aren’t mingling and people are running around confused. (Just to clarify, this is not my current situation but just an example.) This situation is about “language.” I remember going to high school and taking lots of English courses so I would be prepared to write papers in college. I got to college as an art major and quickly came to the incorrect conclusion that I didn’t need those classes. Now that I am in the work force I am happy I did.

Everyday I am faced with a situation where I am talking to a coworker and need to get my thought across or just need to understand what they are trying to convey to me. A list of adjectives are thrown around like confetti, in either of these situations, and they have to make sense. This is where “language” comes in stumbling with a martini. This is probably an artist talking to a technical person or vice versa. 3D people have a chance sometimes, but really its all Geek to me.

My favorite conversation like this was about the word “model.” Go up to a modeler and ask them to define model and they will respond with something to the effect of: 3d sculpture, mesh, or a batch of polygons creating a cohesive object bound by points and/or vertices. (I made up these definitions) Go up to a programmer (which I am not) and you will hear something more along the lines of: something along the lines of a complex system. (Again I made up the definition and please don’t kill me.) Both examples are just examples, but none the less you get my point. That conversation lasted a day with the modelers making some headway since we were already using the word for something else in our daily activities. That was our only arsenal in the argument.

This is really a message to the art minded. When you have the chance to find out what the more technical minded are talking about, take that advantage. Don’t be scared to ask what words mean. Most likely that person will be completely happy telling you, because you are showing interest in their profession. Programmers know that artists are special to some extent and we usually feel the same about them. We have to work together everyday, and wouldn’t you want to know what they are jabbering about? Your life will be easier in the long run. You never know, someday you may end up in a lead position where you have to communicate with the other leads on the project. It would be best to know what they are talking about.