Wednesday, March 17, 2010
Joshua Nuernberger, Week 10
The first thing I realized was just how critical physical playtesting is to a game. I've had games playtested (and playtested others' games) over the internet, and that suffices well enough. But when you physically get to be in the same airspace as your tester, you receive so much more critical feedback that you would otherwise probably never get. Every little action a player performs, be it a mouse click, reading a line of dialog, or walking across a room, is conveyed back through them through a twitch of the eye, the raising of an eyebrow, a small grin, or an exasperated keyboard dab. Little non-verbal cues like this tell you so much about the psychology of the player, and what is specifically working and not working in a game. I would say that to undergo minute testing such as this, and specifically remove every element of unwanted frustration from a game, is to successfully playtest and debug that game.
The second thing I learned was about gratification. Since other attendees usually only had a couple minutes to spare on the show floor, that meant they would only play a game for a minute or two, several at most (usually). What this means is that those players need some sort of gratification or reward to justify their playing of your game. For platformers, this is easily achieved as players get instant feedback as whether or not they successfully jumped over a pit. For fighting games, players know when they've killed the enemy, and when they've succeeded. However, since my game was more story/puzzle driven, I found it much harder to give that sense of gratification to players in such a short time span. I realized that players needed instant goals, and instant objectives to achieve; nobody wanted to be wandering around, or figuring out what to do on their own. Once I switched the demo scene from a free-world, exploratory section, to the most linear tutorial section of the game, that's when I found out that players would actually play the game for 5-10 minutes, instead of the normal 1-2. So, the lesson learned here is to hold your player's hand--they don't want to be lost, they want your help.
Overall, it was a very surreal experience, and one I'm glad I had the opportunity to go through. If any of you has ever made or will make a game, I hope this helps.
Tuesday, March 16, 2010
SUSANNE WEJP-OLSEN WEEK 10
It was very exciting to have a panel of pros last night to look at our work. Even though the evening was our FINAL, it felt in a way like a pitch meeting and all the real work is ahead of us.
An area I hope to explore more in the future is portable gaming devices – like the one Sony is rumored to put on the market which is expected to work with Sony’s new online media platform (a sort of Sony iTunes) due to launch later this month.
All three projects presented last night told fairly elaborate stories – sort of parallels to a movie feature. Perhaps more game playing will take place on mobile devices, requiring simpler, more circular story lines – like the 30 min. sitcom. With the usage and capabilities of mobile devices it’s going to be interesting to see the effect on the gaming industry and what types of games more people will enjoy playing if perhaps there’s a shift in playing habit from something stationary at home to a mobile environment out in the world.
Monday, March 15, 2010
Michelle - Week 10
Roni - Week 10 - the final hurrah
I've had a similar experience to what Kelsey talked about in her post: as I'm working on compiling our group notes into the powerpoint, it's an interesting challenge to make the presentation interesting, but not too long. What are the key words that will help sell our ideas? What is the most succinct and clear way to say what we mean?
I'd like to give a little shout-out to Google Docs. My group has been using them since day one, and it's been a very good method for us to stay on the same page. We've had two "running conversation" kind of documents, where we've posted thoughts/questions/ideas to the group, as well as expounded on ideas from our group meetings. I posted the powerpoint template I created earlier and we've all been able to look at it and edit or comment so that it's a much more manageable task.
Sunday, March 14, 2010
Lauren Percivalle - Wk 10 home stretch!
John - Week 10
Overall our new concept is much better. Our world is much more understandable and relatable, and the character’s motivations are clearer. We still had some of the same problems as last time, though, in making sense of it through gameplay. This whole experience has been quite a ride - I wonder if this is anything like what happens at real game development houses? It would be so cool to be a fly on the wall of their meeting room…
Saturday, March 13, 2010
Ellen- 10th week- march 14th
Ellen
Kelsey Sharpe--Week 10--Countdown to Presentation!
Wednesday, March 10, 2010
Nick - Week 9
As we move toward the end of the process, looking back, one of the biggest frustrations with this process has been turning a story and visuals into a game. It is one thing to come up with great ideas and our group has come up with many of them, however when we try to think of the concept as a game, it falls flat. Even now, as we find ourselves almost starting from square one, there are a number of cool paths we could travel, but as I am trying to visualize different scenarios placing them into a 10+ hour gaming experience seems difficult. Also, with still trying to finalize the story (and a massive rewrite in the near future), it has been hard, as a visual artist, to really nail down a world. Every tweak of the story requires a tweak in the design and some changes, an entire redesign of the visual scheme of the world. With the deadline looming, I feel we’ll be lucky to have a concrete story and what will suffer is the accompanying world which will seem generic since there was no time to adjust the details and idiosyncrasies of the world. Although the primary focus on the class is narrative, it still is a little frustrating as a designer. However, I do remain hopefully that tomorrow our group will finally find the story we have been wanting to tell from the beginning and we can make it look beautiful and relatively fleshed out visually.
Tuesday, March 9, 2010
Kelsey Sharpe--Technically Week 10, But Here's to Week 9!
To anybody who is nervous about the presentation, I would suggest finding two friends--one who plays video games, one who doesn't--and explaining the game to them. In my experience the gamer friend will have good questions about gameplay and whether certain ideas about the character will translate to a feasible in-game experience, and the non-gamer friend will have questions about story. It's a good way to find holes in the game, and to build up confidence that you really know the ins-and-outs of your game for Monday!
Monday, March 8, 2010
Justin: Week Something - Story in the First Place
What makes one story better than the other doesn't always rest on the content; it's often in the delivery. Certainly a troubled soul that you get to know over the course of several days through specific, omniscient insights and spanning events is one that we take to heart because of all the investment, but the most amazing characters are one that are presented simply, and yet not.
Doubling back on everything I say is a common thread amongst my posts, but damn the person who sees the world in binary. A human being is not simple by any means, we are complex, still-not-fully-understood creatures. Presenting us in a two-dimensional fashion does not do our existence justice, and the presentation through a complex string of hundred upon hundreds of pages is accurate, but it's rote and not nearly as dynamic as we humans persist to be.
The answer lies in a painting: a single image encapsulating an entire world in an instant. I do not mean to bloat the import of artwork as a whole to the art community--for certainly not all "art" is art--but story is most compelling when it is taken away from boiled, hard-coded presentation. An image of a person making even the simplest of gestures tells so much about who they are: such is the amazing complexity of the human. What is and is not there tells the story of the world around them, and what the work for and work through. One object placed to the side can unravel their whole world. Nothing stirs the human imagination more than a simple image of the human imagination.
You, the reader (who may very well not exist), may ask yourself, "What the fuck are you getting at?"
It is, like my subject, very simple.
Creative visionists, regardless of medium, need to put more faith in humans. Too often is the word "drama" taken and blown way out of proportions: distorting the human identity and every possible motive along with it. A game like Heavy Rain posits itself as an interactive drama as if video games haven't already done this for years now. It's attempt decidedly removes most elements of what most rational people would consider compose a video game and fashions itself to be one long extraneous cinematic with inconsequential button presses. It has very little actual control over characters and instead presents the player with a series of button presses they may or may not hit to further progress the story, which even when missed, only slightly alter the events until the very end, which could take different paths in the form of "who dies this time?"
The entire focus of Heavy Rain is its supposedly compelling story, which it doesn't even present all that well and actually leaves in a glaring plot-hole that negates the entirety of the story itself, essentially rendering the entirety of the "game" moot. Aside from that, it tries to create compelling characters with the use of motion capture and compelling writing and acting. However, the acting is mostly performed by people who sound as if they have no idea what they're saying, which are then further butchered by horrible, fake accents, and further butchered by writing that is convoluted and never actually suits any of the characters and their positions. No person, ration or not, would consider saying some of the things these automatons spout.
Speaking of lifeless simulations, the motion capture technology seems sub-par compared with what has been presented in other forms of media and even in other games released years earlier. The faces, which are the most dynamic part of a human and are 75% of the way we communicate, fail to animate anything more than the eyes and mouth, and even then just barely. The faces in a multiplayer only shooter, Team Fortress 2, animate better. To top that off, nothing collides appropriately and often objects clip right through one another. Often when things need to interact with one another, the camera pans away, even though that is the direct action of the scene. Something as simple as bandaging shouldn't move the focus of the scene to the ceiling for a whole 10 seconds.
All of this isn't nearly as bad as all the failed promises that this "game" sits upon. It promised that every action the player performed and every button press made a difference, but that is simply not true, and anyone who plays through the game twice would notice that in an instance. The game was built up for years as a some expanding experience and all it really does is present some ridiculous situations that seem like they could have negative outcomes if done incorrectly, which drives the player to perform well, but actually have no really story sequential consequences, other than very rarely altering which ending one recieves, which is always a tattered mess anyhow. The games only driving factor is a lie, a trick, and it fooled so many.
How easy everything could have been if the developer had put more faith in the human complexity. There's no need to present some outlandish human fault and make a character where it as their centerpiece attire. All that does is render them a character. To make a fictional being a human, one need give them something more than a plain fault and let it color them. It can be an affectation, but it is not their world.
Games like Grand Theft Auto IV present the player with a sympathetic character in Nikos that has done horrible things in his past but he does not let that be his defining characteristic. He is still human and seeks friendship and companionship and struggles through day to day life searching for ways to make money whilst trying not fall back on old habits. He only really confronts his past when it is right there in front of him, and only then is it a driving factor in his being. The rest of his world is then shaped by the now, and he changes accordingly, as humans are apt to do.
Where this game falls apart is in the gameplay, which allows the player to run wild with no regard or impact to the actual plot. The player can use the character to murder millions of innocents outside of the storyline and then lament the death of one during a story sequence. The separation of the gameplay and story here are the traps that most video games fall into, which makes them less compelling as a whole.
Video Games are not two divergent products: one a movie and the other a board game. They are single entity and their contents need to reflect that. So of course, that human element needs to also be a part of the gameplay. Whether a character is a superhuman or Joe Everyday, they need to play in a way that reflects who they are as a person.
This is why Uncharted 2 won so many awards. It's presentation touched on everything talked about prior. The characters, story and gameplay were all merged together to drive the whole product forward. The character was an above average adventure seeker, who was driven by love and and companionship and this was reflected in his speech and his regular movements. Simply directing the character with the control stick would illustrate to anyone that this was a person who was capable of great things, but was not perfect. The gameplay often has you being helped by companions, and in turn helping them, either as smaller or greater plot points. The story itself was simple, but banked heavily on the human complexity that it soared forward as a compelling piece. It made the game that much more fun to play.
It is my hope that our work can maybe reflect this merging of story into the overall product of our video game concept, because that is yet another aspect that thrusts video games forward to height of art and media.
Rohit Week 9
Here is the link if anybody wants to watch the interview:
http://www.cgchannel.com/2010/02/andy-park-on-god-of-war-3/
Joshua Nuernberger, Week 9
Taking a step back at a project from this perspective puts many features in a new light. Sometimes unabashed intentions can be seen as distinctly good-hearted, but not necessarily fun. So, in that respect, it's useful to look at everything in a game as either supportive to that element of fun, or not supportive.
The bottom line is a useful one: Do you want to play this game? And is it fun?
Sunday, March 7, 2010
Ellen- Week 8- March 7th
Lauren Percivalle - Wk 9
Lauren Percivalle - Wk 8
Saturday, March 6, 2010
John - Week 9 - The home stretch
Our group has made tremendous strides in the last week, but we still have considerable issues to tackle. Now I understand why game publishers love using establish properties for videogames - it’s really hard to come up with a compelling story and world! Unfortunately, what some publishers still fail to realize is that some stories simply do not suit interactive narrative. To some extent, our group is struggling with the same issues.
When we think “story”, we naturally gravitate toward the linear narratives we have experienced through literature, film and television. The difference, of course, between these mediums is player agency. People throw around words like “interactivity” all the time, but sometimes I feel like these discussions concentrate so much on how to tell the story that they lose sight of whether the player is having fun or not. One aspect I had previously not considered about game storytelling is that the player needs to feel like they are accomplishing something. What this means is that the player needs to feel the experience of being the hero, not just watching the hero. As a corollary to this, compelling characters such as Clarissa Dalloway in Virginia Woolf’s Mrs. Dalloway would not work in games not just because they do not have much agency, but because there is no “winning” in the conclusions of their moral musings. Their accomplishments are personal and subjective - accomplishments that are not black and white enough to be rendered in gameplay form.
As we head in to the home stretch, the question I will keep repeating to myself is: “Is this any fun?”
Wednesday, March 3, 2010
Roni - Week 9 - moving forward
Tuesday, March 2, 2010
Ichha Arora #7
Monday, March 1, 2010
Ellen Week 8 or 9 -March 1st
Yuki Izumihara-Week 9
What actually makes the re-playable?
For me, it seems like the game that has the strong character is more replayable than the game that has a great story.
I haven't played that many games, so it might be just be me that feel like this.
Great story does make me want to play the game at the beginning, but usually I play them only once.
There are several games that when you go through the story the second time, you can explore the backstory of the character, but even in that game, I only play 2 ot 3 times and don't go back.
Games like solitaire, minesweeper, tetris, and chess doesn't have a story, but has a strong(absolute) characters and people play them forever.
At the same time, all of these games has simple game mechanics and the game can be personalized (I cannot find a better word for this).
Whenever you play, it's either you win or lose, but each time, the game is different depending on your choice.
Is it the mini games that is not crucial to the story make the game re-playable?(collecting coins, stars, etc)
Or is it actually the story that brings you back to the game?
Or is it the immersive environment that you want to go back to?
We did talk about this at the first day of the class, but as we started making the game by ourselves, I started to think about it again.
Roni - Week 8 - a frustrating creative process
I'm not trying to diminish the work we do as a group, because we do manage to come up with some interesting ideas and make steps in the right direction, which is always exciting. However, we find our selves having to step back and re-evaluate previous decisions just as frequently as we make progress. Perhaps in this academic setting, it is more frustrating because we are nearing the end of the quarter and we collectively feel like we only have a partial idea. And dealing with a large group, it also feels like we are not always on the same page with each other.
But here's to continuing on with determination and a desire to make it work.
Joshua Nuernberger, Week 8
So how do you make that fun? Portal has a relatively simple gameplay mechanic: shoot entrance (blue portal), shoot exit (orange portal--or is it the other way around?), and then you have yourself an artificial transportation device. This doesn't necessarily sound too exciting on paper, but that's where development and re-iteration come in. What Portal successively does is add layers of complexity in each ensuing level in order to fully exploit every last drop of potential that this one gameplay mechanic of "portals" could have. The developers don't just use the "portals" as a transportation device--instead, they use it to alter gravity, momentum, speed, move boxes, catch glowing orbs, and more. The game takes one simple idea, yet re-uses that through various unorthodox iterations to create a complex and fun game.
In that respect, it may not be the complexity of a mechanic that matters, but rather the simplicity and uniqueness of it that can yield the most potential.