Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Thursday, May 28, 2009

New Project!

I play way too many videogames. They steal away from my productivity, so I have decided that it is time to make them work for me.

I have always had a habit of just kind of mentally plotting out the adventures and thoughts of the character's I play whenever a particular scene strikes me. This, it occurred to me far later than it should have, would be a great way for me to practice small writing techniques and hone my characterization and scene setting if only I committed them to some media other than the meat twixt my ears.

This is where you readers come in. For your personal entertainment I will post small snippets of story following the progress of the character of whatever game I am currently playing. I will also include on the first post of each series a link to the game I am playing as well as a brief synopsis about the general plot and the company who made it.

So, onward to round one. The game for this one is Mount and Blade, a middle ages tactical/combat RPG. As the player you are dropped headlong into a sandbox world to rise in the ranks of the kingdom of your choice or simply raise hell. Your call. The graphics for the game are a bit dated, but the combat, should you utilize everything at your disposal, is very deep.

Our hero for this tale will be Benam, a young page who left his post in order to acquire the means of revenge against a Lord in his realm.

So buckle up, and lets get ready for Revenge.

Thursday, January 15, 2009

Visions of the Future: The Digital Age

I was glad that video showed up on TED, so that I could get this article series started off on the right foot. Since I normally like to put mine in my mouth, I figured I would let someone better than I kick it off.

The point I would like to discuss mostly is the future of interactive media as art. I liked what Scott was talking about when he demonstrated the various new forms comics can take alongside the older models of presentation. What he doesn't talk about though, are video games (probably since he is a comic book artist, but the ideas cross pollinate well.)

This debate has been raging since the first games showed up. The resistance to the idea of new media being inconceivable as art is nothing novel or unique. Just look at the birth of movies to see that at one time, they too were thought to be nothing more than a cheap thrill, a gimmick to appease and amuse.

But times change, and today many films are considered masterpieces not just by the viewing public, but by those who study the evolution of the medium itself. This trend is indicative of all things in human society (and nature at large): opinions change, evolve, and take in new facts as they become available.

The question becomes, then, why? Why so much resistance? From where I am sitting it breaks into three subjects: changing societal views, evolving technology, and application of the medium.

Application of the medium is the most broad of the categories, so we can address it first. Basically, what it boils down to, is how the creators are using their tools to express whatever it is they are trying to convey. In video games, like most long visual media, the point is usually less to express a single emotion, and more to invest the viewer emotionally in a story.

Movies accomplish this by exposing the character's flaws, interests, and objectives to us in order to help us identify with them. Books do it in a similar method, but give us the added bonus of at times having access to the thoughts of not only the hero, but also the villain, as well as world based information and the ability for long expanses of time to pass in a few pages. Our relationship with the character in a book is often slower to develop than it would in a movie.

Video games on the other hand have the unique ability, if applied properly, to invest the player on a more basic level of including interactivity. This immediately invests the player emotionally since they are essentially responsible for the success or failure of the character they are playing. Therefore, through application of lighting, mood, setting, you have increased your viewing willingness to receive what it is you are trying to tell them.

Now the question becomes: Do you have anything to say to them? This is where games depart from movies just slightly and enter into book territory. The story in a game is often told through a combination of narrative, dialogue, and the emotional investment of the player throughout their play time. Are they aggressive? Passive? Do they read each line of text or listen to every cut scene? Do they skip right to the action? Do they ignore story and action both for a while and just play with their environment?

This is where we get into uniquely game territory, and where the real art comes in. Choices matter in a lot of games, especially with regards to modern and roleplaying games. How a developer implements these choices reflects on the project itself. Some questions have to be answered early, such as: "Am I telling a linear story, or a tale of many paths? Is this a sandbox, or an alley?" Now, I have presented these as either/or statements, and that is oversimplifying the issue to say the least. The best of these games combine both sides to create a unique interactive piece of art that has the staying power of any movie.

That is where I will suspend this now, I will continue when I return from my trip. Until then, think over this (if it isn't a giant rambling mess, I lost my notes and outline) and I will resume writing on Saturday if all goes well.

Monday, November 10, 2008

Discussions of game design.

I was having a discussion with my dear friend Eric, when the subject of Fallout 3 came up.

Apparently, his roommate is upset that the game wasn't perfect or up to whatever standard he expected, so the retribution he garnered was to get angry and play the game int he most exploitive fashion possible. ('Efficient' was the word used.)

This seems indicative of the consumer side of the gaming industry as a whole. They bitch and moan about how they can't turn off various frills or features, and this some how ruins the entire game. But they cannot actually vocalize what it is they DO want.

Take, for example, the menu display in the above mentioned game. Your character raises his arm, and looks at his pipboy. I'll pause for the gasps to pass.

Now, there was a complaint lodged in the discussion that you could not skip this brief graphic before the menu was displayed for you.

My only response to this is: Bethesda makes graphically impressive games, so they tend to stick in a lot of graphical bells and whistles. If you do not like graphical bells and whistles, then Bethesda does not make games for you. You are not the intended audience, and so would probably find another game fun.

There has been an argument long raging as to how much is necessary for a game.

Two camps have come about, as well as a six million mile gray area in between the two. The first, is the bare essentials, minimal graphics, game play focused. The other went for a more cinematic, movie like approach focusing on immersion in a world or story instead of new or innovative game play mechanics.

I don't particularly care for chocolate pie. So, instead of going to one of the best chocolate pie bakeries in town and telling them about how displeasing their product is, I go to the eclair shop and purchase their delicious confections.

See, it solves the problem, and sends a very clear, concise message to the pie baker that his product is not going to earn him my money. Then, when a product comes along that you do want, you do appreciate, then you give them your money, and keep them in business.

Seems to me to be a far more grown up way of dealing with a situation.

Sunday, October 19, 2008

My kingdom for a....

By now I am sure everyone has heard of, been exposed to, or had inflicted upon them the browser game Kingdom of Loathing.

I don't care if you have or not, I am still going to talk about it.

There have been two instances of me playing this game. Once a year or so ago, and then again currently. I must say, things do change fast in the kingdom.

This adventure compared to the first time I played through is about as far apart as the first Mario game and the third.

These developers so an almost obsessive dedication to their game experience, whether it be a constant influx of pop culture jokes, new dungeons, or writing more haikus about bugbears than anyone else on earth.

There is not a single character class that is boring to play, and each one has its uses so no matter who you play, you can always befriend someone else and gain the benefit of their buffs, skills, or meat. (That is the currency of the realm, NOT their... engorged weapon.)

Now, that is not to say that some classes aren't better than others. The best class by a wide margin is the Disco Bandit. Everyone else falls some where behind and in some order, but who really cares when you are sitting at the finish line sipping a gin and tonic while waiting for everyone else to catch up?

Not me.

So go and play. King Ralph might appreciate it... or he might not.