Saturday, 28 April 2012

Games as Documentary



Today’s contextual presentation opened up an area I hadn’t really considered before when looking at games and this was their ability to act as a documentary. A documentary can be defined as:

“A work, such as a film or television program, presenting political, social, or historical subject matter in a factual and informative manner and often consisting of actual news films or interviews accompanied by narration.”
( http://www.thefreedictionary.com/documentary )
Now looking at games with this definition in mind it is hard to say that they are exactly a documentary, but they are close to it. For example the video game franchise: “Assassins Creed” utilises historical themes, people and places for which the player must interact within. However these are extensively researched to a similar level, if not more thorough than some documentaries:

Assassins Creed - Stunning Accurate recreations of its time period that have had serious historical research as the foundations
Assassins Creed Screenshot. Available from:
http://cdn4.digitaltrends.com/wp-content/uploads/2011/05/assassins-creed-scenery.jpg

“To make the Holy Land as historically accurate as possible we did our research in the first six months and designed at the same time. All the cities are roughly based on maps of the cities at the time. We found maps from the 200 years of the entire Crusade, of the Holy Land. We tried to recreate it, but they’re not perfect.” Patrice Desilets (Creative Director – Assassins Creed, 2007)

“We hired a historian who was an expert on the Third Crusade. The first thing I asked him to do was to get the biggest database of images possible for us. So he put together a presentation for the team, but also this bank of maps from the era, all of the city maps – masses of material that you couldn’t just find on the internet. Because he was a historian he had access to certain libraries and he scanned them in. He gave a presentation to us and gave everyone this great solid background…

…When we got to the phase of producing those cities and making them 3D, we hired other historians to get different perspectives, like Dr. Paul Cobb, from the United States, he is a specialist in the Third Crusade and he actually consulted on Kingdom of Heaven. So he reviewed our script for accuracy and also all of the 3D cities. We sent him videos within each city and he gave us comments on details like the buildings architecture, like “Oh this is great because it’s exactly like the souk looked pre-Ottoman style.

We also had another British guy, to get more of a European perspective, who is an expert on the third crusade. Actually he wrote a book about the battle of Arsuf in the year 1191: that’s how we found him. He’s a professor at Oxford and he did a review. He gave us detailed comments from his perspective too. That was pretty cool because we got comments back from both od them saying “ it’s clear that you guys went to Jerusalem… it’s exactly like being there”” And not one of the team actually went! We just got really good research material.”

Jade Raymond (Producer – Assassins Creed, 2007)

(Sourced from: Assassins Creed: Limited Edition Artbook (2007) Prima Games)


As can be seen from both of these quotations, the production of a video game can draw from rich and detailed information sources to create worlds for the player that are almost documentary like. From the visuals to the music, the developer aims to entirely immerse the player through the signifiers of the world.

But yet if one was asked “Is Assassins Creed a documentary?” the answer would be a no. This is because the narrative is fiction and the viewpoint of the player character is not a realistic one. Furthermore the construction of the world – while painstakingly focused on historical accuracy ultimately must bow to playability over its potential as a documentary of the world at that time period, after all Assassins Creed is a game and must be developed as such.

Does this mean that a video games ultimate goal of playability sacrifices its ability as a documentary? In Konami announced the release of a title a title called 6 days in Fallujah in 2009. The game itself was born from the developer’s Atomic working on Military tactical programs, before being asked by veterans to make their experience a game. In numerous interviews the developers stated their focus was on realistic depiction of the events that would in no way glorify the experience, but inform. However shortly after Konami announced the game, the uproar was huge, with many families and war veterans stating that it was too soon to begin creating a game about the war:


'It's much too soon to start making video games about a war that's still going on, and an extremely flippant response to one of the most important events in modern history. 'It's particularly insensitive given what happened in Fallujah, and I will certainly oppose the release of this game’ - Tim Collins OBE (Daily Mail, 2009)

The resulting backlash lead to Konami eventually backing out of the funding of the game, meaning the game has not been released. Now from a personal perspective I shall not take either ‘side’ of this pro/ anti six days in Fallujah argument, but what does intrigue me is how the controversy follows this ‘Game-umentary’ but yet not documentaries from film, television or written media sources on the Iraq War. Furthermore the subject of War in video-games is so much a common topic that often innovation is derived from games that avoid the subject; so why did 6 days in Fallujah capsize where Call of Duty thrived?

I think that the reason this happened is likely the recent and unpopular nature of the Iraq War in particular and most importantly:

a)      A game will ALWAYS have to sacrifice realism for gameplay otherwise it is no longer considered a game – at least in a conventional way. This leads to the argument that the game will lose its weight as a factual documentary.

b)      The Interactive nature of a game. The player makes the decisions and ultimately creates the outcome. A video game is immersive but this acts as a double edged sword in that it places more weight on every action.


(How I discovered about the Six Days in Fallujah controversy: )


(Six Days in Fallujah Stuff)

An Interview on the subject – also covering whether games could make good documentaries:



An interview with the game’s developer, a soldier who acted as a advisor and the mother of a child lost in that world.



Uproar over the Six Days in Fallujah




 http://www.dailymail.co.uk/news/article-1168235/Iraq-War-video-game-branded-crass-insensitive-father-Red-Cap-killed-action.html#ixzz1smdZrGpW

Other sources and areas of research







This was a really interesting lecture by creator of successful games series The Sims (which has often been credited with drawing in many more female gamers) in addition to Spore (which had countless millions of creations).  Among talking about the expansion of technology, he also covers interesting topics about games.

Particular areas of interest for me I both in terms of my essay and personally were:


Around 7 minutes: Will Wright on the expansion of games

“Now in games we’ve got this idea of Genres that have progressed over time. These are basically peaks that are making profit, but what’s really exciting that is happening in games right now is its expanding at an incredible rate thanks to indie efforts” - Will Wright.

He also mentions about play as a larger element, in that play is in fact ‘sending out tendrils’ to different areas and is becoming like part of our cultural language. I find this very interesting and intriguing because video games are acting as a window to convey the idea of play which is something that no other medium does. Perhaps this is one of the draws of the medium?


Around 9 Minutes: Will Wright on Advertisers using games.

“…They always understand that games are very powerful and want some of this ‘black magic’ into their product” – Will Wright.

This was an interesting point because he mentioned that they were attracted by the idea of interactivity. While I haven’t necessarily explored advertising in games it has been something that has grown vastly over the past few years. The presence of advertising billboards in games like Splinter Cell Double Agents that update via Xbox Live is something I noticed as a gamer. Another developing trend is games built by the advertisers. Dorito’s are a perfect example of this.  They have created 3 free titles available on Xbox Live:

An example of Advertising merging directly with video games

Dino Dash

Harm’s Way

And Crash Course (All titles feature Dorito’s at the beginning of their name).

The first game was themed around the brand but the next two titles simply bear the name of Doritos in the title. They are also one of the only Full Games available for free on Xbox Live, meaning in a marketplace of premium content they are the only pieces of content that is effortless to download, vastly increasing the saturation into the market.

Other such marketing techniques in games involve product placement (Splinter Cell: Airwaves Gum, Alan Wake: Energiser Batteries). This ironically worked both ways when Lucozade released a special series of advertisements involving Lara Croft, protagonist of Tomb Raider drinking the beverage in a pseudo game like fashion.

10 Minutes: Will Wright on Diversification in Games.

Will Wright talks about how games are merging with other forms of media – that the most interesting work done is in the blurred lines between places like television / games, etc.  The term he uses to describe this is: ‘Interdisciplinary Entertainment’.







Social Realism in Video Games




The Kite



In the lecture on Documentary, it was mentioned about the idea of games acting as forms of Social Realism. Social Realism is the depiction of real life complete with the hardships – untarnished or glorified. Now in looking at the link between the two I stumbled across an interesting yet bleak indie game; ‘The Kite’.  Set in Russia, it tells the tale of a young mother dealing with an abusive, alcoholic husband who is struggling in his workplace as well as their child who is her life. The tale is a tragedy that deals with domestic abuse and the possible outcomes, looking in particular at the vulnerability of children and women in such relationships.

The experience of playing this game left me feeling notably bleak and uncomfortable yet the issues within the game hit home – as I had been actually making the choices that she had made and that for a short time I was experiencing her troubles. The videogame had affected me more than perhaps a documentary on the same subject and had furthermore drawn me into the experience despite not being something which fits my own connotations with the idea of a video game. The Kite shows that video games have the ability to tastefully yet potently express adult ideas to an audience.










Other places of research:






An interesting ‘myth busting’ page which discusses a number of pre-conceptions about how the media views videogames and goes on to prove through facts that these are in fact unfounded.

Friday, 20 April 2012

Level 2


                                                         Mira can use her bow!

I felt restrained by Mira’s movement as she wasn’t able crouch and the bow issue was really bugging me so I made a conscious decision to change all of her movements – removing her training wheels as such. With this change she can now crouch, and with all that I learnt with behaviours I finally got Mira to draw out her Bow and put it back again, which for me felt like a mountain overcome. There were slight issues with the newest movements as Mira would start moving…and not slow down, in addition to struggling to move left. However by taking the working walking behaviour that I had always been using and moving it across into the new system this cleared up all of the issues.



                                                              ----------------------------               

                                                                         Level 2



This was a bigger undertaking than level 1 because I wanted to expand and add to my gameplay using what I now know as a basis. Furthermore I was going for a completely different feel to the first level. I wanted it to be rainy as the easy animation from Stencyl excited me. Gameplay-wis, I added turrets (which took a long time to calculate and get to work) a different form of moving block (which oddly proved much more difficult than the spikey block – in fact this caused debugging issues for both of them) in addition to expanding Mira’s Base form’s abilities by creating specialist objects.

Because this post is after the whole process of building the level it is harder to describe the tweaks and debugging issues I had, but there were many. For example as previously mentioned the construction of one moving block that kills Mira on Collision actually somehow disabled the spiked block that had worked before. I chose now to debug the crow dynamite because I was constructing a timed turret which took tweaking to work (I even constructed a ‘testing ground’ to quickly test alterations). The Complete Level is as follows:


Tweaks I still need to make:

-        - I need to make a tutorial page to explain Mira specific objects, things I’ve implemented now
-     - Update the Cliff


Saturday, 14 April 2012

XL Update!

Again like last week there was a huge gap in posts, but as the level has progressed my balance has freely had to switch between the creations of assets, their placement in the level and Debugging – in addition to work on other projects so I haven’t had much time to blog. Although the result is that I have since done much work:


Created a working cutscene that is sparked by pressing the X button (This was to introduce the Indian form to the player, in addition to state the scenario):







Self-Reflection Moment:
Frustratingly I learnt about Stencyl attributes after creating this cutscene. My workflow before attributes meant that I had to make 17 different behaviours that were specifically tailored to the page they move to. An example being:

For Dialogue A -

Always
If X was Pressed:
-          Switch Scenes to Dialogue B and Crossfade for 1 second

However Attributes mean you can create a universal behaviour that runs like so:

Always
If X was Pressed:
-          Switch Scenes to NEXT SCENE (Attribute) and Crossfade for 1 second

This means that this attribute can be applied to all of the scenes and an option appears where you can specify which scene is meant by the statement ‘NEXT SCENE’ (example for Dialogue A, you’d apply the behaviour and set ‘NEXT SCENE’ as Dialogue B). Knowing this before making the level would have reduced my behaviour count by 16 in addition to taking much less time. However now that I know about attributes I’ve been able to create better behaviours that are more applicable to other objects.

Updated Border Graphic:
One thing that really bugged me about my game was how bad the border graphic was. I wanted it to look like it was coming out of a book and this just wasn’t being achieved by what I had quickly made last week so I scanned in an actual book to make the border as to enhance the quality of the visuals:





Dangers:

I added two types of dangers to the level; a large spikey block that travels up and down very quickly and a crow that drops explosives. Currently both need debugging as the crow does not drop dynamite as it should, while the spikey blocks move too fast.






Other Assets Added:



Disappearing Blocks (This needs to be debugged though as a friend play testing revealed that they switch too fast and are almost impossible to time. They also move when they switch which is problematic)
A Broken Rope Bridge
Other Pieces of Terrain

Reflection: All of these need more detail in my opinion but with a second level to produce this is something that will be placed on the ‘if I have time list’ as they are not essential issues like debugging or level construction.


Final Level 1 View:




Other Work Done:

The Title Page:


Whilst remaking my border graphic I decided to add a simple title page that by clicking on the title, the player would be taken to the level. I also just placed the protagonist here so that people could mess around with the character on this screen (it also worked well should I need to very quickly playtest the character on a screen that loads quickly in Stencyl).


Design Document Pages:


Just some of the Design pages made



As I’ve been making assets and gameplay decisions, I’ve been writing and constructing my design document pages. Currently it covers all elements of gameplay although it still needs a little expansion on the platform, target audience and competitive analysis.


Targets for Next Week:

-Begin work on Level 2
-Debug Mira and the Crow
-More levels?

Tuesday, 3 April 2012

Stencyl Update


This Week:



It’s been a while since my last post largely as I have thrown myself into the creation of my level and Assets. From the mock screenshot I built last post, I expanded out, creating a level plan in the process:





I’ve also spent the week learning new things on Stencyl such as setting behaviours for the ‘actors’ (assets) in my level. Using useful behaviours obtained through ‘Stencylforge’, a large community area where people upload custom behaviours for things like walking, jumping, health, horizontal platform movement, etc, I’ve also managed to get Mira to walk left and right, in addition to jumping. These might seem like simple things but I’ve found it very difficult as it has required me to change my way of thinking to that of the computer. For example, a unique gameplay element of Page Turners (the name I’ve given my game) is the whole concept of freely switching characters. No behaviour for this exists so I had to construct this from scratch using simple statements;

(The general behaviour)

ALWAYS
If The Down Arrow Key was pressed:
-          Create Mira Indian Form/ Mira Base Form at X of Self and Y of Self
-          Kill Self


The behaviour then at the press of the down arrow key, instantly kills Mira and creates the Indian form – translating to an instant change on screen.

However certain other actions have been harder to grasp and still elude me. These include: Crouching and using her bow and arrow. For the crouching, I thought I had solved the issue when I found a behaviour for platforming movements that included crouch and wall jumping (which did work!). Unfortunately the crouch did not work through and with the bow and arrow, once she switches the animation she does not switch back which is a huge problem.

As a general update though, in addition to all of the above, at the end of this week I decided to not to go with the level plan but used the assets made (in addition to others) to create a different looking level:




 Sprite Sheets:





(Iteration on the Hare:)
The First Hare...I wasnt impressed with the outcome so this was quickly changed
Updated Hare (given a cowboy hat and sheriffs badge to fit the theme of the story)



Task List for next week:

-I would like to add some enemies or dangers for Mira to either avoid or attack

-A dialogue cutscene with the Hare introducing the Indian Form

-Get Mira to use her Bow and Arrow (and actually fire arrows out)

-Add Health

-Complete the level chunk and maybe start on level 2?