Rocketboom: Knowledge is Power

21 10 2008

One of the aspects of New Media that I most admire is that it enables the spread of free knowledge. There is so much information out there that anyone can review, respond and absorb. It’s also great that New Media lends more to visual and audio learners which makes it a wonderful way to teach diversely in the classroom. Here are some examples of this from one of my favorite Video blogs called Rocketboom:

Old video games, Ancient games, faulty voting machines and much much more.

The art of Reasoning

There are some great New Media concepts in this video. Joann transfers text book knowledge into video form and then adds various media clips to further explain logic and reasoning.

Net Nuetrality

“Call your congress person, Sign the Petition, Make media about it!”

Rocketboom also has a long running “Know your Meme” series, if you’re into that sort of thing. You can truly learn anything out there and Rocketboom is just one small example.





Pre-production: Trial and Error

19 10 2008

“Shark Bait” is a surreal Interactive Fiction game involving: A boy and his older brother,  a science experiment gone awry and a mysterious fish tank. I didn’t have a pinpoint moment of inspiration on the concept but brainstormed by thinking about what kind of game I, myself, would want to play. I came to the conclusion that I wanted the game to be entertaining, to the point and have an engaging story line with a quirky feeling to it.

I ended up going with a fish tank as the main setting because It lent itself to interesting possibilities for rooms and settings such as a kitschy ornamental castle, coral caves and a giant Conch shell. Additionally, I was intrigued by the level of interactivity objects in an underwater space could posses and how movement and action in water is different than that on land. Anything from interacting with the various marine life themselves to the bubbling aeration of the tank’s pump. The game itself was moulded around those first concepts and images.

The process, at first, has had the feeling of decorating a room around one cherished piece of furniture or specific painting. This has proven to be beneficial because my initial concepts are providing me with a sort of navigation to my original thoughts.

However,  I am anxious about how I can adapt the concepts I have come up with into the Inform 7’s language and code. For instance,  I want to feature a sea horse as an animal within the game that can be ridden and am anxious as to how this can be achieved. At first I was going to slightly modify the vehicle example John Timmons posted on the New Media Log but now I am also going to try to find an example of code online that has been used to enable a player ride a horse or similar animal. Mainly in hopes of keeping the seahorse’s semblance of being part of nature.

Other aspects I am still cautious working with are before rules and the direct sequential language that using them requires. It can be difficult to perfectly code the actions you want to be prior to a reaction and cover all of the bases.

Specifically, in my game, there is a before rule in which you have to talk to a statue of a mermaid before you can ride a sea horse in order to be able to withstand the bubbles coming from the fish tank’s pump. That one occurrence would have to be broken down one object and action and subsequent reaction at a time. You have to ask yourself, “What happens if the player talks to the mermaid but doesn’t ride the seahorse.” or “What happens if the player tries to just swim over the aerator.” and so on.  Like a string of Christmas lights it could all plug in perfectly or you could be stuck with that one dead bulb, who knows where, and spend the night taking each bulb out one at a time . However, I found some help on the snippets page for before concepts and the examples are helping me become more accustomed to before rules.

I am also finding that it is much less overwhelming to build the game one section or concept at a time. I am First adding rooms and their descriptions, then adding objects and their descriptions and finally making those objects move and behave as a final step. This allows for a clear picture for anticipating which actions the player may want to take within your game and also just simply keeps your thought process more organized.

I have been enjoying the problem solving aspect of Inform 7 and surprisingly haven’t been overtly frustrated by the trial and error situations it tends to promote. I’m also fond of the fact that the Inform 7 environment enables the writer to create a work of fiction in which anything can be created and interacted with. However, the literal language of the programming balances this and is pleasantly methodical so that when used properly by the writer, it leaves the player still having a sense of control and navigation. Which is important to maintain player interest and enjoyment.

 





Game Frustrations: Storytelling is necessary.

9 10 2008

I have always been underwhelmed when it comes to “first person shoot em’ up” games and recently have been more inclined to explore these feelings. My frustration I’ve decided stems mostly from the way in which most of these games seem unfinished and empty. You, gun and the enemy there’s no plot, no reasoning. In many cases within these games enemy is not even a word that can be fairly asserted. The dictionary definition of enemy is:

“a person who feels hatred for, fosters harmful designs against, or engages in antagonistic activities against another; an adversary or opponent.”

There is a great deal of human emotion that is tethered to that word. The very definition leads a person to not throw it around lightly.  Yet, in video games,  arguably a virtual reflection of our human world that allows us to explore new thoughts, feeling and interaction, why have we skipped this human element and gone right to its result? How much more interesting could these games have been if a back story was given to the player?

Not only do these games have a lack of complete imagination for the most part but usually the reasoning behind the player wielding a gun is completely removed. There is no human element in shooting for no reason and it seems as though developers have tried to make up for that fact with weapon variation and more complicated maps. However,  much like in real life,  just because you get a new “toy” or move your location an obvious flaw or problem will still follow you.

Make no mistake,  there is definitely a time and place for violence when it comes to video games. It’s when a game’s main focus is simply a death count that there is little to no replay value simply because the game has the feeling of an empty shell, it’s physically grinding. It is unfair and lazy of a developer to simply plop a player down in a map with a gun and say “This is your enemy, kill them.” Why do none of us ever ask “Why am I shooting?” “Who are these people I’m shooting?” “What have they done to make me want to shoot them?” . Violence is simply a manifestation of extreme human emotion that requires adequate escalation and within fiction a great deal of exposition and rising action. To remove these elements is inhuman and makes playing such games seem pointless and fruitless.

It seems as though a great majority of video games are stuck in a world of Me Vs You or Me VS AI and this is very dangerous and stifles creativity. It’s time to move past the point of a game being to simply win or “beat the computer” but rather,  to foster an interactive storytelling that can intertwine naturally with human emotion.  Isn’t that truly the point anyway? Are video games in their most organic definition not another form or extension of fiction with which a player ( or reader) can interact? This is why they are so different from more traditional games or stories They inspire more accurate emotions within a person because they actually become part of the story.

As we see an emergence and subsequent rise of movement technology I feel that these thoughts will weigh more on our society’s gamers. When players are truly “holding” the gun there will be more of a direct mind and emotion connection and hopefully developers will take this as a way to integrate human body language naturally with game violence. A whole new level of interactivity could be explored on a level that is honest, authentic and in great depth.

Violence is a human entity that holds a natural and deserved place in our virtual world but that place should be climbed and ascended after a series of events and actions in a tasteful and methodical way. It is much more powerful and difficult for a developer to be able to push a player emotionally to want to wield a gun or sword than it is for them to remove all reason and force a player into a violent situation with no prior instigation.





Word Play With a New Media Twist

5 10 2008

As corny as it may be I always thought magnetic poetry was a great way to play with words and get my mind going. The visual aspect really helps me have a refreshed outlook on words and how they can unexpectedly relate to one another. Today I found a new media example of the 90s novelty and spent some time clicking and dragging words from each of the available kits. I really enjoyed the new media inspired version because it is much more portable than my fridge and it allows you to toggle between words by alphabetical groupings.

http://www.magpo.com/play.html





A Quick Post About the New DSi

2 10 2008

-GBA slot removed (no compatibility for Guitar Hero DS, any GBA games, rumble pak, etc)

-SD slot included (initially just for picture storage, but will likely include other functions later on.)

-Internal storage included for downloading of Nintendo DS Shop games, likely primarily GB, GBA, Game Gear, Neo Geo Pocket, and DS Ware titles etc.

-Two cameras included – one on back of DS, one in the hinge

-Top screen turned into touchscreen

-Both screens expanded

-Made thinner, but longer and taller

-¥18,900 ($178), launching in Japan on November 1st in black and white, the rest of us will have to wait until next year.

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