Friday, March 26, 2010

Level Up - Working in a Story

This week you should consider the different theories presented in the lecture and do two things: one, which one do you most agree with? and two: give us a game which you feel EPITOMISES your favoured theory and why?

Game Theories:
- Games are active
- Games as work
- Games as learning
- Games as social interaction
- Games as a study of rules or Games bound by a system of rules
- Games without goals (it's not a game with a goal, so they say)
- Games as spaces or Games as story worlds
- Games as an "Unholy" alliance of designer and player
- Games as art (a bonus one from my head)

Yes, I'm sure I've missed the point but this is what I have gotten out of the lecture so it's going to be different to whatever is in your head. The hard part of picking one of these theories is finding one that I'd agree with 100%. Games are complex constructions that have a whole lot of elements that I find difficult to pigeon hole as one 'thing'.

Nearly all games fit within these theories it depends on what aspects you decide to concentrate on. I'd could go on all day about it but that would be digressing into a giant pile of blah blah. I'm going to concentrate on "Games as story worlds" and "Games as work".

I like games that have worlds that are fully (or try to be) immersive and are about having to work within the confines of the story. A lot of the time this fails, the story is bad and the game mechanics are boring or don't work. A game that has a story world has to work hard to get the player to stay in the world for a long time.

Let's take Japanese RPG's for example. J-RPGS are all games that run on 2 theories, games as a story world and games as work. The story and world is there to suck you in, the work is used to stop it from being one giant visual novel. The kind of work you do is leveling up (grinding).

Why level up:
- To stop getting killed
- To get powerups/gain abilities
- Collect items (you collect items for many reasons)
- OCD (you're compelled to get as much stuff as possible)
- Bragging rights (the internet is a strange place where bragging on how little you level up will earn you 'cred')

Case Study:

Let's look at an example of how the story world and working(level) work together.
The JRPG works on having a story and characters that make the player/audience want to progress the story or spend time with the character. The get further in the story, you more you need to level up.

Persona 3:
A dungeon with 250 levels, characters, social relationships and your personality that require leveling up? Welcome to Persona 3, a J-RPG that puts you in the life of a Japanese teenager who has to deal with demons, the apocalypse, soul searching and exams.

Levelling up requires you to fight monsters that appear in the dungeon, standard fair. What makes this different is that if you need to get to certain floors of the dungeon by certain days. That's right, it's got a calender cycle. Okay, strange but possible until you find out that your party members are digital humans; work them too hard and they get tired and catch colds. Your main character has these weaknesses too, work him too hard and he won't be able to fight.



There are some incentives for levelling up, you get access to new summons, magic powers, money and the thrill of not dying in the randomly generated dungeon. Don't forget, you're saving the world. How's that for extra curricular activity?

The story of Persona 3 does make the fighting and levelling bearable, sometimes enjoyable. You're going to save the world, making sure you don't die while doing it is a powerful incentive. Another incentive is Hard Mode, you die and there aren't no magic items to bring you back to life.

The game has moments that do make you feel a part of the world. Team members will tell you enthusiastically when they level up or when they land a critical hit. Exclamation marks pop up when you character answers a question correctly, is charming or stands up for himself.



The social relationship leveling up? Strangely investing time in NPCs does reap some benefits, being best buds or having a relationship will net you more powerful summons. Having friends also helps you save the world from doom. You get bonus content as you get closer to your friends, finding out why a monk hangs out at a night club is one of the highlights. JRPG's are notorious for making character interaction a must, I don't know if these skills will carry over to your real life.

Unlike real life, if you level up aspects of your personality, you can meet new people or impress the ones you know. Somehow it's worked into the story; a creepy man from a dimension that only you can access tells you to make friends as part of your contract that you've signed with some strange ghostly kid... It makes sense in the world of Persona but no where else.





The game world does have a lot of extra things to do but they are geared towards levelling either relationships or your own stats. Singing karaoke makes you more courageous.. The main character is pretty bland, giving you lots of opportunity to give him a personality. The game's also great at getting people to micromanage the character's life. Not that's a bad thing when you get to the stage of juggling 3 girlfriends..

It's best to say that this particular story is work, you work to save the world and better yourself. Working to save the world involves levelling up and trying not to die. Well, at least you've spent over 50 hours getting through a really intense story, surely that's worth it?

Pretty sure I've failed getting any form of a message across. Better luck next time.

The Wizard of Oz - Remixed

This week's prototyping exercise was to take L. Frank Baum's Wizard of Oz and turn it into a game. The catch is that the game must be based on 1 of 5 game theories:

- Play as Darwinian influence (survival of the fittest)
- Play as active performance (player works to create work via action)
- Play as work (where the game exists because the player plays it)
- Play as (learning) fun ("teach" the player a satisfying pattern)
- Play as social imperative (playing provides social opportunities)

Ideas generated by: Max, Natalie, Jasmine and I.

The Wizard of Oz as Survival of the Fittest:
Feel free to add dystopian future to any of these.

- Wizard of Oz as Survivor (TV show)
- Battle Royale: Oz
- Wizard of Oz fighting game
- MMO (offers survival but also social opportunities, why kill when you can befriend?)
- RTS (pick a faction of Oz and try to assimilate as many hosts to bred a batch of super solders)

Return to Oz: Teaching the player:
Genre: Action/Adventure with puzzle elements (up for discussion)
Play: Non linear

Inspired by the movie Return to Oz and The Wizard of Oz series, the game has the player moving between the real world and memories set in the land of Oz.

The real world is filled with problems but the solutions to these problems can be found in Oz. The player is given a portal to be transported to a memory bank where they can choose which memory to play.

The game is comprised of small events that culminate into a larger goal, the puzzles that the player solves help fix the real world and progress the game.

Potential Puzzles:
- Freeing cursed characters from the Nome King's spell
- Finding treasure in Mombi the Witch's Hall of Heads

Wednesday, March 24, 2010

Hairstyln'

Somehow I'm an(the?!) example on how to do shit that involves written assignments. If you're looking on how to write an essay, you're looking in the wrong place. Here's some stuff that will help you to make it look like you did research.

Swinburne University: Harvard Style Guide: The most useful one around, it's pretty wordy but does have guidelines for referencing Wikipedia, Youtube, blogs and Twitter.

Harvard - UQ style!: If it's good enough for them, then it's good enough for you. Download UQ's guide here.

Griffith U's Referencing Tool: Nuttin' says serious learning than a Flash applet. No Flash - use the text version. Or pdf version.

Don't forget:
Bibliographies go on a new page. They are also A - Z like a phone book.

Tuesday, March 23, 2010

Episode III - Third time's not so charming

Getting a little closer but the conclusion stinks as usual. Some of the stuff is the same, but I have tried to make it flow better and get some of those ideas tighter. Hopefully the final version is within sight.

Star Wars has had a pervasive impact on the modern human psyche and has left its mark on directors, fans and video game designers. It is responsible for several changes in popular culture, the rise of the blockbuster, the franchise movie, the use of computer generated special effects and for leaving an indelible mark on popular lexicon. (Emerson n.d; Jenkins 2005) Countless references from the series have been used in commercials, video games, books and other mediums.

For those born after the inception of Star Wars, they have accepted it as a site of shared cultural knowledge. (Booker 1997) Peter Krämer (2001) cites during a class, he asked students the role of Star Wars had in their lives and was surprised by the response. They recounted that as children; they inhabited a 'Star Wars universe' and still felt that was still applied even as adults. "... the saga's characters, stories and catch phrases had been a primary reference point for their peer group and also within their families." (Kramer 2001)

Star Wars has a video game industry has spawned over 100 video and computer commodities. Much of the series continuing popularity and perpetuation of Star Wars over our society is due to the production of video games. (ref) Video games have offered a way for Star Wars to continue their dominance of popular culture; this spread also has had an effect on video games as a source of inspiration, reference and parody.

The biggest game in the industry that Star Wars has inspired is Tomohiro Nishikado's Space Invaders. Nishikado recalls that he was inspired by news of the American movie that was coming to Japan. He had felt that setting the game in space and having aliens as opponents would be less immoral than shooting human enemies. "Human movement would have been easier, but I felt it would be immoral to shoot humans, even if they were bad guys." (Nishikado cited in The Creation of Space Invaders 2005)

Space Invaders is considered to one of the seminal arcade games which launched an industry. The influence on the games industry can still be felt today. It pushed video games culture into mainstream consciousness; it created the genre of games known as top-down shooters and became a historical icon of video games. (Edwards n.d)

Its conception could not have happened without Star Wars' interpretation of space as an adventure. It paved the way for space opera and aliens to be acceptable serious topics for movies and video games. (Edwards n.d) While Star Wars is considered the quintessential space adventure movie, it has also created the archetypal video game moment.

`Star Wars' didn't create video games but it totally influenced them... The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed. (Schneider cited in Caro 2005)

The battles set in space have been an inspiration to game designers Ted Michon and David Rolfe who in 1979 released the arcade game Star Fire. Due to licensing and publishing issues the game never bore the Star Wars brand but players have made connections between Star Fire and its muse.

David Rolfe admits that Michon wanted to create a game in the same genre as Star Wars. The graphics created for the game attracted Star Wars fans through their similarity to the original product. It has been described by some to be a digital equivalent to piloting a vehicle from the movies. (Thomasson 2006; Minter 2003) The sheer volume of fan media is overwhelming; the desire for others to relive and recreate the experiences of Star Wars and its characters is not limited to fans. (Jenkins H 2005; Caro 2003)

Star Wars and Star Fire would later lead to an unusual game inspired by an official Star Wars product.

The review in question described the Walkers as “giant mechanical camels”. “And that just got me thinking about giant camels in general,” says Minter. (The Making Of: Attack of The Mutant Camels 2009)

Drawing inspiration from a review of The Empire Strikes Back, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. (The Making Of: Attack of The Mutant Camels 2009) With an aesthetic borrowed from the Parker Brother's game, Minter's game could be seen as a parody but also as a retelling of the original game.

It is difficult to imagine a cultural landscape without Star Wars, much of it has become ingrained into our communicated media such as films, books and video games. It has remained one of the most popular space operas, a prime example of man's obsession with adventure and the unknowns of space. Space Invaders and its space themed game play originate with Star Wars; this little seed of inspiration gave rise to one of icons of video game culture.

Conclusion is not finished, again. I will get around to it once I figure out just how to sum this essay up.
Following the rise of Space Invaders and Lucas' films, video games, aliens, space operas became pop culture standards. The thrill of exciting frontiers opened by digital media continues today. Scenarios, characters and lines from the films have often been referenced in different mediums and still provide stimulus for developing works.

Monday, March 22, 2010

Episode II - The Waffle starts now

Another slightly re-jigged draft of yesterday's entry, it's starting to get better. Who knows I may have something by Thursday that actually looks like an essay.

How does a space opera from the 1970's influence contemporary gaming? Yeah, yea, I know this line is getting old. I'll come up with something better.

Star Wars has had a pervasive impact on the modern human psyche and has left its mark on directors, fans and video game designers. It is responsible for several changes in popular culture, the rise of the blockbuster, the franchise movie, the use of computer generated special effects and for leaving an indelible mark on popular lexicon. (Emerson n.d; Jenkins 2005) Countless references from the series have been used in commercials, video games, books and other mediums.

The biggest game in the industry that Star Wars has inspired is Tomohiro Nishikado's Space Invaders. Nishikado recalls that he was inspired by news of the American movie that was coming to Japan. He had felt that setting the game in space and having aliens as opponents would be less immoral than shooting human enemies. "Human movement would have been easier, but I felt it would be immoral to shoot humans, even if they were bad guys." (Nishikado cited in The Creation of Space Invaders 2005)

Space Invaders is considered to one of the seminal arcade games which launched an industry. The influence on the gaming industry can still be felt today. It pushed video games culture into mainstream consciousness; it created the genre of games known as top-down shooters and became a historical icon of video games. (Edwards n.d)

Its conception could not have happened without a fairy tale sent in space known as Star Wars. Star Wars paved the way for space opera and aliens to be acceptable serious topics for movies and video games. (Edwards n.d) While Star Wars is considered the quintessential space adventure movie, it has also created the archetypal video game moment.

`Star Wars' didn't create video games but it totally influenced them... The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed. (Schneider cited in Caro 2005)

The battles set in space have been an inspiration to game designers Ted Michon and David Rolfe who in 1979 released the arcade game Star Fire. Due to licensing and publishing issues the game never bore the Star Wars brand but players have made connections between Star Fire and its inspiration.

David Rolfe admits that Michon wanted to create a game in the same genre as Star Wars. The graphics created for the game attracted Star Wars fans through their similarity to the original product. (Thomasson 2006 ; Minter 2004)

Star Wars and Star Fire would later lead to an unusual game inspired by an official Star Wars product.

The review in question described the Walkers as “giant mechanical camels”. “And that just got me thinking about giant camels in general,” says Minter. (The Making Of: Attack of The Mutant Camels 2009)

Drawing inspiration from a review of The Empire Strikes Back, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. With an aesthetic borrowed from the Parker Brother's game, Minter's game could be seen as a parody but also as a retelling of the original game. (The Making Of: Attack of The Mutant Camels 2009)

For those born after the inception of Star Wars have accepted it as a site of shared cultural knowledge. (Booker 1997) Peter Krämer (2001) cites during a class, he asked students the role of Star Wars had in their lives and was surprised by the response. They recounted that as children, they were inhabiting a 'Star Wars universe' and still felt that was still applied even as adults.

"... the saga's characters, stories and catch phrases had been a primary reference point for their peer group and also within their families." (Kramer 2001)

More to come so don't winge that it's not going anywhere.
23rd March Edit: No, changed part of it so this is an unfinished draft


Bibliography

Booker W 1997, 'New Hope: The Postmodern Project of Star Wars' in S Redmond(ed), Liquid Metal The Science Fiction Film Reader, Wallflower Press, London, pp. 289 - 307.

Brown J 2005, The impact of the Star Wars trilogy, viewed 10th March 2010, http://www.pbs.org/newshour/bb/entertainment/jan-june05/star_wars_5-19.html.

Caro M 2005, The power of the dark side, viewed 10th March 2010, http://www.chicagotribune.com/chi-0505080390may08,0,5154795.story?page=1.

Ebert R 1999, Great Movies: Star Wars, viewed 11th March 2010, http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990628/REVIEWS08/906280301/1023.

Edwards B n.d., Ten Things Everyone Should Know About Space Invaders Celebrating 30 Years of Shooting at Sushi, viewed 5th March 2010, http://www.1up.com/do/feature?pager.offset=1&cId=3168373.

Emerson J n.d, How Star Wars Shook the World, viewed 10th March 2010, http://movies.msn.com/movies/starwars/?GT1=7701&.

Jenkins H 2005, Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture, viewed 12th March 2010, http://web.mit.edu/cms/People/henry3/starwars.html.

Kramer P 2001, 'It's Aimed At Kids - The Kid in Everybody: George Lucas, Star Wars and Children's Entertainment', in Y Trasker(ed), Action and Adventure Cinema, Routledge, Oxen, pp. 358 - 370.

Minter J 2004, The Joy of ZX & Hex, viewed 20th March 2010, http://www.llamasoft.co.uk/lshistory4.php.

Rickey, C 2005, Debate brews about cultural impact of 'Star Wars', viewed 10th March 2010, http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml.

The Creation of Space Invaders 2005, Edge Online, viewed 12th March 2010, http://www.edge-online.com/news/the-creation-space-invaders.

The Making Of:Attack of The Mutant Camels 2009, Edge Online, viewed 14th March 2010, http://www.edge-online.com/magazine/the-making-of-attack-of-the-mutant-camels.

Thomasson M 2006, Interview with David Rolfe, viewed 13th March 2010, http://www.gooddealgames.com/interviews/int_rolfe.html.

Sunday, March 21, 2010

Episode I - Rough Start

This is a pretty rough draft of my essay about Star War's impact on modern gamimg. A lot of things need to sorted like references, ideas, flow and a conclusion. More will come as I rework it.

Star Wars is responsible for several changes in popular culture, the rise of the blockbuster, the franchise movie, the use of computer generated special effects and for leaving an indelible mark on popular lexicon. (Emerson n.d ; Jenkins 2005) Countless references from the series have been used in commercials, video games, books and other mediums.

How could a space opera from the 70's influence contemporary gaming?

Star Wars has had a pervasive impact on the modern human psyche and has left its mark on directors, fans and video game designers. This essay will look at the impact Star Wars had on people as a cultural phenomena and at the video games it has inspired.

Peter Krämer (2001) cites during a class, he asked students the role of Star Wars had in their lives and was surprised by the response. He recounts that as children, many of his students felt they been inhabiting the Star Wars universe and still do as adults.

"... the saga's characters, stories and catch phrases had been a primary reference point for their peer group and also within their families." (Kramer 2001)

The appeal of Star Wars has many facets, its creator George Lucas has been cited that it is a portrayal of faith and innocence triumphing over cynicism and despair. (Levin cited in Brooker 1997) Critics have panned and praised the series approach to capture the "inner child". (Kramer 2001) Simular parallels can seen in the number of games that offer the player a similar experience.

"`Star Wars' didn't create video games but it totally influenced them... The Death Star trench run in the original `Star Wars' is the archetypal video game climax: Fire a missile, hit a weak spot and everything gets destroyed." (Schneider cited in Caro 2005)

It is moments like these that have inspired games such as Space Invaders, Star Fire, Attack of the Mutant Camels and countless others. Entering a world where Star Wars, some of these products prove that Star Wars is an inspiring force that spans a lifetime.

The 1979 arcade game Star Fire owes its creation to Star Wars. Ted Michon was inspired by the movies to create a game in this genre, he created graphics that were extremely close to the designs of Star Wars. (Thomasson 2006) Star Fire is noted for emulating the experience of flying a TIE fighter from the movies. (Minter 2003)

One of the strangest video games to claim influence from Star Wars is Jeff Minter's Attack of the Mutant Camels.

The review in question described the Walkers as “giant mechanical camels”. “And that just got me thinking about giant camels in general,” says Minter. (The Making Of: Attack of The Mutant Camels 2009)

Drawing inspiration from a review of The Empire Strikes Back, Minter created an imaginative experience which pitted the player against shielded camels that could fire lasers. With an aesthetic borrowed from the Parker Brother's game, Minter's game could be seen as a parody but also as a retelling of the original game.

The biggest game in the industry that Star Wars has inspired is Tomohiro Nishikado's Space Invaders. Nishikado recalls that he was inspired by news of the American movie that was coming to Japan. He had felt that setting the game in space and having aliens as opponents would be less immoral than shooting human enemies.(The Creation of Space Invaders 2005)

Space Invaders is considered to one of the seminal arcade games which launched an industry. The influence on the gaming industry can still be felt today. It pushed video games culture into mainstream consciousness, it created the genre of games known as top-down shooters and it's conception could not have happened without a fairy tale sent in space known as Star Wars. Star Wars paved the way for space opera and aliens to be acceptable serious topics for movies and video games.(Edwards n.d)

Video games would not be a dynamic cultural force without the influence of Star Wars whether it's the need to emulate scenes from the movies or as a jumping platform for game development. The excitement of pretending to be a Jedi Knight as a child to engaging hyper-speed as an adult gamer, these moments could only have come from a world where Star Wars exists.

From the late 70's, Star Wars has been the one cultural force that has eclipsed other trends and inducted generations of people into its fold. Few can imagine life without its presence, even the uninterested are aware of its influence over their lives. If the force with you?

Bibliography

Booker W 1997, 'New Hope: The Postmodern Project of Star Wars' in S Redmond(ed), Liquid Metal The Science Fiction Film Reader, Wallflower Press, London, pp. 289 - 307.

Brown, J 2005, The impact of the Star Wars trilogy, viewed 10th March 2010, http://www.pbs.org/newshour/bb/entertainment/jan-june05/star_wars_5-19.html.

Caro, M 2005, The power of the dark side, viewed 10th March 2010, http://www.chicagotribune.com/chi-0505080390may08,0,5154795.story?page=1.

Ebert, R 1999, Great Movies: Star Wars, viewed 11th March 2010, http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990628/REVIEWS08/906280301/1023.

Edwards B, n.d., Ten Things Everyone Should Know About Space Invaders Celebrating 30 Years of Shooting at Sushi, viewed 5th March 2010, http://www.1up.com/do/feature?pager.offset=1&cId=3168373.

Emerson, J n.d, How Star Wars Shook the World, viewed 10th March 2010, http://movies.msn.com/movies/starwars/?GT1=7701&.

Jenkins H 2005, Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture, viewed 12th March 2010, http://web.mit.edu/cms/People/henry3/starwars.html.

Kramer P 2001, 'It's Aimed At Kids - The Kid in Everybody: George Lucas, Star Wars and Children's Entertainment', in Y Trasker(ed), Action and Adventure Cinema, Routledge, Oxen, pp. 358 - 370.

Rickey, C 2005, Debate brews about cultural impact of 'Star Wars', viewed 10th March 2010, http://media.www.the-telescope.com/media/storage/paper749/news/2005/05/09/StarWars/Debate.Brews.About.Cultural.Impact.Of.star.Wars-953413.shtml.

The Creation of Space Invaders 2005, Edge Online, viewed 12th March 2010, http://www.edge-online.com/news/the-creation-space-invaders.

The Making Of:Attack of The Mutant Camels 2009, Edge Online, viewed 14th March 2010, http://www.edge-online.com/magazine/the-making-of-attack-of-the-mutant-camels.

Thomasson M 2006, Interview with David Rolfe, viewed 13th March 2010, http://www.gooddealgames.com/interviews/int_rolfe.html.

Saturday, March 20, 2010

D&D Griffith Style

This week we were asked to make a prototype of a game that is played on a map. After some thought, it came down to a D&D style game set in Griffith University.

D&D Griffith Uni
Concept by: Jasmine, Jeanny, Cassandra, Natalie and myself



Number of Players: 4 +
Dungeon Master is required to set tasks, enemies and adjudicate player fights

Goal:
Players are to start at the pub and must enter the university grounds to retrieve or deliver an item from a specific location. When they have completed this task, they must return to the pub. The first to return is the victor.

Challenges:
Players must face obstacles and enemies (teachers or other players). Players can attack each other when they are on adjacent squares or land on the same square as another. The attacker will be given the first roll.

Victory is given to the player with the most inventive attack and the highest roll. The loser will be sent back an allocated number of spaces. The DM will roll for NPCs.

Preparation:
Players will need to determine their weapon of choice however the DM will set the limits of this weapon. eg. Range, number of uses and attack.

For consideration:
- The use of cards will make battles, tasks and inventories easier to manage.
- Player vs Player combat will need to be adjusted so that opponents are more of an obstacle.