Sunday, 28 November 2010

Games as interactivity.

Are games interactive?

From this lecture I was given this question and some useful pieces of information to help me discover what interactivity actually is. From my mind i believe that we interact with everything. Whether sitting on a chair, reading a book or evening listening to music are all forms of interaction with 'something'. You doesn't have to necessarily be conscious of it actually happening, but the more you think about it the more you understand that you interact with your surroundings. However, there is far more to the thought than just my hypothesis.

'Interaction is a relationship between two objects' this is a statement that I side with from this question. As previously stated I believe we interact with everything, subconsciously or being full aware of it. So the interaction between us and games is a definite bond or relationship. It's not just watching or listening, it's actually playing and thinking with choices that you make when you play a game. If anything you are far more connected with a video game than a lot of entertainment devices. It takes multiple interactions instead of just one. For example listening to a CD is just listening, but playing a game is watching, listening, thinking and reacting depending on tasks set out for you. There is a much larger connection with this form of interaction, and that is when you begin to look at emotional as well as physical interactions.

Connecting with entertainment devices has far more interaction than what we do in day to day lives. You may side that true interaction is things you are aware of, instead of subconscious connections such as laying bed or sitting on a chair. Watching movies, playing games, reading a book and listening to music all have stronger interactive bonds as we as humans react to it in both physical and emotional ways. Like with music can come a happy, sad or angry sensation as well as the motivation to dance  or express movement. Video games I believe, are the strongest form of interactive entrainment out there. As previously stated, games invite you to new realms of interactivity by making you react to different elements of the game through emotional connections, that can make you act physically. Playing a scary game makes you interact with the music, atmosphere and imagery that add to your emotions causing you to be fearful of the concept. Development in the video game's plot can make you react physically because you're so emotionally attached to the game. For example, the music and scenery of a scary game would add to the tension in your mind emotionally. When the game unfolds the plot you react in fear, by jumping or sweating and becoming frightened.

That is how I recognize games as a source of interactivity. As you bond with the entertainment emotionally and physically, more so than any other form.

Saturday, 27 November 2010

Video Game History

For this lecture. i watched a video about the beginning of digital games. It was interesting to see how video games have adapted over such a short period of time, and how it evolved from cultural interests. In the 1950's, 'Tennis for two' was founded by experimenting with an oscilloscope and hacking the system. I believe this was in aid of finding an escape from the reality in that era, as the aftermath of the war was devastating. Although it was an act of rebellion in a sense, virtual games were founded from there and it is a crucial remembrance to the gaming history.

As the history developed with the idea, cultural interests began to alter concepts for future games. As space travel was dawning across the world, this inspired video game enthusiasts to produce concepts based around it. The first was 'Space War' that was founded with the exploration of new technology. The game itself appealed to the public because of it's inclusion of current events. It became relatible to many people and soon soared in popularity. From this, it was apparent to make games that would relate to human interests. As history went on. games were produced to promote peach during the 60's and also there to aid better welfare for the emotional mind, by making pleasant/fun games to distract them from the happenings in that decade. This is when Japan evolved with technology and produced 'Space Invaders'. In the 1950's, computers were used to fire bombs at the enemy at a touch of a button. This inspired the developers of Space Invaders, and thus it was included within the game. Alongside that, it was the first game to have sound within it that reacted to certain points in the game play. This intensified the gaming experience alongside the challenge of the concept, and from this it really attracted the attention of the world.
Space invaders was everywhere. Games became not just an art form, but a culture amongst all ages. It became a supportive escape of the harsh realities within the world, it became a sort of haven. With what happens in our time is uncontrollable and daunting, whereas within games we are in control of what goes on and gives us that sense of ambition and success. From Space Invaders, dawned 'Pacman', the first game with a protagonist and a new way to play within increasing difficulties. Pacman wanted to steer away from cliches before itself by avoiding the 'shooting' genre. This inspired gaming developers to make different genres of games, and that is when Russia created 'Tetris' in 1985. An innovative  approach to existing games by making it a puzzler, where you had to study different shapes and make them fit together without leaving games. This game became very addictive for it's sense of rush an achievement the further you went on in the difficult stages. It was after then, that video games evolved and became the popular form of entertainment today.

Tuesday, 16 November 2010

Games as a Formal System

The GAME is a formal structure where players are confined by a set of rules and objectives. The player has to apply within the obligations structure in order to achieve the goals of the game. However, just because the game has rules, does not necessarily mean they are always applied to the performer.

That is when PLAY comes involved. PLAY is an informal representation of a game and how you take risks within the elemental structures. These  are derived from personal and emotion choice when faced with a game, for example you could chose to 'Cheat' when you play. So you're not playing by the rules, but still finding ways to complete the objectives and win. However, with certain decisions that sense of risk enables the thought of benefiting or not, you could potentially lose everything.
 
I decided to show my favourite game confined to this structure for GAME and PLAY so i can gather a clear understanding of the formal and informal elements.

Halo as a formal system:

Objects - Avatars/main characters and leading roles that are crucial to game progression such as the 'Master Chief' and 'Cortana'. Alien environment possesses innovative structures, landscapes and creatures. Unique weapons required to adapt to difficult situations, strategically placed for aid and security.

Attributes - First person design as a shooter/ Restricted view of whole body because of first person view. Maps and landscape confined by rules such as obstacles, or where the map ends and is physically impossible to go past that point. Other confinements such as 'Friendly Fire' is a crucial rule when playing Halo, as your team members are there to aid in your attack and defenses.

Relationships - With character's position in the game. The 'Hero' who is depended upon by most of the civilian race. Depending on resources such as data Intel/information to progress further. Emotional and psychical communication is key when playing Halo, as it develops stronger relationships and bonds which may or maybe not be used to your advantage later in the game progression.

History - Based on a prequel of the lead character and how he became a Hero. The alien race within the game, is a very religious set of creatures in which depend on holy relics and artifacts for salvation. Based on books, comics and other medias such as 'The Fall of Reach' and 'First Strike' Halo fictions. The 'Master Chief' represents American super solider in a military force aiming to stop the destruction of earth and the Universe. Wide field of enquiry with planet and alien's religious ambitions.


Halo as an informal system.

Objects - Avatars/main characters and leading roles that are based on the player's interests with that person, you don't need to believe that they will help you or not, deciding for yourself what to believe. Alien environment possesses innovative structures, landscapes and creatures. Unique weapons required to adapt to difficult situations, strategically placed for aid and security. However, is not always followed within those situations, may use a different method or weapon for a completely different task, depending on required taste or tactics.

Attributes - First person design as a shooter/ Restricted view of whole body because of first person view. Maps and landscape confined by rules such as obstacles, or where the map ends and is physically impossible to go past that point. Other confinements such as 'Friendly Fire' is a crucial rule when playing Halo, as your team members are there to aid in your attack and defenses. However, does not always comply with the player, depending on mood or the severity of the situation. For example, using 'Friendly Fire' for entertainment/fun, or to become more of the soloist. Although there is not a chance to actually be bad throughout the game, you can make wrong decisions in which could jeopardize your help within that certain objective. This is enhances that factor of 'Risk'.

Relationships - With character's position in the game. The 'Hero' who is depended upon by most of the civilian race. Depending on resources such as data Intel/information to progress further. Emotional and psychical communication is key when playing Halo, as it develops stronger relationships and bonds which may or maybe not be used to your advantage later in the game progression. However, all information can be ignored depending on personal choice, such as haste in reaching the goals quicker. BUT missing out other pieces of information such as hidden data will take more time, but will greatly increase your understanding of the plot and how certain Intel could help you later.

History - Based on a prequel of the lead character and how he became a Hero. The alien race within the game, is a very religious set of creatures in which depend on holy relics and artifacts for salvation. Based on books, comics and other medias such as 'The Fall of Reach' and 'First Strike' Halo fictions. The 'Master Chief' represents American super solider in a military force aiming to stop the destruction of earth and the Universe. Wide field of enquiry with planet and alien's religious ambitions. However, the player may or may not want know the complete back story of the Halo series, and decide to ignore much of the plot and just play for the thrills of being an FPS etc.


These are a few ways in which Halo can be altered into an informal system. However, there are other ways in which the player can reach limits not allowed within the formal structure of the game. Such examples as using cheats or 'modding' (using computers to hack into the actual content of the game) to aid in various ways of the game progression. For example, not losing health when hit, never running out of ammunition and also elements such as level jumping (moving to certain points of the map without physically going there)anything is possible for the player. You are set with a massive landscape of the Halo universe and with every tool, structure, weapon, vehicle and so much more that was used throughout the Halo game. From this vast set of items, the player is left with the freedom to build and produce their own levels, monuments, maps and even games. This is where Halo makes itself more of an informal system, where the player is left to do whatever they want with the items supplied. It is incredibly popular for having the player feel more of an unique individual within the game, by making their own set of maps and objectives. Forge has no rules within the game, aside from map limitations in the actual basic landscape, aside from that everything is depending on what you want to do with it, a blank canvas for ideas and personalities to flourish within the Halo universe.

This is a prime example of how the next generation of gaming is evolving. Developers of the video games are giving the players more and more reason to keep playing after the initial story. For example games such as Call of Duty, proving your worth is highly popular with the multiplayer online and it takes days of playing in order to reach that goal. There are no other real objectives, you can play how you want to, with whatever weapon you want and with any strategy or tactic. This gives the player a sense of individuality within the components of the game, where you feel like you are in complete control of your progression and not by how the rules have laid out in previous modes. There will always be a formal system within a game, but as the industry evolves, it is evident that having more elements of an informal system, is going to appeal more to the audience as it makes everything more personal and aimed at you as an individual.

Bibliography: 


. Google Images

Tuesday, 19 October 2010

Personal Gaming History.

I have always been a keen gamer for the majority of my life, so my gaming history is vast and elaborate.  Before i turned 12, i was never stuck on a particular genre of game. I played all kinds from 2D/3D side scrolling adventures such as 'Sonic', 'Yoshi's Island', 'Bug!' and 'Abe's Oddessey'. One in particular which was also the first game i ever played was 'A Clockwork Knight' for the Sega Saturn. I adored the concept for that game for it's artistic environmental attention. Playing in a world of a cluttered child's room, leaping and climbing from all sorts of toys, whilst using your clockwork ally to clear a path through the scene. I think i enjoyed it as much as i did because i could relate it to my lifestyle at the time. Being a young child i could connect with the concept and enjoy it's colourful and busy landscapes.






As i grew older i exposed myself to more video games. I began to take an interest in the genre of FPS (first person shooter) The first two definitive games that i enjoyed were 'Unreal' and 'Quake' for the PC. I believe fps appealed to me more at the time because of the multiplayer capabilities. I was finding myself in LAN matches with my father's colleagues at work. From that, competitive game play began to emerge within me. So much so, i started to buy and collect consoles to feed my interest.





Once i got hold of the Nintendo 64, FPS evolved for me. ' Turok 2: Seed's of Evil' and '007 Goldeneye' were perfect examples of how i paid more attention to the genre. They both had more depth to the stories, a vast array of weapons and environments that looked graphically stunning. In conjunction with that, multiplayer enhanced with customizable characters, sets and modes. You actually began to to think strategically to take down your opponents within using these new concepts. New textures and tones enhanced the experience for me and made the games more relatable and personal to me.







Then 'Halo: Combat Evolved' came onto the scene. Never before in my life did i ever see such a visually stunning and compelling concept: FPS had grown so much at that point. Everything about it was perfect for me. The concentration of portraying threats/war onto this truly alien planet gripped me. Playing as a legendary hero, through his eyes for the entire game. using cunning and wits to take for the enemy. Aside from that, every character had so much personality, you literally could've believed it was real. I was so incredibly immersed into FPS from then, learning the story through the character's personality traits made me connect emotionally to the game. The story was so intense that you had to keep playing, difficulties making you react strategically to succeed. FPS enables you to live the reality of the game, as you look through the eyes of that character, you began warping yourself to believe you were them, and when it came to game progression, you felt as if it was a matter of life or death to achieve, because you are so emotionally connected. That's why i believe Halo was the game that made me do what i am today. Saving the world changed for me as a concept because of the characters, environments and emotions. You wanted to protect everything because of that emotional bond, that is why i believe FPS is the best genre: For it's Total Interactive Immersion.







Bibliography:

. Google Images



Pleasure in Games - 'Rules of Play (Katie salen and Eric Zimmerman)'

It was interesting to read how the author devised the understanding of 'pleasure' and how it was enforced from the concept of rules. "Pleasure is commonly understood as a fundamental feeling this is hard to define but that people desire to experience (1)" Play within games helps outline the emotion of 'pleasure' by adding regulations to the design. obeying rules is a psychological torment, as achieving the goal will give you that feeling if excitement: However, with pleasure comes pain. Failing to play within the games rules could result in loss, which in human nature is often known as a bad and unwanted feeling. From this, winning feels more crucial and adds to the hype of the game play. using concentration and memory skills to aid the process of succeeding, gives you an adrenaline rush with the the thought of that exhilaration achievement. 

It's all within accepting the rules and using your actions wisely, with these factors in mind, the 'play' of a game becomes overwhelmingly exciting and defines the 'pleasure' within the game play.

(1) 'Rules of Play' By Katie Salen and Eric Zimmerman. Page 330. Unit 3: PLAY

Tuesday, 12 October 2010

Chris Goodswen - 3D Artist Lecture analysis

Website: www.tincow.net
Useful Programmes noted: 'Unity 3', 'Marmoset Toolbag', 'Sculpturist' on ZBrush.

It was clear that Chris's experience as an undergraduate proved beneficial to his development over the last few years, as an aspiring game designer. It was interesting to see how he progressed from the same course, into areas of the industry by broadening his skills and finding his specific specialisms. To begin with, he solely was a 2D concept artist, who with dislike for 3D design, avoided anything to do with it where he could. It was obvious to me that he got compelled into a comfort zone which resulted him not to find motivation to attempt 3-Dimensional designs. However, through working  on the course he began to artistically mature, and introduce himself to art forms he would usually avoid. This enabled him to get not only a better understanding of the industry, but also of himself and his artistic ability.

Chris began finding his conceptual style by pursing his passion on anatomy. With all art studies, he benefited by researching existing materials alongside traditional techniques to devise his own designs. by focusing on historical and cultural depth, Chris could  adapt his ideas further within keeping that backlog of research. This made me realise the importance of  researching thoroughly before you begin drawing or designing. Finding out more statistics would aid my knowledge within a conceptual study, as i would have a memory of useful and factual data.

The way Chris developed his work seemed very crucial to his personal progression. He learnt that constant exposure to playing with ideas and drawings, aided him into sticking with a solid concept. He would do mass amounts of 2-3 minute sketches until he found a silhouette that stood out for him. From there he would adapt them by doing 5-10 minute speed paintings, that allowed him to explore with tonal and textural structure. Through exposing himself to different arts such as animation, 3D and 2D, Chris was able to narrow down his strengths and create his specialism. However, this was not the only factor that helped with his progression.

'Working in Teams' was the most crucial statement he said in the lecture. Connecting with the other artists opens endless networks into various industries related to this course. It also allows you to become influenced by other works being produced, which is key for development and gaining inspiration for conceptual ideas. You can obtain all sorts of information from each other, as every individual carries some sort of unique style, or has a process you would be unfamiliar with. From this, you can have endless possibilities in your designs, so staying close to a team will always be beneficial.