DJ Scotch Egg visit:
Found the concept of limitations in the work an interesting concept, and how you can make something quite complex from something so minimal. Comparisons with modernism design and theory that it is about the materials used.
Sentimentality also an interesting point, how he uses a gameboy to create music but not other consoles. Could also link in with nostalgia, as the sounds used were mainly from our own childhoods.
Overall and interesting visit, and some things i could think about for my own dissertation, especially the cartoon like energy and changes which directly references to what i want to write about.
Thursday, 24 January 2008
Sunday, 20 January 2008
it's only bloody done - part II
ok animation done.. could be better but i quite like the design of it. Thats the project done and never to be looked at ever again.
Thursday, 17 January 2008
change of idea
Since the last time I updated this blog I've changed a fair bit of my original idea.
Before the idea was centered around:
- narrative of children's nightmares
- user control and maximum freedom
- different interfaces
- mass collaboration
- more sophisticated or different ways of interacting i.e making the solution to the puzzle instead of finding it
but since tutor discussions it appeared that not only do i have too much going on but also some of the ideas contradicted themselves. For example the idea of nightmares and user freedom were contradictory as when you think about nightmares you tend to think of feelings of being trapped and loss of control.
So i had to edit my idea and take out some points that I really wanted to include. However, the new idea just focuses on one of the above points. It is now a variation on the online point and click games that involve escaping from a room. The difference is that instead of searching the room the interactivity comes with creating the solution on the screen by drawing something.
To give the game a bit more validity there is no real narrative but as I am comfortable designing for a younger audience I thought of the theme of escaping from a school. So one of the levels could involve having to distract a teacher whilst the player sneaks out of the room, and because the user has to create the solution the game gives them more freedom of choice.
There is a brief animation i've made of this which i will post sometime tomorrow.
Before the idea was centered around:
- narrative of children's nightmares
- user control and maximum freedom
- different interfaces
- mass collaboration
- more sophisticated or different ways of interacting i.e making the solution to the puzzle instead of finding it
but since tutor discussions it appeared that not only do i have too much going on but also some of the ideas contradicted themselves. For example the idea of nightmares and user freedom were contradictory as when you think about nightmares you tend to think of feelings of being trapped and loss of control.
So i had to edit my idea and take out some points that I really wanted to include. However, the new idea just focuses on one of the above points. It is now a variation on the online point and click games that involve escaping from a room. The difference is that instead of searching the room the interactivity comes with creating the solution on the screen by drawing something.
To give the game a bit more validity there is no real narrative but as I am comfortable designing for a younger audience I thought of the theme of escaping from a school. So one of the levels could involve having to distract a teacher whilst the player sneaks out of the room, and because the user has to create the solution the game gives them more freedom of choice.
There is a brief animation i've made of this which i will post sometime tomorrow.
Monday, 7 January 2008
character design and other thoughts
Bit of a serious post this one
Found some research that's quite interesting and made me think about my own design in a different way. Cartoonist and visual theorist Scott McCloud wrote about the abstract nature of cartoon characters and how the "lack of details in characters allow viewers to identify with them (more than they would with more detailed, photo-realistic characters) because it encourages the viewer to see or position "himself" in or as the character."
This makes sense to me because i've also looked at Chris Crawford's word where he states that "graphic realism stimulates the imagination, but it must leave room for the imagination to run free." I took this to mean that the imagination is stilted when films, tv, games etc are presented as ultra realistic, where as if the elements or characters lack detail and realism the viewer and user has to piece things together and use their imagination more and this could also relate to ellipses in Manovich's "Myth of Interactivity"
"ellipses in literary narration, missing details of objects in visual art and other representational "shortcuts" require the user to fill in missing information"
The argument is from a guy called Steve Poole who believes that "players are more attracted to recent, almost lifelike characters such as 'Lara Croft' ... over the abstractions of Pac-Man, but because these characters aren't "too real" either, the player comes to care for them and feel badly if they die"
I can't agree with the above statement as i found an online game called Interactive Buddy, which although it has little to no detail I think it still produces an emotive response from the player due to the character being anthropomorphised by cowering or shaking when hurt or showing a smiley face when happy.
Hosted by Daily Free Games
SLightly more intense online games usually involve the player maintaining that characters and advancing them causing a greater deal of identification (Gary Fine). He also found that players would cheat to prevent the deeath of a favourite character or refuse to play with other gamers that would not help protect the group, World of Warcraft springs to mind.
This has given me a lot to think about, especially the thoughts on realism vs less detail, when designing my game. I personally agree more with the identification and ellipse process of less realistic and detailed design as it seems more plausible, i think that imagination is more powerful than merely taking something that someone else has created and immersing yourself in it, with little thought on your own part, as well that also links back to the navigational systems and mistaking someone elses thought process for your own, as i mentioned in a previous post.
I think that's all for now, need to just carry on with what i'm doing which is adding colour and neatening up my sketches in photoshop then animating it to show how the game would work.
Also need to do that rationale thing or before I do, note down the specifics of the game, how it works and what i want it to acheive, and then post it here.
Found some research that's quite interesting and made me think about my own design in a different way. Cartoonist and visual theorist Scott McCloud wrote about the abstract nature of cartoon characters and how the "lack of details in characters allow viewers to identify with them (more than they would with more detailed, photo-realistic characters) because it encourages the viewer to see or position "himself" in or as the character."
This makes sense to me because i've also looked at Chris Crawford's word where he states that "graphic realism stimulates the imagination, but it must leave room for the imagination to run free." I took this to mean that the imagination is stilted when films, tv, games etc are presented as ultra realistic, where as if the elements or characters lack detail and realism the viewer and user has to piece things together and use their imagination more and this could also relate to ellipses in Manovich's "Myth of Interactivity"
"ellipses in literary narration, missing details of objects in visual art and other representational "shortcuts" require the user to fill in missing information"
The argument is from a guy called Steve Poole who believes that "players are more attracted to recent, almost lifelike characters such as 'Lara Croft' ... over the abstractions of Pac-Man, but because these characters aren't "too real" either, the player comes to care for them and feel badly if they die"
I can't agree with the above statement as i found an online game called Interactive Buddy, which although it has little to no detail I think it still produces an emotive response from the player due to the character being anthropomorphised by cowering or shaking when hurt or showing a smiley face when happy.
Hosted by Daily Free Games
SLightly more intense online games usually involve the player maintaining that characters and advancing them causing a greater deal of identification (Gary Fine). He also found that players would cheat to prevent the deeath of a favourite character or refuse to play with other gamers that would not help protect the group, World of Warcraft springs to mind.
This has given me a lot to think about, especially the thoughts on realism vs less detail, when designing my game. I personally agree more with the identification and ellipse process of less realistic and detailed design as it seems more plausible, i think that imagination is more powerful than merely taking something that someone else has created and immersing yourself in it, with little thought on your own part, as well that also links back to the navigational systems and mistaking someone elses thought process for your own, as i mentioned in a previous post.
I think that's all for now, need to just carry on with what i'm doing which is adding colour and neatening up my sketches in photoshop then animating it to show how the game would work.
Also need to do that rationale thing or before I do, note down the specifics of the game, how it works and what i want it to acheive, and then post it here.
Friday, 4 January 2008
what's that coming over the hill..
..is it a monster
hurrah, i'm at the drawing stage. I've really got bogged down with a lot of theory work, which has been really helpful especially with fine tuning my idea. There's been a lot of umming and aahing about the more precise elements of the game and how much control to give to the user and what, if any, limitations to set. During my research i've looked more into the control the user has and the control the designer has and certain navigational methods that the user has to follow to get through the game, even though there seems to be a lot of choice the way the game is played and the conclusion is still the same.
"... we are asked to follow pre-programmed, objectively existing associations. Put differently, in what can be read as an updated version of French philosopher Louis Althusser's concepts of "interpellation," we are asked to mistake the structure of somebody else's mind for our own".
From what i'm thinking at the moment, my game will possibly challenge the way it is navigated so the creator has little control over it. As users can create and upload challenges it seems likely this will probably be quite endless, but there will still be a narrative set to the game to still rein in some degree of control, otherwise the project would seem pretty pointless if my idea was that gamers can do whatever they want.
Explained the narrative in a previous blog, so i'm not sure there's much to add. I'm gonna post some brief sketches of some monsters (yay monsters) which are works in progress, so hopefully i can take them into photoshop and have a muck around with colour, shading at that bloody pen tool.
weird zombie type thing that was inspired by some halloween mask or other
everyone loves clowns
ooh, also found something that has a similar element of game play to what i want to achieve, design isn't fantastic but it doesn't pretend to be, guess the clue is in the name "crayon physics" but the whole drawing on the screen, using a pen/touch screen is relevant to my project
hurrah, i'm at the drawing stage. I've really got bogged down with a lot of theory work, which has been really helpful especially with fine tuning my idea. There's been a lot of umming and aahing about the more precise elements of the game and how much control to give to the user and what, if any, limitations to set. During my research i've looked more into the control the user has and the control the designer has and certain navigational methods that the user has to follow to get through the game, even though there seems to be a lot of choice the way the game is played and the conclusion is still the same.
"... we are asked to follow pre-programmed, objectively existing associations. Put differently, in what can be read as an updated version of French philosopher Louis Althusser's concepts of "interpellation," we are asked to mistake the structure of somebody else's mind for our own".
From what i'm thinking at the moment, my game will possibly challenge the way it is navigated so the creator has little control over it. As users can create and upload challenges it seems likely this will probably be quite endless, but there will still be a narrative set to the game to still rein in some degree of control, otherwise the project would seem pretty pointless if my idea was that gamers can do whatever they want.
Explained the narrative in a previous blog, so i'm not sure there's much to add. I'm gonna post some brief sketches of some monsters (yay monsters) which are works in progress, so hopefully i can take them into photoshop and have a muck around with colour, shading at that bloody pen tool.
weird zombie type thing that was inspired by some halloween mask or other
everyone loves clowns
ooh, also found something that has a similar element of game play to what i want to achieve, design isn't fantastic but it doesn't pretend to be, guess the clue is in the name "crayon physics" but the whole drawing on the screen, using a pen/touch screen is relevant to my project
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