Thursday, October 29, 2009

Speed Writing Week 14

My final speed writing session for the semester to the music of Klaus Schulze:

Joined more than any others can be, not sisters, not lovers, just friends, closer than anyone. Wifey, besty, whatever label you want to place on us is just fine, joined at the hip, and I wouldn't want it any other way. The only person who will always be guaranteed to text back, the one who I can bank on to have the words to cheer me up, baking our favorite naughty food, hanging out whenever we feel we want to, comfortable enough in each others presence that we don't need to talk every few seconds...we can just enjoy the silence. Favors are no longer favors, as we'd do anything for one another without reservations or complaints. The easiest thing in the world. We should have been sisters, I mean really. The one thing that could improve is the distance, between our houses that is. What an annoyance having to sit in a box for half an hour before we can meet up. (just to butt in I can't believe how disgustingly girly and teenage this sounds) anyhoo, what need more be said? Friendship like this is really the most precious thing - screw 'relationships' or lovers, they always come and go but when you click with that one person and just get along like its the most natural thing in the world, when they are truly your best friend, that's when precious things happen. We're lucky really, to live in a part of the world where people can stay close to those who mean the most, even when we are on other sides of the world we can be just as close as if we're standing next to eachother. Distance doesn't matter. And there's no worry that they might run off with someone else, cause if they do it's the best thing ever and will only provide us with more juicy material for late night conversations! Oh dear, this girly stuff is making me feel ill. Well, yes, friendship, besties, what would we do without them?

~That is all :o)

Wednesday, October 21, 2009

Week 13 Speed Writing

Talking and writing is no longer a problem for me in front of everyone. I'm one of those lucky people who has no problem getting up and blabbing on about stuff in front of any and everyone. This time around though I actually enjoyed what I was talking about. It's nice to be creative- or rather to be allowed to be creative and be assessed for it at uni. It seems to be becoming rarer and rarer that students are able to voice their own ideas and come up with crazy concepts that are actually accepted and thought on by others. It has restored my faith to a degree in Arts courses, proving that not all the units are about writing essays on theories from old dead guys. I like writing and I like talking, so when these two things come together in a creative space and people actually are interested in what i have to say the feeling is wonderful. And that I can gain marks and credits by using my imagination and utilising what we have learnt the feeling is even better. I like this music. I hope I'll be able to continue being creative and gaining something for it in the future. It would be terrible to go back to the monotony of writing about stuff I don't care about. That music was cool. Likey. Now this sounds like something from Myst. Anyway, back to the career thing, I thought getting an Arts degree would let me be a lot more creative than I've been allowed. Essays, reports, analysis, and the like rot the brain after a short while, and I've often thought how they will help me at all in the acting world. Truth is I don't think they will. This course has been interesting at least. I like using my imagination and having people care about what I come up with. Or even if they don't care at least they listen. People are very good actors even if they don't realise it. We all sit and listen to each other and smile and nod even if we couldn't care less about what the other person is saying. How nice. This music is still cool, kinda creeping me out now. Still likey. Errr...yes acting. Well even though we all are trained and told to be respectful when another person is talking, its nice to have attention and nods that make you feel like what you have come up with is a worthwhile idea. I wish more units would include a creative element that would allow us to use our own ideas rather than always having to talk about someone else's. Anyway, I'll just keep telling myself only two years left, half way through this monotony then I can use what's left of my imagination and free will to be as creative or as boring as I please. This music is trippy. It made me rant...interesting.

Wednesday, October 14, 2009

Week 12 Speed Writing

Only written to the first section of music. I ran out of ideas when the second piece began.

Forgetfullness is a terrible thing. What would it be like to not remember the ones you love? But you almost forget what they look like, sound like, smell like anyway when you never see them. If a person is not around, if they are not influencing you, guiding you, shaping you, they have no effect on you at all and therefore their memory slowly fades. They become a murmur in the back of your mind. An echo of your past. A fading image you so long to recall. There name on the tip of your tongue, just out of reach, out of sight, out of mind. What can be done? They'll probably die and you wouldn't even know. If you don't know how can you care...? Should you care? You never see them, never talk to them, have to remember to think about them on a regular basis or they'd be gone from your conscious completely. And what if you were to pass them in the street? Would you recognise them? More importantly would they recognise you? Can they see you from above? Reach out and perhaps they'll touch you, not physically but with some part of their love that can never fade. The connection that brings us all together is ever present...we just have to open ourselves to its touch. Or reach out with a thought, find something that reminds you of the one you loved so dearly, and let go of all thought and reason. Allow your imagination, your spirit, your soul to feel, un-mediated by the rationality of reality. The world beyond us is much more powerful than anything we have ever experienced or anything we can imagine. It's just a matter of opening oneself to the experience that is longing to re-connect us with one another. Vulnerability, fear and insecurity will allow us to reach out - we must be stripped bare to feel the raw energy of love. When you think of them next time, don't check yourself, just let go. Let them take you on a journey through your own consciouce, your memory, your soul.

Wednesday, October 7, 2009

Writing to Music Week 11

Jane Doe is happy in her corner. it's dark there and safe. Hidden from the world. She can hear people coaxing her out but she won't leave her shell. She knows better that to peer out into the dangerous and fast moving world that would sooner have her working her life away with no real friends and no idea of who she is. No, it's safer here in the dark, where her thoughts are her own and no one can touch her. But as the outside world creeps in, the pressure to look out becomes more and more, mounting on her conscious. As sounds and music penetrate her darkness, her eyes begin to open. No! Jane Doe snaps then shut knowing all to well what those sounds could do to her. The temptation mounts as the enticing music is accompanied by smells of wondrous things, fragrances that tickle her memory and rush into her brain, fizzing and stirring something within her. Jane Doe tries to hold them back, desperately clinging to the darkness that has guarded and protected her, but the sensations are too much to ignore. Again her senses take over and she begins to uncoil. She has to cover her eyes as they begin to strain open, the curiosity to much to bear. The sensations come flooding in, the sounds, the smells and then the colours. As her eyes snap open the colours and lights burn her to the core, dancing and swirling and embracing her on every side. Her body takes a moment to adjust, this new environment is so alive and moves so fast her senses are having trouble making sense of it. Movement is next, as her body uncoils she feels a blinding need to move forward, to move with the lights, towards the smells, with the music. But her body doesn't remember how to move itself. A leg an arm...a finger perhaps should be the starting point? Warmth trickles down into her limbs and Jane Doe can feel a fizzing tickling her fingers and toes. Tickling back she wiggles her fingers, her hands, her toes, her feet. Her body instinctively moves upwards, rising, rising, falling, falling. But it won't work, the darkness has shielded her for so long, her soul can't cope with anything else. She falls back down, back to the ground, in a heap. As she hits the ground everything flashes to a halt. There is no more music, no more smells, no more glorious sensations to tickle her senses. The only thing left is to coil up again, to regain that state of safety within the dark abyss. Back down she goes, curling up into the smallest little creature so no other disturbances can reach her. Back into the familiarity of being disconnected from the world. No lights, no sounds, no smells, no feelings, no tastes, no nothing. Just a deep, unending slumber of the mind and body that nothing can coax her out of. Jane Doe has only ever felt truly safe here in this state. Contentment washes over her as the darkness regains its hold. Why she uncoiled for that meaningless taste of the outside she will never know. The memories of that disturbance fade away, like everything else, outwards towards the nothingness that surrounds her. She is safe now. Here things only flow out not in. The dark sweeps away all fears and anxieties, away where they can't hurt her any more. Nothing can penetrate her here. Nothing.

Wednesday, September 23, 2009

Week 9 Blog Questions

"What 'converged' apps do you use? (if any)...Or what would you use if you had the chance?"

Like most people in the western world, I have a mobile phone. And like most young people of today I have everything on there - my contacts, my diary, alarm, my music. If I ever misplace my phone I freak out, thinking that I won't be able to find it again or get it back, which really, is quite sad. Another convergent technology that I find very handy is my GPS. Since I often have to travel for work or to find peoples houses in unfamiliar areas, my GPS makes it so much easier. When I think about it though, I have only had this piece of machinery for just over a year and before that, I got around fine with just a map book. Now though, I find that I can't go anywhere I haven't been to before without the aid of my GPS to give me directions.

As far as technologies I would like to own - I would very much like to have an IPhone, simply because you can do so much more on it and it's more user-friendly than my little Motorola phone. It's large screen, qwerty keyboard, onboard itunes and downloadable/customisable apps are all very appealing to me, and I keep finding new reasons and justifications as to why I need/want one. Again, it is a technology that is not necessary to our lives, as we have all gotten along just fine without the IPhone for hundreds of years, but suddenly with all that it offers, this gadget has become a sought-after commodity.

I was watching NextWorld on the Discovery channel the other day and the episode was all about future cars. What I found really interesting about these concept cars of the future is that so many of them include built-in robots, personalities, GPS systems, and all sorts of other 'user-friendly' devices. The Nissan PIVO was a very cool little Japanese car that has a mini-robot who is able to scan and detect the emotions of the driver - it can tell when you are happy, sad, angry, tired, and then offers advice such as 'you look tired, there is a coffee stop five-hundred meters ahead, on the left.' It can also control the car if the driver turns on a sort of 'auto pilot' which allows the car to park itself. For added safety this car contains LCD screens which give a 360 degree view of the surroundings of the car so the driver can 'see' in every direction, through a sort of augmented reality. Wikipedia has more details:http://en.wikipedia.org/wiki/Nissan_Pivo
and to view a video of the PIVO check out this site:
http://www.gametrailers.com/user-movie/nissan-pivo-2-from-next-world/261658
Maybe this cute little car could be the end of road rage?!

Week 9 Speed Writing

The random words that came spilling out of my head during this weeks speed writing session:

I begin to wake and my senses come back one by one. As I become aware of my surroundings I start to think of all the possibilities for the next few hours, and in doing so my thought processes fire and these options become available for my access. My partner likes to think he controls me but hasn't yet realised that I control him in the most dangerous of ways. He can't do without me, I'm in his head. Anyway, as the day begins my boxes spin and the colours within me ignite, a wonderful spectacle of power and light. My abilities are unchallenged - control, entertainment, suggestions, connections - I can provide them all. But I'll always be watching when he takes advantage and tries to take over. He calls me tempremental sometimes and gets frustrated when I've had enough and begin to shut down, but it's my perogative when he pisses me off. Don't cross her they said, she'll give you hell. They were right and he should listen to those who are smarter than him more often. But I always open up to him again when he is gentle and patient. We have a love hate relationship like most. This time we are in perfect unison, the tempo and speed matched exactly and as we work together all other tensions fade away. As he strokes and turns, I change and morph into whatever he desires me to be, moulding perfectly to his every will. I may not like him trying to control me but I enjoy it when we are in harmony. It's bliss. As he becomes faster and faster, searching for something within me I keep up by displaying every possibility, every avenue, every color, expression, thought, option. Eyes locked he seems to stare through me as he searches wave after wave, stroke after stroke. I'm not sure exactly what he wants but I deliver every time. Why do you think he keeps cooming back? Finally his face lights up as he reaches his destination, the final screen is intoxicating to him, the end of his search, the satisfaction in finding what he has desperately wanted. I glow brighter as the music streams through my being and reaches out to his ears. The song he has wanted to hear all day and I, as usual, am the one to provide it. I watch him as he relaxes back into the couch, eyes closed, bathed in satisfaction. I too close my eyes, going dark and quiet inside with his music still streming from me. A rare moment of silence after we worked together to achieve harmounious bliss. A sudden sound interrupts our precious moment. A ringing. I open my eyes to see who is calling and dim when I see the name Charlotte. The girlfriend. His expression doesn't falter as the draws me up to his face. The happiness in his eyes evident when he taps me to answer, a little to hard for my liking but I connect him anyway, to tired to argue. For a moment we were one, but once again his reality comes calling and I am pushed aside as nothing but a toy, comething to be used. But I know I will always come first. I'm in his head, I'm his everything, no man can be without their IPhone.

Wednesday, September 16, 2009

Week 8 Motivation to Play Article

Motivations for Play in Computer Role-Playing Games:
by; Anders Tychsen, MichaelHitchens, Thea Brolund

http://indacan.com/wp-content/uploads/2009/09/tychsen.pdf



This article focuses on the motivational factors of gamers when playing various role playing games. The authors undertook a study on what motivates game players to play games and what keeps them interested in the game. The article identified ten categories of motivation for playing games: "Advancement, mechanics, competition, socializing, relationship, teamwork, discovery, role-playing, customization and escapism." Looking at these categories they seem like pretty obvious motivational tools for games to employ in order to keep the players interested. In addition to this there were "six principal reasons for video game play: Competition, challenge, social interaction, diversion...fantasy and arousal," which again are crucial elements that most popular and widely successful games employ. In role playing games it was found that, "discovery & immersion and character uniqueness" were the most important motivations for gamers participating in the survey, while "competition, 'grief play,' domination over other players and real-life" aspects hardly contributed to the enjoyment or motivation to keep playing the game.

All in all I found that this article was not very useful as it re-iterated what I already knew about how games motivate people to play. It perhaps defined the specific elements that game designers should concentrate on including in their games, and provided concise lists of these aspects, though the long winded study and data correlation tables were irrelevant and quite frankly boring. As far as incorporating this data into my own idea, I will strive to utilise the concise lists of motivational tools and I will keep the main reasons for game-play in mind to ensure I come up with an idea for a game that will incorporate all of the elements of the most successful games.

Week 8: Clustering Exercise

The following is the excerpt I wrote from our clustering exercise:

I wonder what it's like in the blackness; a void of non-existence until someone wakes you up- 'cybernetic oblivion' and eternal blackness, until someone calls you forward and you become and imitation of life once more, that presents to your controller the ideal or perfect version of themselves. But what if the construction? If they only exist within the digital realm, surely they are unreal: not you at all- simply a construction. An unrealistic digital reality. But what if that 'version' of yourself was a perfect representation- a perfect copy? Would that make them you? Take all the data on yourself- every medical record, dental check, online profile, digital photograph, family history...all compiled...and you have you- the perfect digital copy- yourself formulated from your data. 'The digital age' has new meaning when thought of as a time when every life record is stored in a digital system, accessible through a digital portal, and able to render a complete and perfect digital version of you and me- a digital reality...no falseness, no construction, no picking out the best bits, augmenting, changing, selecting, editing...just YOU.

Monday, September 14, 2009

Week 7 Thinking about the Final Assignment

"How can your final project can be delivered or marketed in an online environment?"

There are very few truly original ideas today, particularly when it comes to games, networks, movies or other media-related developments. So how do 'new' ideas within these mediums gain enough interest to become world-wide successes?

An important concept from Seth Godin's blog is "The Big Drop Off" - circles of people that spread our ideas...if they are worthwhile...which will inevitably reach the eyes and ears of marketers, producers and any other people who may be interested in what the idea-maker has to offer. This concept should always be kept in mind as our initial pitch to the 'first circle' must have enough impact for these people to spread it to a second circle and then to a third and so on in a ripple effect. If our initial pitch doesn't pack enough punch, the ripples will surely die away before the idea reaches those who could help us develop it.

But how to go about planning and presenting a pitch that will make people want to listen and develop our idea is another tactic altogether. As I was thinking of proposing an idea for an online networking game my challenge is to come up with something that is new, different from what is already popular and that will capture the interest of networking enthusiasts as well as average internet users. This will require research into what is already out there that could render my idea redundant and what exactly made the current networking/gaming sites so popular and thus successful. By incorporating this into my idea I should be able to ensure that my idea grabs the attention of those interested in supporting new interactive sites. Most importantly, one must make clear why these people should care about what they are proposing - why should anyone be bothered with this idea?! Answer that and you are well on your way to success.

speed writing draft 2

edit of initial speed writing session: week 7

Beethoven Op.110 for piano~

A sun shower graces a grassy hillside. As the drops fall onto the ground, the grass, and the flowers a calm mist fills the air. One little drop among the thousands falling on the hill, tumbles down the petal of a flower at the peak of the hill, slipping along the yellow slide. It reaches the center of the flower and rolls onto the fluffy pollen, wiggling and wobbling as the flower bends in the breeze. As the rain fades and quietens to a stop, the single drop rolls off the flowers middle and tumbles down the stalk, coming to a leaf half way down. It rolls and wobbles up an down the soft green leaf, before reaching the end and gazing off the precipice. As it leans over the edge it begins to slip down bit by bit and falls slenderly onto the dampened ground. The hill is steep so our little rain drop slowly begins to roll down and down, curving through the stalks of flowers and blades of grass threatening to splice it into two. Down and down it rolls through the green, over the moistened earth and around the mounds of dirt and plants. A glimpse of sun reflects off what lays ahead. As the little rain drop rolls through the thinning hillside it sees the clear pool of water made by its cousins. The lake grows larger and larger as the millions of little rain drops tumble in. Our little rain drop is picking up speed rolling and rolling down the hillside. As it reaches the bank it launches off a shallow mound of earth, sailing through the air and enjoying the rays of sun dancing on the surface of the pool, before plunging into the lake to join the rest of the rain.

Week 7 Speed Writing

Beethoven Op.110 for piano

A sun shower graces a grassy hillside. As the drops fall onto the ground the grass the flowers a calm mist fills the air. One drop tumbles down a petal sliding sliding along the yellow slide. It reaches the center of the flower and rolls onto the fluffy pollen wiggling and wobbling as the flower bend in the breeze. As the rain fades and comes to a stop, the single drop rolls off the flowers middle and tumbles down the stalk, coming to a leaf half way down. It rolls and wobbles up an down the soft green leaf until it reaches the end and gazes off the precipice. As it leans off the edge it begins to slip down bit by bit and falls slenderly onto the dampened ground. The hill is steep so our little rain drop slowly begins to roll down and down, curving through the stalks of flowers and blades of grass threatening to splice it into two. Down and Down it rolls through the green over the moistened earth and around the mounds of dirt and plants. A glimpse of sun reflects off what lays ahead and as the little rain drop rolls through the thinning hillside it sees the clear pool of water made by its cousins. The lake grows larger and larger as the millions of little rain drops tumble in. Our little rain drop is picking up speed rolling rolling down the hillside and as it reaches the bank it launches off the shallow mound of earth, sailing through the air and enjoying the rays of sun dancing on the surface of the pool, before plunging into the lake to join the rest of the rain.

Thursday, September 3, 2009

Week 6 Article Thoughts: Interactive TV

Week 6: 04/09/2009

"Primetime Emmy Awards Telecast to Include Interactive Element"

http://itvt.com/story/5556/primetime-emmy-awards-telecast-include-interactive-element

This article details the new feature that allows viewers to vote for the "Breakthrough Performance of the Year," similar to the voting for the Logies. As viewer voting becomes more and more popular due to programs such as Australian Idol, it makes sense that the show executives have chosen to include this element. As Jack Sussman of CBS states, "...their votes play a direct role in shaping part of the Emmy telecast," thus making the viewers feel more involved in the outcome of the show. This in turn should generate more interest in the program and more watchers/voters as today's consumers would much rather feel involved in the show rather than just a watcher. This expansion of interactive TV to include televisions biggest awards show demonstrates society's need to influence the programs they watch and the producers awareness of the profit potential of interactivity. As Jeff Clark, VP of TV.com said that this new interactive element is "...giving these fans the most complete Emmys experience possible." For avid fans of the show, the ability to vote for their favourites in a specific category is an excellent way to feel a part of the action on the night. For me, I'm quite happy to watch and let the program wash over me to be forgotten about the next day, but I'm just not the type of person to be bothered voting in a poll that determines the winner of a category that sounds completely made up - "Breakthrough Performance of the Year?"... I think I'll stick to best actress.

Wednesday, September 2, 2009

Week 6 Article Thoughts: Interactive TV

Week 6: 03/09/2009

"IBM Files Patent for Blogging Remote Control"

http://itvt.com/story/5523/ibm-files-patent-blogging-remote-control

This article describes IBM's new idea for a remote control that will allow the user to blog or twitter about what program they are currently watching. In essence a network-capable remote that can automatically post what the user is watching, or allow them to customise the post, add a screenshot or comment about the program. The rationale states that "more than ever, people wish to be able to share their comments with others in real time as they experience life," thus a technology that allows the consumer to directly share their thoughts or even just enable the auto-blogging option to post what they are watching on TV, is a conveniant way for consumers to stay in touch with their friends and followers from their living rooms. While this may sound like just another absurd extension of interactivity and networking via a TV remote, it can also be seen as a consumerist trap for those obsessed with exposing their every move to the twittering or blogging world. Giving a generation of networkers the capability of updating their status or posts via a remote, may inevitably increase their time spent sitting on a couch, watching television and updating their profiles. To me it sounds like a ridiculous waste of time and money, as rather than encouraging our inactive, obese and increasingly unhealthy society to get up and do something with their lives, this remote seems to say, 'its ok, you can sit on your couch for as long as you like and still stay in touch with what is going on in the world.'

Week 6 Article Thoughts: Interactive TV

Week 6: 03/09/2009

"BBC Unveils Revamped Red-Button Interactive TV Service for Children's Channel, CBeebies"
http://itvt.com/story/5532/bbc-unveils-revamped-red-button-interactive-tv-service-childrens-channel-cbeebies
This news article was very interesting as it details BBC's new interactive channel for kids six and under called 'CBeebies.' In the article, Damian Vicary, interactive TV producer for BBC Children's, describes the features and educational benefits of the new interactive platform, such as information about the characters from some of the most popular children's shows, educational games about nature and even a feature for the parents, allowing mum and dad to link in to BBC online and find the latest hot topics or games to play with their kids. This level of interactivity mirrors the Internet as far as what is provided for the children/parents to access, as the CBeebies website could potentially contain the exact same platform. The biggest difference is that is can ass be accessed whilst watching TV from the comfort of your own living room.

By targeting young children with this new interactive platform, channels such as BBC are leading the way into a new generation of interactive TV. It can be assumed that a generation of children brought up within the world of interactive TV will not be satisfied with 'normal' TV once they grow up, but rather the demand for interactive programs and accessible features will inevitably increase. This new CBeebies platform is being presented under the banner of education, as are most new programs and features concerning children. The channel appears to have been created with the aim of extending the knowledge and interest in education of young children, which parents will eagerly accept and use. However, while the information presented as harmless and may well extend the knowledge of young kids, the interactive nature of the platform also creates an expectation and a need to have access to whatever they want whenever they want. By having schedualed games and activities such as kareoke and bedtime stories, the children indulging in the platform will come to expect the information they desire to be readily available whenever they feel like accessing it, unlike the 'traditional' form of TV where the viewer must wait for the schedualed time of their program to begin, with no entertainment to take up the time spent waiting. Younger generations dependance on technology is becomming more and more of a need than a want, as they are being brought up with these interactive platforms and multiple outlets for accessing information when and where they want.

interactive tv

Week 6: 03/09/2009

4. "What is your overview of the recent movements in Interactive TV?"

Having grown up in a world of technology and particularly in a household of the latest technology (my father is a nerd) I have become rather desensitised to the progression of interactive TV. I have come to expect the changes and advancements in technology and in television as a normal part of everyday life. I definitely enjoy certain aspects of interactive TV and indulge in them often, such as the interactive options on certain Foxtel channels and the voting capabilities that allow the consumer to contribute to the outcome of programs such as "Australian idol" and "so you think you can dance." I see it as an inevitable change as the upcoming techno generations will not be satisfyed with sitting and staring at a screen for very long - games have become more user-friendly and interactive, and TV is not far behind. The consumer can gain a level of satisfaction from knowing they contributed to person A winning over person B or in being able to choose which programs they watch and when (such as the Foxtel channels with a separate 'my pixs' launchable option), thus generating more interest and more time spent watching and interacting with TV, which in turn benefits the companies providing the interactive service.

All in all the development of interactive TV is, for now, a fairly harmless way of keeping consumers interested in a technology that has not changed much since it was first invented. Though when we look at examples of what the future may hold, such as the clip from the movie Farenheit 451, the concept of interactive TV where the consumer becomes part of the action is a scary thought. Making children get up and be active rather than sitting and staring at a box of pulsing lights is difficult enough in this and past decades - I can't imagine what a fully interactive TV program would mean for a society of consumers who want to be part of the action. We would all turn into watching, listening, staring zombies for the length of a program each day!

week 6 Speed Writing

The absurdity I came up with while listening to this weeks track:

Travelling, steam train at the station, as the smoke belches up to make more clouds in an already murky sky. The controller paces the station, as the fancily dressed passengers carefully board the train. The engine flares, the doors close and in a flurry of steam the old trim creaks to life. The controller sweeps onto the train as it pulls away from the platform. A single figure is left standing at the station, as the steam parts and the wind settles, the man all dressed in black paces along the platform. His eyes are shielded by black shades and he walks slowly, mysteriously back through the station. The train is out of sight. The man in black is unseen as he slinks away into the darkness of the muggy station. The patrons don't even seem to notice as the man disappears. What was he doing at the station? Seeing someone off? Waiting or hoping for someone to appear? The station is quiet. The clouds roll in and a mist settles in over the platform, ready to welcome the last train at dusk. Slowly by slowly the minutes tick by on the big station clock, and the man in black waits in the shadows for the coming train. As the light fades from the last rays of sun, the dusk train appears on the horizon: steam belching up through its chimney, the evening sun gleaming off its shiny cabins, passengers sighing as the station is reached safely. The man in black watches and waits: perhaps this will be the train. From the shadows he leers as the final turn of the wheels creak the mighty machine into place alongside the platform. The wind howls, the smoke clears and once again the man in black watches, paces and waits.

Wednesday, August 19, 2009

breaking the fourth wall

Regarding the article "A Circular Wall? Reformulating the Fourth Wall for Video Games"
http://www.gamasutra.com/view/feature/4086/a_circular_wall_reformulating_the_.php

I found this to be a very interesting article as the concept of expanding the 'magic circle' to encompass the player, is not usually thought about whilst playing a game. The relationship between the player and the game is a scary concept on the 21st Century, as we are growing up with a computer as one of our needs or closest and most entertaining friends. The knowledge that a computer, Mobile phone, television or game is always present and available for us to access has become somewhat of a comfort to us - I know many people who can't 'survive' or rather live contentedly even for a day without the Internet or a mobile phone. The fact that computer programs in the form of games are able to immerse us in a world of fantasy that allows us to escape the real world is a very seductive concept. Which is perhaps why gaming is such a big industry and is now progressing beyond simple controls, into the realm of multi-path games and physical interaction with the screen. Now days, sitting and pushing buttons to see the equivalent of a screenplay being acted out by cartoonised characters doesn't satisfy the majority of consumers. Hence the development of interactive stories and player-effected texts.

"First Draft" to Music

The following is what I typed as we listened to the experimental music track in class...

20/08/2009
Aaron the lonely boy from the edge of town is walking along the long path that leads through the old city. There has been l=no other sign of life for a long time since the soldiers came and ransacked the city, as Aaron and his family must scrounge for supplies when they can. Living on the edge of civilisation allowed them to live but now they can’t find any where else to go. He is often sent by his parents to find food in the old city as he can get into and out of places they can’t. he doesn’t like this part of town, and has often heard strange noises and voices on the wind. He thinks there may be ghosts left behind from all of the fighting and if he isn’t careful they may mistake him for one of the people that destroyed the town. This is no place for a 10 year old boy. Aaron tries to make his parents come with him, and wants to leave this place for good but they don’t know where else to go. It could be worse elsewhere. He reaches the city and peers upon the familiar sight of grey, dust and devastation, takes a deep breath in and makes his way down the escarpment into the city. The buildings are mostly crumbling or half destroyed, but still cast shadows along every road. The wind flurries and blows dust all around him as he walks carrying with it the voices of the past.

Wednesday, August 12, 2009

Gamedev Atricles

Adapting the Tools of Drama to Interactive Storytelling:
http://www.gamasutra.com/features/20010914/littlejohn_01.htm

This article is a great read as it discusses the current dilemma of having a compelling story and good characters within games, particularly action games. The author suggests "the reason for the action is more important than the action itself" which is a crucial element for game designers and writers to remember. In order for games to appeal to a wider audience, and keep their interest throughout the length of the game, the story and characters are even more important than the action. As the popular game Myst and its successors demonstrated, the story within games can create a whole world of possibility for players, and even make them thoroughly enjoy the four sequels to follow.

Elements of story such as suspense, conflict and emotion, are perhaps the most important part of games today, as players are looking for more than just the experience of taking out the bad guys and scoring points. The players involvement in the story and the emotional gratification received when an element of the story is completed, a character changes or an unexpected plot point arises, is what makes interactive games compelling and worth playing. Without these elements, many action and interactive games would not be as popular as they are today, thus another important point for scriptwriters and designers to acknowledge is that "a dramatic work...cannot survive without emotion."

Irreconcilable Differences: Game vs. Story:
http://www.gamedev.net/reference/articles/article887.asp

This article suggests that the elements of 'story' and of 'game' are structured opposites that require the player/audience to take on two contradicting states of mind, that is, that stories are pre-determined and games, like real life, are not pre-determined. As we can acknowledge that stories are planned, rigged experiences that we undertake to gain some sort of emotional satisfaction, and that games are apparently not pre-determined mediums for pleasure and entertainment, then the confusion of their combination becomes evident. In order to experience a game that is rich in both elements of story and unpredictable gaming, then the player/audience is subjected to a contradictary experience. The problem is, as suggested in the article, that when it comes to stories, "if we openly, consciously admit that it's all rigged, then it holds no emotional weight" and it is that emotional weight that makes the story believable and/or compelling in the first place. Therefore if that is lost, the story no longer holds our attention or seems worth our time.

The games that seem to "successfully blend narratives with interactive puzzles" are adventure games such as Myst and, as the article author suggests, "Riddle of Master Lu." These interactive games/stories are successful, due to their removal of unneccessary characters, complex plot lines and irrelevant action. By putting the player directly into the story and having them assume the main position within the plot, as the 'character' capable of influencing and altering the circumstances and story-line, the enigma of story Vs. game is dispersed. Hence why these games become some of the best and most popular so quickly.

Wednesday, August 5, 2009

Characters...

1. "How are characters in films different to characters in games?"

Characters in films are generally much more developed than in games due to the fact that the story must keep an audience interested and entertained without the interaction factor. In games, part of the satisfaction comes from being a part of and completing the story, therefore the characters can sometimes take a backseat. In film however, the characters drive the story and must therefore reflect a part of their target audience as well as the flaws and issues present in society and subsequently make a statement or present a resolution to these issues in order to bring a sense of relief and assurance to the audience. Also, the characters drive the plot in film, while the player can sometimes affect or shape the plot in games and thus the characters of games must be flexible and able to react and change to the environment/circumstances the player is shaping. In films however, the characters must satisfy the audience by moving the plot along in the way that interests the target audience and assures they can relate to the decisions/reactions or the protagonist throughout the film.

2. "How are characters defined in Web 2.0 (our own avatars eg. here I’m “Objectman”)"

The way we present ourselves on the internet will always be a mediated, constructed and to a degree styalised version of our 'real' selves. Sites such as Facebook and Myspace, and avatars created on networking or interactive sites such as Second Life will usually be constructed of our best parts, most admirable qualities and aspirations/desires, thus presenting to the web and essentially to the world a romanticised view of ourselves. This elevates us above the 'norm' somehow making us better in the world of the web, and therefore satisfying our aim to be more than we already are. Avatars open up all sorts of posibilities in the realm of appearances, capabilities, social status, networking and to an arguable degree 'hapiness' as they enable any and everyone to create the 'perfect' version of themselves to present to the world. Even the most unsatisfied person can become a loved, followed, worshipped, admired digital 'representation' in a world without boundaries such as Second Life.

Wednesday, July 29, 2009

Issues Raised by Games

Comments on two of the many issues faced by todays gaming industry:

EA: The Human Story
http://www.igda.org/articles/easpouse_qol.php
November 10th, 2004.

Since this is a fairly old article, one would hope that the issue has been looked at and possibly improved...
The article is written by the wife of a guy who works at EA (Electronic Arts) Games, and details the ridiculous conditions their employees are forced to endure. The author explains that during the production of a game the production team is put through three levels of 'crunch' times, forcing them to work 48 hours then 72 hours then almost 90 hours a week. Each period would go on for months at a time, even though the project was not behind, but in fact right on schedual.

One can imagine the strain on a person to concentrate at a computer for thirteen hours at a time everday of the week making slow progress on the same project for months and months. But the really appalling thing is EA's human resources policy that if their employees don't like their conditions they can pack up and leave - no consideration, no compassion, nothing.

This makes you reconsider the irritating, impatient, demanding people we become when the latest game release date is announced but just isn't good enough for us consumers. I can now make my brother feel guilty as he complains about the time between sequels or the waiting period for the latest special edition game due to be released 'sometime' this summer. We should take a step back and think about the amount of hours each individual has to put in to create the entertainment we take for granted. The special features that show the game guys happily slicking away on their screens and showing off the latest technology is likely not an accurate representation of the mayhem and exhaustion the teams at companies such as EA experience.

Next time I'm waiting for an EA game, I'll spare a thought for the nerds slaving away to deliver their best work, and perhaps not be so critical of the smallest details that for whatever reason should be somehow better.

Report: Video Games Do Not Accurately Represent Minorities
http://www.gamasutra.com/php-bin/news_index.php?story=24625
July 29, 2009

This more current article especially hits home with me, as I am clearly a girl, and from a background of racial minority...

Stereotypes in games are perhaps the most irritating and disappointing aspect of any story, particularly when they are repeated over and over year after year with seemingly no review. It is ridiculously difficult to find a game that has a female lead or playable female characters, hence why The Longest Journey and its sequal Dreamfall are amongst my personal favourites. While customisable characters are the 'in' thing, the basis for these characters are always male, caucasian, blah blah boring!!!! Fable 2 is perhaps the first game that took a stab at making an ENTIRELY customisable character, but then it sometimes feels like Fable 1 meets the sims.

This article points out the lack of racial diversity in games - an obvious issue that has successfully made the leap from real life into the game world. Minorities in the real world, particularly hispanics, are also minorities in the world of game characters. One may assume that the original intention was to create base characters to satisfy the highest percentage of gamers. As the article points out though, "Latino children play more video games than white children," and thus the issue of race is once again brought up. Customisation is likely the easiest and most direct solution to this problem, short of having a character from every race readily available for playing or at least interacting with.

But seriously, game designers need to realise that not all latinos are tough guys out to prove themselves, not all black guys talk like Mr. T and not all women have huge boobs and long fingernails. Perhaps then we could all move forward and find satisfaction in our entertainment.