Tuesday, 18 November 2008

My experience @ event “Playful” during London Games week



This past week, I've been attending to lots of events during the “London Games Week” and It's a really exciting time to be part of the games industry seeing so much support and hard work invested into this upcoming growing games festival. I've attended this festival every year since 2006 and I have to say that it has come a long way with better organization and understanding of what people want from a games festival, bringing in gamers (consumers), industry people, students, etc. One event I went to which I thought was a perfect candidate for such festival was called “Playful” which is a whole day (of course my favorite subject) about games design where designers spoke about their design ideals and approaches from all different backgrounds ranging from web/graphic design to architecture. It was very inspiring and insightful and it's both challenging and interesting to hear different points of view and to clarity your beliefs on the subject, it certainly expands your horizons. Here is the link for the event; you should check it out next year: http://www.thisisplayful.com/welcome/
With this post I would like to go through my favorite speakers and briefly the points they made which I thought were most avid and important towards games design. I will go into further detail about these processes and approaches/theories in future posts.

Matthew Irvine Brown http://www.irvinebrown.com/

Matthew Irvine Brown isn't a games designer but is interaction designer for a music website called Last.fm (Great site), his point of view towards design is a simple ideology of “Draw more dots. People like to connect them” in other words as designers we create tools for personal customizable interaction and people create their own reason/purpose for the interaction. He says this referring to his site which connects inspiration between music bands, a point of reference/ form of connection between the dots is a part of the experience and fun as people like to see conception and where things are from to form the final outcome. Say a trumpet, people automatically connect that instrument to Jazz music for an example, or someone makes assumption with black and white silent films like “Charlie Chaplin” (the ones made in the 30's with sound) with the cheeky trumpet sound. That's the beauty with music as the medium allows anyone to make their own connection with it, which is why some people believe that music is the most social interactive entertainment medium. Matthew demonstrates this approach with his puppet sock toy; here are some videos he showed on his talk:






http://vimeo.com/1953335 from Matt Brown on Vimeo.



Chris Delay http://www.introversion.co.uk/
Chris Delay is a lead games designer/artist for the company “Introversion” who made titles “Darwinia”, “Uplink” and “Defcon” which are unique stylized art house games within a small development team and budget. He talks about his design and technological method towards game technology called “Procedural Generation” to save money and time when you can’t afford an art team. In a nutshell, basically he defined simple rules and perimeters within his own game system/software which enables the software to automatically create game environments (an urban city landscape) via an organic process by following these rules for his new game “Subversion”. It's an innovative approach as many development studios build their game/design approach around their new technology rather use the technology to build the game. Also interesting he claims that he used these rules to game systems to quickly create prototypes for experimenting and I wonder if the final game will use these rules in regards of gameplay. This demonstrates how pre-planning basic core rules on paper goes a long way but seeing it in action within a game system where you see if ideals work.



Tom Armitage http://infovore.org/

Tom Armitage I actually don't know what he does, but by going by his talk, he knows his stuff. He has an interesting theory where he believes that all multimedia devices (computer games included of course) are multiplayer interlinked with other devices into a bonding social network via software. It is true to a certain extent which is also referred as “Supercontext” theory http://www.futurehi.net/archives/000172.html. He goes on saying how we are a part of social network and these exist to connect a person to shared objects that connects us together, for example, people connect to the site “Flickr” through photos, “Youtube” through videos, etc. He goes on to relate this topic to how Xbox Live only works as tool/service when millions of people connected to allow online gaming to coexist and function as social network. “Even single player games are played in a multiplayer context of persistent profiles” he quotes from Raph Koster ( Raph Koster wrote “Theory of fun” which is a great game design book) referring to games like “Fable 2” or “Geometry Wars 2”, (primary functional and designed as) single player games which use features of connectivity of other players without being online/multiplayer which he calls “Sync activity with shared context”. In other words, single player games aren't single player any more as they all share data/info with other players expanding the experience as part of a social network. He believes that all games will be like this which I think would make for interesting debate as I argue that certain games wouldn't benefit/work within such design ideal like say “survival horror games”.



Kars Alfrink http://leapfrog.nl/

Kars Alfrink is freelance interaction designer from Utrecht, the Netherlands who spoke about designing fun and what fun is? To explain his theory of fun he refers to the film “Dogtown and Z-Boys” which is about the beginning of skateboarding (before it become a sport) where they discover the use of empty swimming pools to create momentum to perform tricks. He used this example to demonstrate how people create fun by changing a tool's rigid useful normal form/function to invent their own useless function becoming playful. These tools allow users to create and communicate their own meaning/purpose, designers can't create meaning via tools, which I don't fully agree with to be honest. He backs up his point by quoting from Mitchel Resnick - Turtles, Termites and Traffic Jams (This is his book he wrote) “What’s needed are microworld construction kits, so that you can create your own microworlds, focusing on the domains you find most interesting” I agree with this statement which reflects the design approach of “Little Big Planet” but I believe tools have to be created with some form of connection/meaning towards the user to allow their interpretation to take place, this links to Matthew Irvine Brown's talk. In other words, the tools have to inspire the user to be playful with. For an example, “Little Big Planet” is nothing new in regards of its function of a level editor but it's the accessible in-game use of UI and charming cute visuals makes the game feel fresh and inspiring.




Eric Zimmerman http://www.gamelab.com/

The last and my favorite talk (most inspiring as he was so passionate) was by “Eric Zimmerman” who is designer at “Gamelab” who made “Diner Dash” (which is hugely popular flash game) and wrote the book “Rules of Play” He spoke about three components of ‘game literacy’: System Play and Design, which are needed for any game to exist. “System” is series of perimeters/commands that a game world must follow to exist just like Chris Delay with his approach with “Procedural Generation”. “Play” is tools of interactivity within the game just like Kars Alfrink and Matthew Irvine Brown theory to design. Then there’s “Design” which is deciding on the rules/purpose of the game. So in other words “Play” needs “Design” and “Design” needs a “system” and “system” needs “play” as Design = Rules/purpose, Play = Tools/mechanics, System = technology/perimeters.

To conclude, this event was very insightful and I really enjoyed it, learning a lot. I will definitely come again next year, you should too! Anyways thanks for reading!

Tuesday, 30 September 2008

Remakes I wish they would make one day

I've been playing "Bionic Commando Rearmed" recently, I'm loving it, if you haven't got it, get it now! Its a good example of blending old school gameplay inspired by the orignal's retro roots with modern conventions that we all have grown to be used making the whole experience feel modern and fresh. Anyway This is the reason,I started thinking about remakes I would to like to see in the future and how I would do them if I were to making them.


Final Fantasy VII
This is bound to happen but I can't wait for it even since seeing that tech demo of Final Fantasy 7 on PS3 and also with all these other Final Fantasy 7 spin-off games and the film referred as “Compilation of Final Fantasy VII” makes you wonder when are they going to finally produce the the remake of FF7 that everyone wants. During the development, I hear they had to cut out lot of story sections/villages they didn't have time to finalise/polish them cutting down the game from 4 discs to 3 discs. This would be interesting to see if they include these sections giving a player choice to play director's cut version or the orignal version to play it how you remember it. Let's face it, this remake would make “Square Enix” mountains of cash but the question remains “When will it happen?”.

Goldeneye/ Perfect Dark
“Goldeneye” was the first FPS on console that designed ground up with console in mind taking advantage of their aspect of the Nintendo 64 console especaily the console's abltly to split screen multiplayer featuring so many modes and ways of playing for hours of fun. Still to very day, both “Goldeneye” and “Perfect Dark” remain be very playable although obviously the graphics are so dated now. I hear rumours that Microsoft wanted to re-release/remake “Goldeneye” as Xbox Live Arcade game with online play but “Nintendo” and “Microsoft” couldn't agree on a deal as “Nintendo” wanted to release it too but “Microsoft” wanted to exclusive rights and obviously nintendo has the rights. I can't see why they can't come with up with some form of compromise where both can release “Goldeneye” on their consoles as these days, their markets they appeal to are very different it's not as if they would be confronting each other's interests and everyone wants to play “Goldeneye” is winner. Although who actually knows if this rumour is true, certainly like to think so gives us some hope that it will happen one day.

Alien Breed
“Alien Breed” is getting remake by the original development studio “Team 17” being released as Xbox Live Arcade game in 2009. The orignal classic was released in 1991 on the “Commodore Amiga” as its been a long wait for fans. Unfortunary there is no other details comfirmed yet but its good news that its actually making it.

Metal Gear – very 1st in the series
This is any Metal Gear fan's dream having the orignal “Metal Gear” remade. This would be great opportuntidy to link up the whole Metal Gear universe/story arch with modern filmic production values creating the link between “Metal Gear Solid: Portable” to “Metal Gear Solid” titles. “Metal Gear” is about how “Solid Snake” discovers who “Big Boss” is and of course defends him and from the most recent revelations of MGS plot within “MGS 4” (I'm going to reveal any spolters/details for anyone who haven't played it yet). I think it would proud to be very interesting to see this chapter of the story retold.

Half-life
There is actually a remake of “Half life” being made as mod called “Black Mesa” using the “Half life 2” engine and its been in production for 3 years now, check it out: http://en.wikipedia.org/wiki/Black_Mesa_(game_mod) It is very suprising that “Valve” don't make it themselves but I'm sure they have many other projects on their plate which will push the industry.

Shenmue 1 and 2
This is one of my favourite adventure and dreamcast games/series ever due to it's vast ambition of story telling, game design/mechanics, pushing the boundries of 3D environments. Shenmue was one of a kind series which was orignally planned as trilogy (at the time, this was unheard of) but sadly only able to produce two although they both did sell well for a dreamcast title (1.2 million sales) but it wasn't enough to make profit due to high production valuess of $70 million making the most expensive video game of all time. Shemue was too ahead for it's time and the market wasn't there, whereas today I believe there is such an market for such story driven/filmic game. I think as the whole foundations of the game are already there, it wouldn't cost too much to remake it with updated graphics and perforance. Also in today's market, there are many options how to approach a remake from such title, if I was Sega I would either:
Market it towards the casual/non gamer releasing on “Wii” being people's first adventure game experince as people would be relate to it being set within realisation world.
Release in episodes like “Siren” for PS3 or “Sam and Max” on pc.
Release it on all three main consoles as one big game including the yet unmade “Shenmue 3”
You never know they may do this with the success of the “Yakuza” games being more focused towards action than adventure/story.

Beyond Good and Evil
I feel qulity saying this but I've never played this game which received critical acclaim with a underground cult following but typically was a commercial failure. It was designed by “Michel Ancel”who created Rayman who has creativity colorful flair to his games and certainly see that in this title. I think it was overshadowed by a lot of completion with many adventure games released at the time like “Persia of Prince: sands of time”, “Siren”, “Manhunt”, “Zelda: Wind Waker”, “Silent hill 3”. I think this game deserves another chance and especailly as the sequal is being made making it good reason to recap on the story.

Final Fantasy 5 and 6
This is another no brainer for “Square Enix”. Without a doubt it's going to happen, just the the question of when? As Final Fantasy 3 and 4 have already been remaked for Nintendo DS, so I can't see why they won't do the same for final fantasy 5 and 6 unless “Nintendo” or “Sony” releases a new portable console which I can't see happening anytime soon.

Earthbound series
I've been very curtious about this niche nintendo RPG francshie even since I saw the character “Ness” in Smash Bros: Melee on gamecube and sadly none of the games in this series have been released in europe so I never played one. This series has a big cult following among nintendo fans and I hear it has very unique story and characters making something which you must experience and it has to have such a following for an reason and I would like to find out why. I think this warrents a remake for Nintendo DS which would be perfectly suitable console for this remake as it already filled with many old school RPGs.


Kid Icarus or Ice climber
These are “Nintendo Nes” classics have remained to be individual sole titles for years but I certainly would like to see some form of remake with an either 2D meets 3D approach like “Bionic Commando” or complete 3D makeover like mario with “Mario 64”. These are the only Nintendo classics games which haven't been remake yet for modern gaming even “Excitebike” been made again for Nintendo 64 although at the same time, I feel they shouldn't touch them, leave them as you remember them to keep that classic status.

Written by: Jonesy

Thursday, 25 September 2008

Jeff Minter and the rest of the industry, what a interesting fellow!

I have to say that I’m neither the biggest “Jeff Minter” fan with his game creations such as “Gridrunner”, “Tempest 2000” for Atari Jaguar, “Attack of the Mutant Camels”, “Revenge of the Mutant Camels”, “Sheep in Space”, etc to name a few, I certainly see the hook to his games but just too hardcore for me. It’s amazing how he survives with such aggressive gaming market these days, when you hear about “EA” and “Activision” spending multi million/ sometimes billions dollars deals doing this or buying that development studio up, etc. It is such breath of fresh air and sign of hope to see such figurehead among retro gamers can remain producing games that he loves and presents him as person without compromising. This is video is talk/presentation from “Jeff Minter” talking about his history of video game production. To be honest, it isn’t the most informative or insightful presentation by any means but certainly very inspiring and interesting to see such personality able to do what he loves, he certainly touched my soul. I wouldn’t recommend watching it all but at least skip to 25 minutes in where he talks about his ideal/process of games development which I found to be uplifting and profound approach to where refers to games development as “moulding some clay which you don’t know what it’s going to be till you get there” which sounds so liberating. Anyway I you hope watching it and be inspired by it like I did.