Wednesday 30 March 2016

INTERACTIVE NARRATIVE :: Gameblogging 05

Could your game have developed its narrative and told the same or a similar story without any of the characters? 

This week I chose to play Fez, a puzzle platformer and believe that its narrative could definitely be developed similarly if the characters were removed from the game.  It offers very little in terms of verbal exposition and worldbuilding, using only a 'guide' character named Dot to explain the game's mechanics as they come up.  The rest of the story is represented visually through use of different environments that the central character travels through, and gives insight to the worlds that must be saved and protected.

I believe that the central character, Gomez, is an avatar.  The definition of the avatar in this regard is "any game-unit that has action possibilities and that answers to the player" (Kromand, 2007).  He is a silent protagonist who the player uses to traverse the different worlds in Fez, gathering fragments of a cube in order to restore the equivalent of a cube-god in this world.  Because of the idea of the avatar, Gomez could be replaced with anything - a shape, a blob of color, and as long as he could still respond to the player's input and commands, the story could play out almost identically to the way I experienced it using the ideas of learning through experience and showing rather than telling.  

Cube fragments glow and flash in a way that suggests you need them.  Completing a whole cube makes Gomez do a little animation to signify that you've done something important.  The narrative is simplistic, giving the player a call to adventure and the means of obtaining the elixir as presented in the hero's journey - collect small cubes to restore the god-cube before the world, along with you, is torn apart.  And because of this, I believe that the story in Fez could be easily presented in a more abstract way, and even without the use of its characters.

Thursday 24 March 2016

CINEMATIC :: 25/03/16 - progress and updates

The week after submissions was a pretty hectic one, as we spent all Monday filming our footage.  I was in charge of mostly holding sheets and mirrors while Oscar and Hamish took on the biggest roles amongst our team of acting and filming.  The rest of the week was covered by tutorials, but I did manage to make some depth plate/compositions based on guidelines Hamish gave me


These were done mainly to observe how compositions form in nature, and how we could apply it to the very naturalistic spiritual world.  Things that I have noticed are that compositions where the focal point is in the center tend to be quite small and generally have harmonious circular shapes to strengthen them (second row first image on the left is one I'm particularly fond of).

Over Thursday, I sketched up a few background concepts with Tea and Jo giving me feedback as to what they would like to see.  Much as I love environment design, composition isn't my strong point, so it really helped to have others look at it and tell me what things they thought I should add and where.  We found an absolutely gorgeous landscape image on tumblr that has become a central source of inspiration for our backgrounds, due to the symmetry and colors captured in it:


With this in mind, I managed to come up with a set of rough sketches for the Spiritual world and slapped on a few experimental colors


At this point I'm still not too happy with how the colors in the spiritual world look, but I'm assuming I can tweak those later.  We had a discussion on Thursday about the central focus of the composition as well, and an idea came to light about replacing the central tree with a huge monolith that would help to convey the idea that the ipod in our video would be cutting out.  Tea has sketched up a beautiful concept for how it would work and how it would bring about the transition from light to dark worlds, and her 'monolith' looks a lot better than the sketchy ones I've drawn here.  I might have to resort to pillaging her ideas again.

What I would really like to do over the next few days is livestream a session for my team where I work on the background and they can give me feedback for it in real time.  As I'm having issues with my internet, this probably won't happen, but it would be something I'd like to do at this stage.

I'm going to aim to have a background with proper perspective drawn up by Monday Night.  So stay tuned for updates.

Wednesday 23 March 2016

INTERACTIVE NARRATIVE :: Game blogging 04

How does morality influence the choices you make in the game?

This week's chosen game was The Banner Saga, which has a play style that leaves the player in a leadership position.  Between playing as Ubin, Rook and Hakon, the player needs to make decisions that will affect an entire army of characters and needs to plan their moves strategically in order to keep army morale up and casualties down.

I found myself faced with a number of moral dilemmas when playing this game, though the storyline was rather difficult to get a hold on to begin with.  In the second chapter, Alette was about to be crushed by a Dredge, and from a moral standpoint, I felt I had to step in and attempt to rescue her, even though Rook was very far away from her at the time.  The outcome of the event was not one that I was expecting, and another character died protecting her instead.  While sorrowful, it was a better outcome than I could have hoped for, and though one life was exchanged for another, I felt that preserving Alette's had more bearing to the plot.

Much smaller moral choices have appeared throughout the game as well, such as Hakon's discussions with prince Ludin, who came off as a suspicious and warmongering character to me.  Diplomacy is important when playing a game involving large nunbers and strategy, so my knowledge of this tells me not to ruffle any feathers or displease allies, but at the same time I find Ludin unbearable and feel like he could stand to be insulted a few times.

I've noticed in my playthrough that I have chosen many cautious options as a means of preserving my armies and keeping as many people as safe as possible.  One part with Hakon shows a smoke signal in the distance and I chose to send warriors to it in case it was a trap.  When they did not return I searched for them myself only to find new allies and my varl telling me that I'd missed a good battle, which made me feel pleased with my decision.  In a different chapter, Rook and his village must enter a town that has been closed to all outsiders and the options are to break down the gate and risk your ownl varl getting shot, sneak in with a food supply cart which would deny the other refugees waiting outside the town provisions if you fail, or wait to see if the gates would open by waiting for the long haul.  This was probably the most difficult decision for me, as the first two options had very harsh consequences upon failure and could lead to character deaths, while waiting meant that the dredge would only get closer and make things even worse.

In the end, I left Rook and his party to wait things out, feeling as though the death of characters I had grown attached to or the potential wrath of starving refugees would be worse than the onset of dredge.  At this point, I haven't found out what the consequence of this action has been, so while I play through Hakon's campaign and try to keep my army's casualties to a minimum, I worry about whether or not I have made the right decision.

Saturday 19 March 2016

CINEMATIC :: 20/03/16 - Creature Profile

COMPLETED CREATURE TURNAROUND:




CHARACTER PROFILE:

Name and Age: No name, Ageless
Ethnicity/Race/Type/Gender: Cosmic Spirit
What makes this character worth creating a story concept around?: Along with the other spirits, this creature is timeless, ethereal and inhuman, providing a contrast to the meditator in our story.
Most important thing to know about the character:  It can go from peaceful to frightening in less than 2 seconds
Current occupation: Protector of the realm
Physical Attributes:  A mask-like face and ethereal flowing mane. It hides spines in its tail and on the backs of its legs.
Present Problem or Crisis: A human in its spiritual realm
Basic Belief system and Political Beliefs:  Spirits = good, intruders = bad
Taste in Music, Art, Stories, Sports, Hobbies:  Probably things beyond human comprehension
Clothes: None
Description of home environment:  a vast, natural cosmic realm with floating islands and water that mirrors the sky.
Significant family relationships:  The small spirits that inhabit the world with it.  They all get along peacefully and in harmony.
Best character trait and other outstanding qualities:  Very big and very imposing.
Worst character trait/flaw:  Can become terrifying in less than 2 seconds if it feels something is wrong with you
How is the character thought of by others versus their own self opinion:  Those who see it find it frightening, but it considers itself a peaceful thing.
Sense of humor/what kind:  It takes itself very seriously in constrast with the smaller and playful spirits it lives with
Ambitions and general philosophy of life:  Keep the realm protected.
Habitual expressions and mannerisms:  Usually it doesn't have a face unless its being scary.
Fears, frustrations, emotional style and temperament: Very quiet and very passive for the most part.  It doesn't fear anything, especially not humans.

Wednesday 16 March 2016

CINEMATIC :: 17/03/2016 - Feedback

Had a feedback session with the tutors today, and progress seems to be going quite well.  I cannot contribute anything to the animatic at this point, so I'm just going to be working on more background plates and refining my creature over the next few days.

In feedback, i was told that my creature was too bulky and did not quite suit the elongated form.  My team has asked me to slim it down and change its limbs a little in order to fit Oscar's ideal a bit better.

Tea has created some really amazing character concepts based on my design though, and has given me permission to use them for the central character:


It works really well as it contains all the modifications that i already wanted for my own character With this design in mind, it would be really easy to draw smooth, undulating shapes for the mane and tail, and the small creatures are very similar in design and shape too.  Jo has adjusted her creature to match it, and I feel like all i could really do to improve it is to modify the dark-world version a bit - maybe add  more bones down the neck and make the legs more skeletal?

I received some advice for Matte painting as well - to keep my edges harder and to play around with brushes.  Once i figure out some layouts, I might try this out over the weekend.

INTERACTIVE NARRATIVE :: Game blogging 03

Are the “choice situations” in the game obvious or subtle? Do you know the outcomes of your choice prior to making a decision?  


This week I have chosen to play The Wolf Among Us, and in true Telltale Games fashion, has the player answering choosing how to respond and answer to the characters and situations around them right off the bat.  

Domsch (2003) talks about the nature of a choice situation and states that "One important aspect of choice is therefore how informed it is – that is, whether we choose based on knowledge or arbitrarily. Choice situations differ in the amount of information that is given about the consequences of the different options." There are plenty of choice situations within the game, and the first conversation with Mr Toad proves this.  The model that the player follows is one of incomplete information - "the agent is provided with some knowledge about possible outcomes, but no certainty in relation to the probability of the outcomes, and/or the completeness of information about outcomes." Bigby and Toad explain enough in the introduction sequence for the player to understand what the Fables are and what a Glamour is before being put into a situation where Toad does not have a glamour on him and being presented with the consequences of such an action.  The world suggests that Fable without glamour can be punished, but depending on how the player feels, they can make Bigby be kinder to Toad and let him off, or give him a warning, both of which affect the player's relationship with the character.

The game cues you in whenever you make a decision that will affect another character, or make a choice that will have some impact later on in the game, informing you with notes in the corner such as 'Colin will remember this' or 'You chose not to lie to Beast'.  The choice situations tend to be mixed in with smaller, minor dialogue choices that Bigby makes, so I often didn't realize that I was making a potentially game-altering decision until after I had made it.  That said, I tried to keep Bigby's choices true to how I would have responded in the same situation, favoring peaceful dialogue options and trying to be as honest and friendly with the characters as possible.  This may play into the idea of gameplay guided choice over moral choice, as keeping peace between my PC and the NPCs of the game means that they will not have any ill will towards me, and hopefully won't find ways to condemn my character further down the line.

Some consequences in game are immediate, leading to some rather expected outcomes - if you're a dick to the Fables, their opinion of you is generally bad as well, but the truly game changing decisions that the player makes are presented at the end of each chapter, shown in pie graph form.  These graphs tell you things like whether or not you chose to give Faith your money, who you think killed Faith at the end of chapter 1, and whether or not you saved Prince Lawrence.  There is no right or wrong in any of these choices - the graphs at the end merely show you how you stacked up against other players, and how the story changes because of your decisions. 

Tuesday 15 March 2016

INTERACTIVE NARRATIVE :: Week 4 questions

Week 4 Reading Questions

Anatomy of Player Choice - Domsch
1) What differentiates a “choice situation” from the numerous other micro choices a player makes all the time in a game (like whether to jump or crouch, run or walk, move left or right to dodge a projectile, reload after one shoot or three etc…)

The core requirement of a choice situation is that needs to contain at least two different options. It also creates some form of motivation that invests the player in one outcome over another. Choice situations can also play upon the player's emotional preferences, helping them to decide which option to go with.

2) How are “motivation” and “knowledge” important to choice in videogames?

The motivated choice plays upon the player's curiosity at what might happen due to its outcome. This can be combined with the informed or knowledge based choice, where the player knows enough about the video game's mechanics and world to select the 'right' option. The motivated choice is needed to show the player that the outcomes of both choices will not be identical, and it achieves this through the information that the choice provides.

3) What kind of game structure does the “teleological attitude” work best with and why?

The teleological approach would work very well with a linear game structure and unidirectional or progressive paths. When the player is presented with a choice, the options are geared towards the favor of one more than the others, meaning there is generally a 'right' and 'wrong' path. Choosing the 'right' path lets the player proceed through the game and towards further nodes on the string, while choosing the wrong path eventually dooms the player to failure.

4) Do you agree that videogames place an emphasis on speedy action, particularly when it comes to game choices? Can you think of any exceptions to this?

I can definitely agree that most video games place emphasis on quick action, especially when it comes to games like The Wolf Among us and things that involve quicktime events. Even with games like Skyrim and Dragon age, the player generally cannot save the game during a choice and tends to want to progress in order to continue the story, making decisions on the spot as well. The only example I can think of that doesn't is Eyri's Action, but the game purposely makes you take it slow and destroys all previously ingrained knowledge of how video games are supposed to work, forcing you to consider your choices carefully and avoid the illogical traps and pitfalls that it throws at you.

Moral Choice in Games – Perdue

1) Do you think the player’s moral choices should be rewarded in a game?

No, not unless the situation's outcome calls for it. Do you think we should be rewarded for feeling strongly about something or going with your gut feeling? I feel like it should be the same in video games, as it creates a more true to life and realistic experiences, and strengthens the idea of the character within the story.

2) What is the difference between a choice driven by morality and a choice driven by gameplay mechanics?

Choice dictated by gameplay directs the player to choose one option over another in order to gain 'points' or 'skills' associated with that choice. The choice no longer becomes about the player's feelings towards the situation, but hinges on how they are going to benefit by answering a certain way. Moral choices lie more with how the player feels about the situation and what they would choose or not choose if they were put into the situation themselves.

3) What is the most meaningful choice you’ve made in a game?


The most recent that I can recall is the conscious decision to spare every last character I came across in the game Undertale. Just before the final boss, a character appears to judge the player for every act of violence that they committed and every level that they gained. I remember the speech explaining what LOVE and EXP were acronyms for hitting me very hard, and it was a very powerful and dumbfounding moment for a first time player. By choosing not to kill, I gained an extra bit of dialogue, which I found quite touching, before being able to progress with the game.

Monday 14 March 2016

LIFE DRAWING :: 15/03/16 Week 4




CINEMATIC :: 14/03/16 - Plans for the week

After meeting up with the group today, we discussed our plans for the week, which are finalizing our storyboards, and thinking about a date for filming.  We are expected to have an animatic completed by next Monday, so a lot of our designs need to be finalized so that we can put a storyboard together.

My goal for this week is to finalize my creature and figure out the plates for our Matte Painting layout.  Feedback on the artistic impression that I had drawn over the weekend was positive, and people seemed to really like the color palette, so it might be one that I stick to for future attempts.

I plan to use Hamish's plate method to come up with a few compositions myself, and aim to do this tomorrow or Wednesday.

In the meantime though, I have begun to play around with my character and try to solidify its movement and expressions.  Thinking about the dark world transition came to mind today, and I have drawn upon some previous dream images as inspiration for how my spirit might change.  Both of these images are from 2012.




With these in mind, this is where I am with my character sheet:
The spirit's expressions reflect the transition from a calm spirit world to a dark one, the small sequence is a potential transformation it undergoes as the world changes.  The sketchy images were just me getting a better feel for the character and how it is shaped and moved, and the bottom two images are what I would like to use for its model sheet - they just need to be cleaned up and finalized once I've run it past the group.

I'd like to tackle layout plans for the environment before I attempt to figure out the colors for this creature, as how the environment looks plays a big part in how the creatures will appear in order to contrast it.


Sunday 13 March 2016

CINEMATIC :: 13/03/16 - Matte Painting and Concept updates

Over the course of the week we learned about Matte painting and started putting our design ideas into practice.  My giant creature was received pretty well and we are now using it as our central spirit character.  Tea asked me to elongate it in order to make it fit Oscar's ideas a little better, and over Friday, Saturday and Sunday, I managed to come up with a more advanced concept for it.

Tea and Jo are also working on smaller creature concepts, and may be drawing inspiration from this new elongated spirit creature that I started with.  Over next week I plan to create a proper turnaround for it and work out some design tweaks and textures for its skin - the initial creature was very dark and we want them to be bright and stand out in our spirit world, so a color palette overhaul may be necessary.


The other thing I worked on over the weekend was applying the Matte painting practices that Thaw taught us over the week, using a bunch of new brushes that I downloaded in Krita.  Oscar asked for a vibrant world with a sort of oil painting or stylized feel to it.  In the process of trying to get the hang of Matte Painting, I came up with the following image:


It utilizes a bristle brush and leaf patterns, along with a color palette selected from the background.  The background itself is a photo of reflective salt flats at night, with a nebula pillar cropped and placed in the background with a 'lighten' effect.  As a stylized reference i think it looks quite lovely for a first try!


Hamish has showed me the method he's been using to create plates for scenes by using a photo and drawing over the assets within it using layers and the lasso tool to create plates.  I might spend the next week doing something similar in order to create the kind of landscape that we're after.

By the end of next week, we're expected to have an animatic, so I would like to spend this time solidifying our background and getting the hang of matte painting, as well as creating a solidified creature in terms of design and shape.  Color and movement can come later, once the animatic is taken care of.

Wednesday 9 March 2016

INTERACTIVE NARRATIVE :: Game blogging 02

Do the story nodes in your chosen game work well to support gameplay and gameplay objectives? Why or why not?

Sonic's story nodes are presented in the form of 'zones' that Sonic must move through in order to complete the level.  They show the progression of time in the game and act as markers of the 'distance' sonic has traveled in the world.  For example, sonic starts off in rolling green hills, and after freeing his friends, he moves on to another area which is much more mechanical.  The environment reflects the kind of robots he will encounter (semi-organic insect and fish robots in Green Hill zone compared to more obviously metallic bullet shooting creatures in Chemical Plant zone).  Since the first Zone had Sonic defeating a boss in the second Act, the player can immediately assume that it will be the same in the second Zone, albeit with the antagonist driving a different machine that will ultimately require different tactics - most likely something learned in the first half of the zone (such as utilizing travelling pipes or springs) - to get past.

One could say that it fits the string of pearls model, but only barely - the gameplay is extremely linear 'travel from point A to point B', and the only instances of 'pearls' that I can think of from the segments that I played being the short introduction to the boss of each Zone.  It would seem to focus on a 'show, not tell' dialogue, but this may be largely due to the limited space that old Sega cartridges have compared to the video games of today.

The game thrusts the player straight into gameplay with no explanation, tutorial or end goal in sight, the only instances of variety being the changing levels that Sonic must navigate through.  I feel like the first level and the gameplay helps the player to understand what to expect in future levels, but while the changing backgrounds present fresh scenery and keep the player interested with their different mechanics, the overall lack of any dialogue or story makes it fail in terms of a dynamic and informative game.  Your objective to get to the end of the level in each area is clear, but without the storyline found in the game's manual, the player would never understand that their goal is to collect chaos emeralds to stop Robotnik from taking over the world.

CINEMATIC :: 09/03/16 - Design and setup

Started to work on designing both the background and spirit characters for this assignment!  So far I've been working with the following design concepts:


  • Oscar wants a lake and islands surrounded by trees for the other world
  • The sky needs to be cosmic
  • involve nebula pillars somehow
  • style and creatures need to be consistent
I feel like with the limitations we have, a simple fade to black would work better for our environment, as it drops away rather quickly and extra detail on it would be lost.  This could probably be achieved in After Effects.

I've been having trouble envisioning how the environment would be set up, but here is a concept i intend to run past everyone tomorrow:

At this point I'm not entirely sure if a really detailed cosmic sky would work, as the creatures are going to have to still take precedence against it and still stand out, which might be difficult to do if there are so many colors and things swirling about.  I'll run my concerns past the group tomorrow and see what feedback I can gather.


I haven't drawn up any moodboards for the creatures yet, and at this point i feel like its a bit too late to be messing around with them.  But I'd like to base these creatures off of underwater things to add to the impression of flowing movement.  Combine these with the ebru style 'droplets turning into flowing shapes' idea of the video i posted last week and I think we have a basis for monster shapes and movement.  I particularly want to make these spirits akin to Nudibranchs, whose shapes and colors already have a very ethereal and otherworldy appearance.


With these inspirations in mind, I put together a quick idea sheet for a few spectral creatures:

I quite like the idea of them being faceless or only having the barest hints of facial features.  I feel like it helps to define them as beings that are completely different from us as humans.  The characters here are all quite streamlined and have smooth, natural edges and curves to them too,  Plus, having simpler and streamlined creatures means that they'll be easier to draw and animate, though I'm still not sure if hand drawn animation or symbols would work better for them.  Its something to consider at least, and maybe I'll run a few animation tests on both styles once we've settled on designs for these creatures.

I intended to have one central creature and maybe two others just floating about in the background, but the figurehead creature needs to have a bit more weight and personality to it to make it both look and feel important to the plot.  The first thing that comes to mind, however, is the saint-beast character I drew for my portfolio to enter the college:

  
something with a more distinguishable face might work better though.  Or perhaps I could modify this one to put a face in place of the mask.  I've been looking to things like the forest spirit from princess mononoke and my own dream-visions for inspiration, but I'm still uncertain on how I want this central character to appear.

Thursday 3 March 2016

CINEMATIC :: 04/03/16 - Final Script


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CLOSE UP OF MEDITATION TRACK ON PHONE, LOW BATTERY ON ORANGE IN THE TOP CORNER
PERSON PUTTING IN HEADPHONES
SOOTHING MUSIC STARTS
MEDITATION VOICE OVER STARTS

VOICE OVER: Hello, welcome to this guided meditation. Find a comfortable position, sitting or lying down.

INDIVIDUAL SITTING, UNABLE TO GET COMFORTABLE, SLIGHTLY TWITCHY

VOICE OVER: Allow yourself to enter a space of deep relaxation.

MID CLOSEUP BIRDS EYE SHOT: WATCH CHEST TAKE DEEP BREATHS AND FACIALS RELAX AS THE BREATHING SLOWS AND THE BODY STARTS TO CALM. SHOULDERS DROP

VOICE OVER: With your mind, slowly scan your body.

As you move from your toes up to your head, Feel your physical body being erased and released into the universe, revealing your spiritual self.

FULL BODY SHOT: BLUE ENERGY/GLOWING LIGHT SLOWLY MOVES FROM THE FEET UP THROUGH THE WHOLE BODY, REACHING THE CROWN OF THE HEAD. ONCE IT REACHES THE TOP, THE LIGHT ENVELOPS THE WHOLE ROOM THEN SLOWLY FADES OUT, ALLOWING THE SPIRIT WORLD TO SLOWLY APPEAR. GOLD PARTICLES ARE LEFT SIMMERING IN THE BODY, AND THE ROOM SLOWLY STARTS TO TRANSFORM IN THE SPIRITUAL WORLD.

VOICE OVER: Embrace the warm sensations running through your body, and drop all preconceived ideas of what you’re hoping to expect.

THE GOLD PARTICLES START TO ELEVATE UPWARDS, TAKING A HUMAN LIKE FORM, THE SPIRIT WORLD IS BECOMING EXTREMELY CLEAR, AND THE SOUL STARTS OBSERVING ITS SURROUNDINGS; A PEACEFUL/MAJESTIC FOREST WITH A LAKE IN THE MIDDLE, WITH STEPPING STONES LEADING TO AN ISLAND IN THE CENTER. THE SKY THROUGH THE TREES HAS AN AMAZING VIEW OF THE COSMOS, DANCING WITH COLOUR AND LIGHT.

VOICE OVER: with no earthly tethers, allow your soul to move freely on its own accord

SUDDENLY THE MEDITATION CUTS OFF, THE PHONE HAS DIED
THE RINGING SOUND OF TINNITUS STARTS TO BUILD

THE SPIRITS GLITCH OUT AND TURN INTO DARK SPIRITS,THE STEPPING STONES START TO FALL AWAY AND THE PEACEFUL SETTING BECOMES DARK AND OMINOUS

A CLOSEUP OF THE PHYSICAL BODY, SWEAT ON THE FOREHEAD.

SUDDENLY JOLTING AWAKE AND RIPPING OUT THE HEADPHONES, PANTING, THEN CREDITS

INTERACTIVE NARRATIVE :: Week 2 Questions

Week 2 - Reading
Salen and Zimmerman Games as Narrative Play

  1. J. Hillis Miller outlines a handful of components that constitute a narrative: “There must be, first of all, an initial situation, a sequence leading to a change or reversal of that situation, and a revelation made possible by the reversal of the situation. Second, there must be some use of personification whereby character is created out of signs – for example, the words on the page in a written narrative, the modulated sounds in the air in an oral narrative. However important plot may be, without personification there can be no storytelling… Third, there must be some patterning or repetition of key elements.”
    Give one example of a game or film that conforms to this definition of narrative.
Dragon Age Inquisition conforms to this definition of narrative, as the sky more or less explodes, creating an enormous rift that disrupts life as it was in Thedas. Personification appears in the form of the player's character, who is fully customizeable and serves as an avatar/vessel for the player and all the decisions that they make in the game. The key elements in the story appear as snags and quests along the way which are related to the breach in some shape or form. The player must recruit followers, close rifts, and fetch things for NPCs in order to get closer and closer to the goal of closing the breach for good.

  1. S&Z refer to types of narrative in videogames, embedded and emergent. Define each of these and give at least one example of each from videogames.
Embedded narrative is a pre-generated story that is interactively told and exists before the player's interaction – the example in the reading suggests Jak and Daxter as two characters who are saving the world. This is crafted interactive story. Emergent Narrative is the experience when the game is played – again referring to Jak and Daxter with their story forming and changing through the player playng the game. This is improvised play experience.
  1. In what ways do games combine embedded and emergent narratives?
Games link the embedded and emergent narratives togeter – the embedded gives the player motivation to move forward in the game and gives meaning to any actions that they take, while the emergent provides the challenges and thrills that make the game feel fulfilling and advance the story.

  1. How do goals, conflicts, and core mechanics make gameplay meaningful?
The Goal helps the player to judge how far they are in the game and understand the significance of their actions within a narrative context. It describes the nature of player interaction with the narrative context and thus makes the interaction meaningful.
Conflict creates an obstacle for the player to overcome, giving opportunity for narrative events and aids in the player's satisfaction of reaching the goal. It is an element that works against the player's success and tries ultimately to lead to the player's failure.
Core mechanics create patterns of repeated behavior and frame the moment to moment activity of the player. It forces the player to pay attention to the game and to understand and learn what their limits within it are and teaches what they can and cannot do to reach the goal. The player engages with the core mechanics to make meaningful choices and explore their possibilities.

  1. In what ways does a “game space” contribute to context, time and causality?
The design of a game space creates events in these concepts of context, time and casualty. Design changes depending on the type of game, but it helps the player to interpret just how they can go about playing the game and offers many possibilities and choices in how they can succeed. The game space contains the embedded narrative qualities to help shape the story and help the player understand and achieve the goal.

  1. How do “game descriptors” contribute to a game’s narrative? What are some examples of game descriptors? Are they always effective?

The game descriptors help to identify objects in the game, giving meaning to what might otherwise be (particularly in early games?) abstract shapes on the screen. The narrative descriptor frames the elements inside and outside of the game as objects that communicate the story. These descriptors could be all the objects you see on screen – the player character, identified by the one moving when you touch the controller buttons, scenery, identified by the familiar shapes of walls and rocks etc, enemies, identified by shapes that may be differntly colored to your character sprite, and create a reaction in the form of blood/flashing colors/sounds when they touch you. They may start out as ineffective, but to one conditioned to video games, signs of what approaching figures or shapes are can be more easily identified based on previous games and previously understood 'rules' from them. The game descriptor helps to contextualize objects within the game so that even new players can begin to understand what shapes do which things, and which objects to attack or avoid.


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Week 2 – Video Questions

  1. Do you agree with me that The Walking Dead by Telltale Games doesn’t really offer the player meaningful choice? Does it really matter if it does or doesn’t?
I can't take a stand on agreeing or disagreeing about meaningful choice as I'd have to experience the game for myself, but as someone who doesn't set replaying games very high on their list of priorities I feel like it doesn't truly matter whether the game's choices are meaningful. In my opinion, once you know what's going to happen in the story, the experience of replaying it is ruined – you already know what's going to happen and while you might be curious to see what kinds of other choices you can make in the same scenarios, the overall experience of the game will feel diminished as the main plot points of the story driven narrative will not change and thus you can already expect to know what twists and turns the story is going to take.
  1. How does The Walking Dead incorporate minimal interactivity to make the player feel like they are driving the story forward?
The dialogue options that your character is given are often under a time limit, making the player feel like they must make a snap decision in order to avoid consequences. The same is true for the game's quick time events when faced with a character's reflex actions or during fight scenes – if the buttons on screen aren't pressed quickly or for long enough, consequences also occur. The game plays on the player's desire to avoid death or harm coming to the character they have played thus far with and continue the progression of the story.

  1. How could The Walking Dead have incorporated more player freedom, and how might this have impacted the telling of the story?
As the video mentioned, the player is only in control of certain 'scenes' that occur between cutscenes and dialogue/quicktime events. They do not have the freedom to explore an open world or to make choices beyond the the ones presented in the dialogue options. The video mentions that Clem leaves her gun out in the open and the player is not allowed to retrieve it for the sake of the story, even though the player knows that it is a terrible decision to put the gun down for even a moment. With more freedom, it would be much harder to keep the narrative on track, as the player would be exploring and getting into encounters that they weren't supposed to. The consequence could be similar to those in Bethesda games – where the player is free to do whatever they like at the expense of never progressing or completing the main story, or being left to do whatever they liked once the central 'backbone' plot is complete.

  1. What is the tension between “me the player” and the intended actions of “characters” in a game like The Walking Dead?
Sometimes – particularly when the player has experienced the sequence of the game already – the player will want to take actions that the characters within the game would not think of/cannot do due to programming. The player might find the character's current goal or motives unnecessary or would want to do things differently, or the character's actions might create a sort of frustrating tenseness in the player, due to knowing the trope that the character's actions will ultimately cause.

  1. The game Until Dawn is an interactive horror film where choices determine who survives. How does the player’s prior knowledge of horror tropes influence their choices?
Many people who have played this game say that it relies heavily on Horror tropes, and that if you know how those work, its very easy to avoid danger/disaster and make it through the game with most of, if not all of the characters surviving. There are 'rules' to a horror film, and characters can all fit into horror stereotypes, many of which suggest that they will die before the end of the game. However, Until Dawn also gives you the option to circumvent what is otherwise predestined within a horror film, as every single playable character can survive.

  1. Do you think that choice makes an interactive narrative more dramatic? Are the limited choices in games like Until Dawn and The Walking Dead enough to make these choices meaningful?
The idea of choice, even if it does turn out to be a superficial one can definitely have meaningful impact on the player, as it helps to engage them more with the story and make them feel that the choices that they made had a certain weight or impact on how things turned out. I feel like an interactive game could definitely be considered more dramatic – on one hand the player could make force drama by purposely insighting fights and discord among the characters or making the characters enter situations that anyone with common sense would avoid. On the other, they may choose to avoid dramatic situations by 'playing it safe' – but no doubt the video game accomodates for that and can potentially throw in even more surprising twists and turns at the player in order to constantly keep them on their toes.

  1. In what ways might an interactive narrative lack the qualities of “traditional narratives,” such as twists, tropes, symbolism etc… What do interactive narratives offer instead?
The interactive aspect of a narrative means that the set in stone, solid backbone of a traditional narrative is missing due to the free will and choices that the player exerts over it. The story can turn to unexpected places the symbolism and hints are reduced in order to create a deeper sense of mystery and involvement. As the Gamer Maker's toolkit has suggested, however, the interactive narrative can offer the player to direct and form a plot based on their own whims and ideas. It allows the player's imagination to run wild, to create a game out of the game itself by pulling the strings and avoiding or travelling into the common tropes that one expects. It also offers a more immersive experience, as the player feels as though their choices have a direct impact on the story at hand.

Wednesday 2 March 2016

CINEMATIC :: 02/03/16 - Design Preparation

Met with the tutors today to discuss what we had planned for our project.  Overall we have a very solid idea of a person sitting down to meditate, the third eye opening and the spirit leaving the body as a particle simulation.  It attempts to cross the threshold from our mundane world into the spirit world, a vast, cosmic place with spiritual creatures roaming about just beyond.  When it reaches the threshold, it hesitates/is interrupted (not sure yet) and ends up returning to the body as it draws the attention of a creature (or creatures), which turn terrifying and fierce.

SCRIPT:
The script is still in the works, but we should have a final one tomorrow!  I'll post it here once its been shared around.

SCHEDULE:
This is the schedule we've worked out, but its more of a guideline than set in stone.  I'm sure Jo is going to keep us on track if we fall behind.



DESIGN IDEAS:
Since I haven't felt as though I could contribute anything to our script, I spent today making sure Oscar approved of my ideas for the monster designs and working on a moodboard for the spiritual realm.  Oscar has asked for something vast and cosmic, full of stars, nebula pillars, trees and a lake.  Floating islands were another idea, and we have decided to incorporate a parallax effect to make things feel as though they're moving through space in their own time.

Below are the sorts of things I feel would work well in this idea of a cosmic realm:


As you can see, stars and colors are quite important!  I erred toward cooler tones - deep blues and purples with green and cyan, but another thing I looked into was textures of things and stylization of the landscape.  I feel like the cosmic realm should have a very natural feel to it so we've been playing with the idea organic shapes and fluid movements.  I feel like the textures and patterns in natural gemstones would play a really nice role in influencing this world, particularly in gems like the various forms of opal, and labradorite, or formations of one mineral on another.  I've also been inspired by more man-made crystals such as aura quartz, bismuth and goldstone.

Keat mentioned today that I would also have to think about how the cosmic world would change when the spirits became aware of the human soul or the soul hesitated and drew their attention.  He told me I would have to think about how the place would become darker and what I would do to accentuate the danger aspect.  So tomorrow I plan on doing another mood board in order to think out the dangerous version of the cosmos, and one to work out the kind of shapes and animals that I would like to base the creatures off.

Hamish mentioned that the style of both the creatures and the matte painted world would have to look the same and flow together, so I might do a third moodboard just for stylization.  I plan to use the weekend to sketch up a few concepts and see which my group likes best.

Tuesday 1 March 2016

INTERACTIVE NARRATIVE :: Gameblogging 01

Does your chosen game make user input feel meaningful in terms of story direction and progression? Why or why not?

The conflict and central story of Facade is staged very clearly – The PC's friends,Trip and Grace are in an unhappy marriage as they fight before the PC arrives, they make passive aggressive remarks to one another while they're trying to be hospitable, and eventually break out into a full scale confrontation that the PC must mediate in an attempt to meet a peaceful outcome... or so I would assume.

My playthrough ended with Grace leaving before Trip could confess that he was having an affair, and though I answered as personably and as honestly as the real me would have in the situation, I didn't feel like my input had any strong or lasting effect on either character and that this ending was inevitable. They seemed so argumentative over seemingly insignificant things and gave off the impression that they hated each other so much that it honestly left me feeling helpless to even try to solve anything between the two of them. Half the time what I typed went completely ignored or Trip and Grace just side-eyed each other awkwardly like they weren't sure what I meant. Other times I would try to help one or the other, only to accidentally interrupt them or answer a question that I hadn't heard and didn't mean to answer. Grace asked for a lot of yes/no answers, and simply interpreted my words as yes or no depending on if I had a negative or positvely associated word in it – I kept typing 'you shouldn't be fighting' and the AI interpreted it as me telling her she shouldn't feel like she was important or she shouldn't want to be an artist. It felt like my answers only mattered when I insinuated 'yes' or 'no' and everything else I said was inconsequential.

From what I gathered of the story, Grace was mad that Trip wanted to go on vacation all the time? Trip was mad that Grace was always angry and frigid? It felt like the pettiest conflict but over the course of my playthrough, I couldn't figure out whether there was any deeper meaning to it, though I felt like there had to be. I feel like this game is a case of too much player freedom and not enough actual player interaction. Realistic as standing around in a modern setting and talking is, its neither immersive nor stimulating to feel like the player's words don't mean anything and that the AI is only acting on key phrases.

CINEMATIC :: 02/03/16 - Scripting and pre production

Monday saw us getting organized into groups and choosing the roles that each of us would have.  Out of the following in our team, our role holders are:

DIRECTOR - Oscar
PRODUCER - Jo
HEAD OF 3D - Hamish

Me and Tea will be handling the mattepainting and 2D animation aspects for this project, as we have chosen to go with Oscar's project suggestion of someone reaching enlightenment in their meditation and their soul ascending to the spirit world.  Our live action character is the person meditating, our 3D object is the human soul and potentially the environment for the other world, and our animated characters are the spirits which dwell in the ether.

We've given each other today to work on improving and tweaking the script, but I really don't feel like I have much to add to it at this point.  Therefore I have been thinking about the kinds of creatures that we could incorporate on the spiritual world and what the interims might look like.  As I've been recording dreams and half asleep visions I've had for a few years now, I find some of the characters I've dreamed subconsciously quite fascinating and would love to incorporate similar designs into the creatures of our own project.  Here are a few I've drawn from 2012-2013



My own interpretation of the spirit world lines up with oscar's idea of how it should look as well, except in his mind its much brighter, more vibrant and with a lot less black.


I've also recently discovered Ebru painting, and feel like the process of creating droplets on water before swirling them into shapes and patterns would create a fluid and simple forms for a monster concept to be based around.



Overall, I guess I'd like my focus to be on character/creature design and bringing those to life more than anything else.  Of course I need to run my ideas by Oscar to see if they fit in with his vision, but I think overall these creatures need to be simple in shape, design and movement if we're going to have a handful of them in our final project.  I'm not entirely sure if my strengths lie in this area, but it is probably where the majority of my interest is for certain.