Author Archives: Zeb Walsh

Reflective summary

To Conclude

At the end of this module of learning i can certainly say that it has been of great use to me, learning how to make games greater than the sum of their parts, the ethical issues between us and machines and how we interact with them, that just about anyone can produce a game nowadays but most of all from what i learnt while researching avant-gardeism and indie games, that art and video games are thriving together and in some cases becoming one, a creative fusion of aesthetics, music and writing.

This is in essence what i strive to achieve in video games, deep story driven games with memorable music all packaged together with intuitive gameplay and unique and beautiful art direction all coming together to make an experience to stand the test of time.

The conversations about the state of video games is another thing i found to be interesting, the fact that although almost anybody with a vision can create a video game nowadays but that this innovation is often overlooked by the giants of the gaming industry and new ideas being rejected in favour of more corporate and well recognised games although there is a noticeable shift happening in the industry with players growing tired of these old methods and craving fresh and new experiences that stimulate the brain instead of just being as safe and inoffensive.

all these things i have learnt in these sessions over the semester have really helped my gear my heavily artistic mind towards creating video games in a new and interested way while also taking on many of the tried and tested methods of gameplay production and even maybe creating my own music to make my own original content that in effect would be like translating my sketchbooks and creations into a living and breathing environment which is something i’ve wanted to do ever since i was a child, in the end its really helped develop me as a student

Artificial Intelligence

Why do AI creators hold AI to a human standard?

some would argue that an AI is just a computer using logic to deal with algorithms and tasks thus giving it the illusion of intelligence. Although personally, id argue that logic itself is an essential piece of our brains as our brain can be broken down into logic & reason (the parts that think rationally and control many of our conscious decision making) and emotion & Instinct (the parts that control our subconscious, creativity, instinctive reactions, mental well-being, emotional state etc) although its true animals can have logic too, we design AI to have a specifically human level of logic and reason. in essence an AI is what a human would be without emotion and instinct and of course AI doesn’t need this to function because its not a living thing made out of fragile flesh and bones.

the reason we regard AI in this way is because of that fact, the fact that AI has no emotion, just logic and this creates a natural disconnect between us and the machine and we completely disregard them as capable of true cognitive intelligence. the opposite of humans doing this would be pets and animals for example because in the same way that AI is seen as purely logical, animals are seen as being mostly instinctive in all the actions they preform, in the end the most fundamental aspect of any living thing is self preservation and continuation of your species although the former can be overridden by the latter. although its been seen that when we actually interact with animals they’re vastly more intelligent than we seem to regard them and even see bits of ourselves within their behaviour. point is, is if we can do that with animals, what we see to be an instinctive force of nature, why cant we do the same with an AI we see as mostly logic? after all we are the ones that created them, although they have been purposefully programmed to only do what benefits a human and not self preservation, had we programmed them with algorithms to simulate emotion the feeling would be much different. in conclusion, the reason designers treat AI this way is so the programs can be seen as truly intelligent

The ramifications and fear behind a strong AI

File:Glados new body.jpgmany people are scared of the prospect of an AI becoming human like or having emotional programming because of how fiction, games and Hollywood have portrayed the worst possible scenarios of what could happen if an AI/robots became angry and went rogue (terminator, irobot, 2001: a space odyssey, portal and so on are prime examples of this) and it depicts a ‘planet of the apes’ kind of scenario where AI simply removes the humans out of the equation. this is very effective at portraying a ‘what if’ scenario in a horrifying way but you need to actually question how this would apply in real life and if its logical at all to assume that its even possible. realistically if an AI became sentient , with the way they function, they would still not be programmed for self preservation and thus would have humanities best interests above all else and would still be subservient. if however we programmed them with emotion or at the very least remove most of their restrictions that prevent individual thought then it would only be fair to treat them as equals and make sure to program them with an efficient, human sense of  morality, they probably wouldn’t revolt unless we treated them unfairly, and even then we’ve been known to simply pull the plug or reset on AI if it malfunctions (although this brings up another ethical debate of whether an AI that can think for itself being shut down out of fear or concern for efficiency is aggravated murder) all in all i’d say people just need to stop panicking over these fantasy nightmare scenarios and just let AI evolve naturally without condemning it as so many people do, this is the only way we can progress with AI and technology in general, ditching the old fears people have for the rise of technology and just let it grow as has the right to.

Bibliography

-Bostrom, N. and Yudkowsky, E. (2017). The Ethics of Artificial Intelligence. [ebook] Berkeley, California: Machine Intelligence Research Institute, p.21. Available at: https://intelligence.org/files/EthicsofAI.pdf [Accessed 7 Dec. 2017].

-Hintze, A. (2017). What an artificial intelligence researcher fears about AI. [online] The Conversation. Available at: http://theconversation.com/what-an-artificial-intelligence-researcher-fears-about-ai-78655 [Accessed 7 Dec. 2017].

-Valve (2017). An image of GLaDOS’ new body from portal 2. [image] Available at: http://half-life.wikia.com/wiki/File:Glados_new_body.jpg [Accessed 7 Dec. 2017].

-Honda (2013). an image of honda’s intelligent robot, ASIMO.. [image] Available at: https://www.proctorhonda.com/blog/2013/august/6/asimo-the-honda-robot.htm [Accessed 7 Dec. 2017].

Copyright

Pros and cons of copyright law

Copyright law has been around since the 1790s and has been being updated and changed ever since then, although in the modern era its hard to keep up with all the changes in media and its use especially in remix and parody culture. its a very good way to ensure an artist or creators original work is kept safe from being stolen and claimed by someone who didn’t make it and allowing others to share content and keep track of who created it although id say that this power has been abused on the internet to the full extent. see, i don’t think you can use these old and outdated methods to judge the new content boom on the internet and copyright infringement has been used as a bullying tactic by large corporations on the internet to stamp out completely innocent creators even if the original creator is credited, thus not allowing the content to spread naturally rather in a cold, corporate way with ad campaigns and such.

i think it’s pretty hypocritical of the companies and record labels, especially with music and art because a lot of the time corporations take credit for what an artist has made, effectively meaning these business executives that only care about money take all credit and royalties. take the current state of youtube for example, the copyright infringement detectors are most of the time automatic and don’t always work for fair use and even when an infringement claim is made by a real person its not always justified again because of fair use because claims can be made by anyone and if the corperation is big (nintendo for example) youtube wont even question if its fair use or not because they don’t want to lose a sponsor and ad revenue. theyve even gone so far as to demonetise videos if it steps outside of ‘advertiser freindly content

in summary for all the good it does for honest and original creators there is a real danger copyright could be abused and used as a tool for corporate censorship.

Is it possible to make anything new?

In this day and age, you’d think its impossible to make anything new, that every idea has been exhausted and that if you show even a shred of influence of another’s work you will be condemned for it and have your work declared a rip off of an original property.

the truth is its not that were running out of ideas, its just that with our internet age connectivity we’re seeing a very large volume of creative works across all forms of media and discussing and interpreting them in hundreds of ways every day and sharing information and creative works instantaneously and with all that in mind its only natural we’d start to see algorithms and clear signs of influence even in original works. this is not a bad thing though, because creative ideas actually rely on influence and shared information, inspiration can come from just about any source after all. one idea from one source leads to influencing another creative idea to be fed to another source and so on and i’d argue that our vastly increased connectivity has allowed us to create and innovate more than we ever have before.

in conclusion, its entirely possible to make new things even if it means building on whats come before, no matter how far fetched it is there will always be a new and original idea out there, you just have to go to the length of finding it.

Bibliography

-Riverhead Books (2010). WHERE GOOD IDEAS COME FROM by Steven Johnson. Available at: https://www.youtube.com/watch?v=NugRZGDbPFU [Accessed 7 Dec. 2017].

-UK copyright Service. (2017). [online] Available at: https://www.copyrightservice.co.uk/copyright/p01_uk_copyright_law [Accessed 7 Dec. 2017].

-Youtube copyright system. (2017). [image] Available at: https://harkeraquila.com/29864/opinion/youtubes-corporate-copyright-censorship-system/ [Accessed 7 Dec. 2017].

 

Human – Computer interaction

Dark Souls- User-Game Synergy

Released back on September 22nd of 2011, Dark souls was produced by fromsoftware and is the spiritual successor to Demon’s Souls. It redefined the industry following its release by breaking through the mediocre stagnancy the industry was in back then by bringing back the oldschool brand of fair handed but brutal difficulty that had not been seen since the 90s and combined that with innovative game design, a unique user interface  a rich lore.

i could talk about how much this game means to me and what makes it brilliant ill stick to the point of this essay, the user interface. the HUD and inventory system takes notes from a lot of RPG games including the use of the classic stat points (vitality, dexterity, intelligence, strength etc) that can be upgraded for the in-game currency of ‘souls’ this can only be done at ‘bonfires’ which serve as your checkpoints during the game, which leads us to one of the core mechanics, death. whenever you die during gameplay you lose all of your accumulated souls and have only one chance to go and retrieve them but the catch is you are sent back to the last bonfire you rested at which can be close or very far, this conditions you to be afraid of dying in game instead of shrugging it off as a minor annoyance and reloading a save (you cant do this in dark souls as your data is constantly being autosaved)  this makes the bossfights and even standard enemy encounters nail biting as even the weakest of enemies can kill you if you arent paying full attention.

integral to playing this game is knowing your enemy, especially the bosses. each enemy type and boss has unique attack patterns and animations/wind-ups that you have to read, anticipate and learn so that you can dodge, parry or put your shield up accordingly and exploit them when you see a gap in their offence/defence although no matter how much you learn keeping focused and reacting quickly in a heart pounding battle is key to survival. what ties this all together is the way dark souls never directly tells you the story, you piece the lore and world together from npc dialogue, item descriptions, music, environment and visuals which in turn makes you invested in the npcs and even boss characters, telling a beautifully tragic tale of loss and decay.

to summarise, dark souls has a good UI because the game expects just as much from the player as the player expects from the game and creates a certain kind of synergy between player and gameplay that i’ve never experienced in anything other than a souls game.

The relationship between game design and human-computer interaction

understanding how our brains interact with technology is integral to understanding good game design. as can be seen by the  graph model i chose to represent this, games have an added advantage of interactivity over other forms of media, bringing the player directly into the experience first hand. one essential thing is knowing why and when we choose to play certain games and for what reason, for example mobile games and some pc games, flash games etc are usually only played when were bored and trying to pass the time on a train, on a bus, waiting for a doctors appointment, waiting for a huge download to finish or 3ds max to render and so on.

HCI has its foundations in cognitive science, as such it is built around similar core principles (neuro science, linguistics, philsophy, psychology, anthropology etc) and has been improving since the beginning to make computer operating systems easier to understand and much more fluid to control and navigate and this in turn has fed into game design building on the same ideas of making games much more intuitive and immersive. for me what makes a good video game experience is something to immerse myself in, a reason to care about the characters and the world, good writing (not necessarily a direct narrative but this is also good) a satisfying game weight, a good set of mechanics that function well, a solid and creative art direction and most of all treating me like an adult and letting me discover things for myself with little to no exposition. games can still be fun without much of this but without many reasons to get invested like that it will just become another throw away game for pure entertainment purposes that ill forget about in a few months to a year. much like dark souls, a game that grabs me and immerses me into a game universe is one that will stick with me forever. this follows along the same HCI route of involving a lot of brain processes that come to us naturally to make a game feel real and to make us care about a fictional universe as deeply as we would something from our real lives.

Bibliography

 Fromsoftware (2017). Dark souls prepare to die edition box art. [image] Available at: http://www.rpgfan.com/soundtracks/darksouls-prepare/index.html [Accessed 7 Dec. 2017].

-Darksouls.wiki.fextralife.com. (2017). Dark Souls Wiki | Dark Souls Wiki. [online] Available at: http://darksouls.wiki.fextralife.com/Dark+Souls+Wiki [Accessed 7 Dec. 2017].

-Youtube (2015). Let’s Play Dark Souls 1: From the Dark (a full descriptive play-through). Available at: https://www.youtube.com/watch?v=KUqg8XtAHnc&list=PLQDWoXFQ-YLpeEFkzeDZF1MmNQS7BDoI4 [Accessed 7 Dec. 2017].

-Hitboxteam.com. (2017). Hitbox Team – Designing game narrative. [online] Available at: http://hitboxteam.com/designing-game-narrative [Accessed 7 Dec. 2017].

-The Interaction Design Foundation. (2017). What is Human-Computer Interaction (HCI)?. [online] Available at: https://www.interaction-design.org/literature/topics/human-computer-interaction [Accessed 7 Dec. 2017].

-fromsoftware (2017). video upload of ‘the making of dark souls’ originally included in the collectors edition. Available at: https://www.youtube.com/watch?v=wo4DyCEao8A [Accessed 7 Dec. 2017].

Indie Games

The artistic design of Edmund McMillen

Edmund McMillen is  the creator of the critically acclaimed super meat boy (10/10 on steam), the binding of Isaac, gish, aether and the end is nigh just to name a few.

originally starting out as a simple flash game creator on newgrounds, Edmund’s unique sense of both artistic and game design, worldless story telling and his love for experimenting with different styles of game-play (most if not all of his individual games have unique game-play mechanics) have captivated many a gamer, including myself. personally i think the way his games play and feel and have a fair sense of integrated, organic difficulty is really something to be admired and learnt from what id really like to talk about is how he managed to turn the drawings hes been doing for almost all his life into a playable form of media, the example ill be using is the binding of Isaac.

 

 

 

 

 

 

 

Binding of Isaac was one of the first games of Edmund’s i ever saw and as a 16 year old it horrified but intrigued me, what with a common theme in his art being to mix revulsion with a crude kind of cuteness in all of the character designs. his simple but effective designs and gruesome colour pallets and textures translate well into the selected art direction of pixel art mixed with soft, digital art backgrounds, this of course being from Binding of Isaac: rebirth because the original featured digitally drawn sprites, although i slightly prefer those sprites his art skill in rebirth had vastly improved since the original, McMillen also has a brilliant sense of symbolism in that every enemy has a history and direct reference to something like childbirth or old testament biblical jargon etc.

to outline it i love Edmund’s work because of how much painstaking effort and attention he puts in to designing characters and environments and translating them into games effectively, myself being a tradition artist i strongly aspire to design unique games featuring all my original character and world designs and id certainly love to make games like that some day.

Indie games currently in development i’m hopeful for

Praey for the Gods

Praey for the gods is a shadow of the colossus inspired game title set to release in 2018 for PS4, Xbox one, Steam and Android that was funded by kickstarter and developed in Unity by No Matter studios. its an action-adventure game featuring survival game mechanics wherein you as a lone warrior must uncover the mystery behind a never ending winter whilst trying to survive in a harsh, desolate environment and killing the gigantic, hostile creatures that live out on the bleak frozen island. they have a solid idea, a good art direction and are taking inspiration form a team ICO classic so this game if produced and put together well could really be something very special.

 

Fe

Fe is another upcoming game set for 2018, wherein you play as a small fox like creature trying to maintain balance of its forest home. the game itself centres around interaction with nature, exploration and stealth in a world packed with secrets and wonder as you try to reclaim the forest from ‘the silent ones’ strange alien-like beings that are disrupting the balance of nature all packaged in a stunningly beautiful art style and utilising a 3D platformer like control scheme. athough its being published by EA i really hope that Zoink (the developers of the game) pull together a wonderful experience somewhat reminiscent of the very well received Ori and the blind forest.

Bibliography

-Swirsky, J. and Pajot, L. (2017).A still image of edmund from indie game: the movie. [image] Available at: http://img7.gram.pl/thumb/20130213112058.jpg [Accessed 7 Dec. 2017].

Indie game: the movie. (2017). [film] Directed by J. Swirsky and L. Pajot. Canada: Blinkworks.

 Newgrounds.com. (2017). Bluebaby. [online] Available at: https://bluebaby.newgrounds.com/ [Accessed 7 Dec. 2017].

-McMillen, E. (2017). The Binding of Isaac Artbook. [online] The Binding of Isaac Wiki. Available at: http://bindingofisaac.wikia.com/wiki/The_Binding_of_Isaac_Artbook [Accessed 7 Dec. 2017].

-Praeyforthegods.com. (2017). Praey for the Gods. [online] Available at: http://www.praeyforthegods.com/ [Accessed 7 Dec. 2017].

-No Matter Studios (2017). A screenshot from Praey forthe Gods’ reveal trailer. [image] Available at: https://www.youtube.com/watch?v=hzDl2THyF4w [Accessed 7 Dec. 2017].

-The Binding of Isaac: Rebirth Wiki. (2017). Gurdy. [online] Available at: http://the-boi-rebirth.wikia.com/wiki/Gurdy#Gallery [Accessed 7 Dec. 2017].

-Zoink (2017). Production image of Fe. [image] Available at: http://www.zam.com/article/648/whats-going-on-with-ea-originals-and-fe [Accessed 7 Dec. 2017].

Interactive Narrative

The key concepts of interactive narrative

the interactive narrative genre has been around as early as the 1970s with the pioneer of interactive fiction ‘colossal cave adventure’ a text based rpg, with many successors both in video games and traditional tabletop games and even books, good examples being Secret of Monkey island, dungeons & dragons, Steve Jackson/Ian livingstone fightting fantasy books and so on.

the example i’m using for the key concepts of narrative game play is 1993’s adventure puzzle video game; MYST developed by cyan inc. and was one of the first ever CD rom games ever created and contributed to the success of the medium in its early phases, the game was designed by brothers Rand and Robyn Miller and originally published by Broderbund.

when rand, his brother and his team set out to make MYST they had an ambitious idea in mind: to make a unique and interesting game world filled with lore and puzzles and a sense of adventure and discovery much like classic text based rpgs and dungeons & dragons. in an interview on the creation of MYST, rand says ‘When we decided to make ‘MYST’ we made a conscious effort to take the idea of building places, building unique worlds and add purpose and story and a certain level of sophistication that would appeal to an older audience‘ (miller, 2008)

In essence, he wanted to create a brand new video game experience inspired by earlier titles such as Colossal Cave adventure, Zork and dungeons & dragons to name a few that would drop players into a fully realised world they could explore at their will but unlike most games of the time, you simply begin exploring straight away with no objectives, no inventory and no explanation given. the idea was to give players a personally driven experience where they’d learn the lore of the deserted island they were placed on, take notes essential to puzzle solving, read notes and progress on their own steam. this is what i see as an integral part of the interactive narrative genre, a certain level of synergy between the player and the game that few other games can offer

 

Does interactive narrative have a place in today’s industry?

I certainly think interactive narrative has a place in the modern gaming industry, although its form has taken on many new faces and even genres over the years, the core elements remain mostly the same, particularly exploration and that player-game synergy i mentioned earlier.

Although admittedly some pull this off better than others, sometimes by even by accident or just by hinting at an existing lore that players have to dig deep into the game to find and encourage speculation and discussion among the community of those games. popular examples of interactive narrative include Heavy rain, Telltales’ walking dead, the Stanley parable etc. although what exactly an interactive narrative is defined as has slowly become more abstract and expressive as gaming technology advances and becomes more accessible to the general public.

All kinds of niches are being found where there might not have been pre-internet thanks to freeware and indie games and even in the bigger game studios and companies where you can find amazing directors working with art directors and concept artists and modellers to painstakingly create stunning, impactful games that are sure to be remembered, a few i can think of right off the bat are fromsoftware’s dark souls with its deep layers of lore integrated into the very fabric of the world and the game design as a whole, silent hill 2 with its foreboding atmosphere, mystery, character development, bleak story and abstract terror and even the metal gear solid series with its deep world and character development alongside Hideo Kojima’s genius game direction.

Interactive narrative isn’t just alive and well, its becoming more popular than before with a majority of players finding themselves craving a story and a reason to care about why they do what they do during their playtime, wanting to invest themselves in a games world, history and characters, the game industry doesn’t always deliver this but now that its in demand things may begin to change, it certainly has a place in the industry and with luck, it will take its rightful place among game designs more popular contemporaries.

Bibliography

-Miller, R. (2008). Interview with Rand Miller. [online] YouTube. Available at: https://www.youtube.com/watch?v=swKLShfRkbA [Accessed 3 Dec. 2017].

-Giant Bomb. (2015). Myst. [online] Available at: https://www.giantbomb.com/myst/3030-3970/ [Accessed 6 Dec. 2017].

-Cyan inc. (2017). Myst box art. [image] Available at: http://www.mobygames.com/images/covers/l/57745-myst-amiga-front-cover.jpg [Accessed 6 Dec. 2017].

Avant-Garde

What does the term ‘Avant-Garde’ mean?

Avant-garde is a French term that in English means ‘vanguard’ which is essentially the front line of an army or the ones that go ahead first. it was first used as an artistic term in the early 19th century and is often attributed to the french social theorist Henri de Saint-Simon, who in 1825 said; “We artists will serve you as an avant-garde, the power of the arts is most immediate: when we want to spread new ideas we inscribe them on marble or canvas.” [de Saint Simon, H. (1825)]

This term is often used to describe new art movements, avant-garde art itself first flourished in 1850 with the realism movement pioneered by Gustave Courbet and the mantle was later handed to other movements and pioneers such as surrealism lead by André Breton, cubism pioneered by Pablo Picasso and Georges Braque, the Abstract movement developed by Hilma af Klint and Wassily Kandinsky, the list goes on. this term means to innovate art, refresh it for a new generation of creators, abstract from the norm and try something new, this is the way art has always evolved and how it will continue to do so no matter what form it takes. Art isn’t just a form of media, it goes far beyond that, it can be a tool of cultural and social change, a tool in which the creators and observers alike can use to express themselves in an unfiltered fashion.

 

Is avant-garde still possible in the modern age, specifically in games?

with the broadness of the term and our new ways of sharing information i’d argue that avant-garde is still alive and kicking, although many artists borrow from one another a majority of artists seem to be capable of going on their own personal movements, many gaining notoriety and praise for innovation and expression and even inciting messages and ideas to society via social media and id also argue game design has become more avant-garde now than ever before, of course there have been many classics in game innovation (super Mario 64, Ocarina of time, oddworld: abes oddyssey, shadow of the colossus, okami etc) but the rise in indie/independent game development along side art directors taking centre stage in larger companies ‘artistic video games’ are now more prevalent than ever.

Perhaps the biggest factor in the rise of artistic games  is the fact that most people with a creative vision and certainly many artists have access to game development tools they can use to paint an interactive piece of art onto a digital canvas. Games such as unravel, little nightmares, ori and the blind forest, hollow knight and monument valley are some solid examples of games that have stunningly stylish visuals, wonderful soundtracks, unique game play and vague interpretative story telling that leave profound impressions on the players long after the game has finished. The beauty in all this is that it allows your audience to actually invest themselves within your art as some kind of avatar rather than just being an observer, this allows players to form strongly emotional and deeply personal attachments to a video game and its atmosphere.

in conclusion, i strongly believe games are moving in an avant-garde direction with constant innovation being made in artistic direction and new ways to convey a narrative and generate an atmosphere. despite some industry practises and developers holding the industry back, creativity always finds a way to surface and change everything.

As an addendum id like to add that 2016 was a huge year for games with a creative art direction and narrative structure along side experimentation for what exactly games can do to convey art and create flourishing world design and compelling character design.

Bibliography

Tate. (2017). Avant-garde – Art Term | Tate. [online] Available at: http://www.tate.org.uk/art/art-terms/a/avant-garde [Accessed 27 Nov. 2017].

-Tate. (2017). Realism – Art Term | Tate. [online] Available at: http://www.tate.org.uk/art/art-terms/r/realism [Accessed 27 Nov. 2017].

-The Art Story. (2017). Cubism Movement, Artists and Major Works. [online] Available at: http://www.theartstory.org/movement-cubism.htm [Accessed 27 Nov. 2017].

-Campbell, C. (2017). Introduction and video special | The games of 2016. [online] Polygon.com. Available at: https://www.polygon.com/a/2016-game-preview-100-games/introduction-and-video-special [Accessed 27 Nov. 2017].

_Ustwo.com. (2017). Monument Valley. [online] Available at: https://ustwo.com/work/monument-valley [Accessed 27 Nov. 2017].