Question 6

What do you see as the positives and negatives around copyright?
One positive of copyright is that the creator of a product can benefit from the creation of the product, by allowing third parties to use it in a desired way and enabling a royalty or a one-time payment on the use of the product. This provides an incentive for creators as they can get paid by creating original and new ideas. For example, Nintendo the developer of The Legend of Zelda: Breath of the Wild have a created a game for the Switch but unlike other games where they are played by people and put on video sharing networks like YouTube, Nintendo will copyright strike anyone playing their game and profiting of it without paying a fee to Nintendo first. On the other hand, a downside of copyright is that it can stop innovation because when an idea or a product is copyrighted legally its design must be specifically outlined, so that if the idea is stolen the case can be fought on how the original copyrighted idea was copied, this can have ramifications for inventors as they might come up an idea like a game and only copy small percent without knowing it and can be sued in turn stopping the innovation, an example of this is from the studio Bluehole which made the game Player Unknown Battlegrounds (PUBG) and has been very successful but recently another game very similar has to come to market called Fortnite. Fortnite is produced by Epic games and in a recent interview the creators of PUBG stated ā€œwe donā€™t feel that itā€™s rightā€ this is because of Fortnites blatant copying of PUBGs game style and use of their product name in their promotional video has tempted Bluehole studios to take further action. If I do make my own game I will have consider copyright laws and how it could affect the development of my game, making sure my style and mechanics are different from other games.

Source and references

https://www.polygon.com/2017/9/22/16349536/pubg-fortnite-battle-royale-battlegrounds

https://www.nintendo.com/games/detail/the-legend-of-zelda-breath-of-the-wild-switch

http://info.legalzoom.com/pros-cons-copyright-laws-20497.html

https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Breath_of_the_Wild

https://www.polygon.com/pc/2017/9/26/16368170/fortnite-battle-royale-preview-review-hands-on

https://gfycat.com/gifs/search/pubg%20gameplay

 

Ā Is it possible to make anything new?

In my opinion it is not possible to make anything new this is because any idea that is created today is just a modified version of something that already exists the only new thing someone can make is a story in a game otherwise most games today are just carbon copies of each other or just a twist on mechanics other games possess. An example of this would be most shooter games out their which have similar mechanics but just a different back story with the same basic play style, like Call of Duty Advanced Warfare and Titianfall. Therefore, I will be mainly using games for influence rather than copying them and their playstyles.

Sources and references

https://www.callofduty.com/uk/en/advancedwarfare

https://thirdpersonblog.wordpress.com/2017/02/08/titanfall-2-review/

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Essay/blog week 2 – Alex Low

Week 2 – Design and Games 101

 

What does the term avant garde mean?

The term avant garde is expressed as introducing unusual, yet new ideas to the music, art and other industries. It pushes the boundaries of what is accepted which promotes what more can be expected from an idea. The first recorded use of ā€˜avant gardeā€™ was through ā€˜The artist, the scientist and the industrialistā€™ pointing out that the power of art is the most immediate and fastest way to reform social, political and economic standards.

 

The idea of avant garde refers usually to artists, writers, composers and thinkers whose work is disagreed with compared to mainstream cultural values and expresses an edge to society.

 

Is it truly possible to be ā€˜avant gardeā€™? And if so provide game examples.

Dumpy: going elephants is VR game (virtual reality) which is a game that holds realistic a interaction with reality rather than using a controller to interact with the environment the character is in. This pushes the boundaries from what is expected from a simple video game.

 

Limbo is a 2D puzzle – platform game which has a very dark and dystopian theme to it, as a young boy makes his through a dark forest trying to find his missing sister. The art style is very dull yet very moving. Most of the characters and assets in the game donā€™t have much detail and are just silhouettes yet the figures of the characters in it can look quite disturbing. The game expresses a dark art style which allows other games to communicate on another level.

 

 

 

Ā 

Ā Ā 

Task 1

 

Making these pictures was a direct response to the idea that artists need to have money to produce artwork because creating artworks costs
money, which I don’t have only bills.

To make these pictures I cut my letters and bills into pieces and made collages from them using paint as a glue. I used my bills or other legal documents I had to send to my potential employers or landlords to find a flat and a job in the UK as it became harder and a more closely bureaucratized task after Brexit.

The pictures represent my frustration with fighting these useless fights with these non- existent figures who only appears to me as email addresses and my fading hope under the bureaucratic pressure.

As I started toĀ work on theseĀ collages they naturally became abstractions of the castle from Franz Kafka’s novel “The Castle”.

The Castle’s protagonist only known as K struggles against the local bureaucracy in a way that feels very familiar to me and in a way that I can identify with it. The book remains unfinished because of Kafka’s death so the castle in question remains a mysterious force.

To my surprise what was started out as a way to take out my anger slowly became something conscious and something I was interested in developing. In the future, I am planning to send these pictures of employer targets and then make similar collages from the responses I’ll get to further develop this project.

 

Tas 11/12-Summary

In the research and communication skills module I found that the subjects we covered has really helped me to understand more of how to research properly when researching for inspiration ,for my future projects. I really enjoyed each lecture and then doing each task to put the lecture in to practise.

The subjects that where covered in the RCS I felt helped me understand why itā€™s important to reference the influences in your work. The first 2 lectures were on online resources and academic integrity. The lectures focused on Harvard referencing and the topic of plagiarism. We were shown step by step of how to reference books, newspapers and websites, I found this most helpful as itā€™s not something that Iā€™ve been shown before, when itā€™s really important to do this in your work. When I went to do both tasks, I found that I really enjoyed visiting the library; I was able to become familiar with how to use it to help me when researching. I struggled with writing the essays as I normally do but as we were giving plenty of time to complete them I could do them bit-by-bit.

Tasks 5/6 looked at looking at how other artists have used, books, other designers, collections, movies and nature to influence their collections, I chose to look at alexander McQueenā€™s Platoā€™s Atlantis, I found this task really interesting, to pull apart how a high fashion designer was influenced. I created a mood board of 10 different things that he was inspired by when creating the collection. I found this helped me to look at different sources for inspiration when looking at my projects.
In task 7/8 we were given the choice of two texts in two different books, I chose ā€˜taste, Fashion and he French Fashion Magazineā€™ by Sanda miller. The chapter discusses the ways in which the authors used the magazines as a platform in order to make fashion as a whole equal to the other arts. They also discussed the ways in which people critique differently due to our own tastes. I found this task the hardest as I found it really hard to understand the text, once I eventually picked apart each page I was able to gain a brief understanding in order to write about it.

Task 9/10 was on the ethics around adverts, this is a topic I really enjoy looking at, as itā€™s a big problem within the industry and something I’ve written about before. In the lecture, we discussed and debated the issues this topic brings, I liked how everyone was able to discuss this together, I found this helped me to write about different points when it came to analysing the image we had to choose.
When it came to the task we had the choice of 2 controversial adverts one by American apparel and the other by Duncan Quinn both are adverts for male or female clothing, both brands using alarming images in order to sell their products. I chose Duncan Quinnā€™s advert for menā€™s suits, this particular advert I found extremely alarming especially in todays society. As discussed in the lecture the advert gave off many negative messages to its audience, such as women should be subservient for men. I found this topic most interesting, as everyone was able to discuss the different problems around the ethics in the fashion industry.
Overall, over really enjoyed these lectures and what Iā€™ve learnt from them, I feel I will take the things Iā€™ve learnt in this module for future reference.

Task 12: Choose a large work and imagine it smaller

Lorenz Quinn, Support, 2017 Venice Biennale

This work by Lorenzo Quinn was made for the 2017 Venice Biennale. It is titled ā€˜Supportā€™ and was made to highlight climate change, as well as the specific effect of the rising water level in the city of Venice. For me, the sheer scale of the piece is what really makes it have such an impact. If the sculpture were any smaller the hands could easily get visually lost amongst the boats, posts and other things near the water/building. I think that the only way these could maintain their impact on a smaller scale is if they were moved to a completely different location. Having said that, they are a site-specific piece of art work and so to translate the same meaning in a different place would be a great challenge. I think that the current scale of the hands let your imagination envisage them belonging to a person who is only just big/strong enough to try to hold up the building and stop it sinking further into the water. On a practical level, reducing the scale of these hands wouldnā€™t be difficult, and you wouldnā€™t have to remove much detail in them, if any. If the sculpture was going to be scaled down, one would have to recreate the whole scene, including real water and the boats in order for the piece to carry the same message. You could, for example, create a scale model for showing in a gallery, which might still get over the same message. The rest of the scene would be the challenge.

Colossal. (2017).Ā Support: Monumental Hands Rise from the Water in Venice to Highlight Climate Change. [online] Available at: http://www.thisiscolossal.com/2017/05/support-hands-sculpture-venice/ [Accessed 7 Dec. 2017].

Evening Standard. (2017).Ā Artist takes on climate change with giant sculpture in Venice Canal. [online] Available at: https://www.standard.co.uk/lifestyle/design/artist-takes-on-climate-change-by-installing-giant-hands-sculpture-in-venices-grand-canal-a3547486.html [Accessed 7 Dec. 2017].

Quinn, L. (2017).Ā Venice Biennale 2017 | Lorenzo Quinn. [online] Lorenzo Quinn. Available at: https://www.lorenzoquinn.com/venice-biennale-venice-2017 [Accessed 7 Dec. 2017].

Week 5 – Sensibility, Spirit, and Meaning

Sensibility, spirit, and meaning

This image from the 1960’s is a photography based image that shows and has captures the spirit from that time. You are able toĀ see the sensibility in this photo from the expressions on their faces. They are showing their emotion through their smiles, showing their sensitive sides. The meaning of the photograph is a group of people having fun, and it has been capturedĀ as a memory. This image is not in colour, however it is still able to capture the spirit that was happenings and going on at the time.

This image is from the 1960’s also and is an illustration cultureĀ based image. This image shows the same spirit as the previous image but through different ways. The spirit before was captures through the sensibility on the subjects faces, however it differs in this image. The sensibility comes from the colours in this image. The colours are so bright and vibrant it shows the meanings of the 1960’s, which is happy, bright, and spiritual. This particular illustration is for a Pepsi Cola advert so it needs to be bright to capture the audiences attention, personally I think it for fills its purpose.

This image is a 1970’s culture poster which is from a series called “Black Light Posters”. This poster has an ultra violet theme to it. Only using pink, black, violet, and black in the poster, it is simple with the four colour use. Even though it is simple you still can understand the meaning, spirit, and sensibility behind the poster. This poster is different to the previous two because it is the most computer generate poster. The previous image was drawn then computer generated, then the first image is a photograph. The slickness of this poster allows the sensibility to be captured in a sense that it is slick, and professional allowing the audience to take the poster more serious.

“Paula Scher” is an artistĀ who did work similar to the second image. Her work is very colourful and the features stand out due to the colour. I am looking at the picture of the state map that she illustrated.

References: https://www.bing.com/images/search?view=detailV2&ccid=BEFCFJfO&id=5E473076FF9613134A40F75448609DD1A5BB9626&thid=OIP.BEFCFJfOBwcfqle0rY6wJAEsDI&q=1960+culture+photography&simid=608035365217307975&selectedIndex=5&ajaxhist=0

https://www.bing.com/images/search?view=detailV2&ccid=%2f3TA6qpS&id=DAC1EAC72E1F31A44E152F1D66AC8AFAE7195C47&thid=OIP._3TA6qpSHI08elyXWhjYCAEAEs&q=1960+culture+illustration&simid=608027526894846056&selectedIndex=2&ajaxhist=0

https://www.bing.com/images/search?view=detailV2&ccid=83%2f6KzAG&id=091CD56124874694978A3E2317EA4317C5F8F926&thid=OIP.83_6KzAGtZebkgZ0ht2xyAHaKO&q=70s+Black+Light+Posters&simid=608031353734956270&selectedIndex=4&ajaxhist=0

https://www.bing.com/images/search?view=detailV2&ccid=d7lnUXUE&id=62D66770A567787A5E28584CC5431E4A41F6A635&thid=OIP.d7lnUXUEMvDWTgVNt-i53wEsDO&q=Paula+Scher+state+map&simid=608043512782195110&selectedIndex=0&ajaxhist=0

 

Question pair 5

Behavioural modelling is an important part of NPC development for games. Should emotive modelling be part of that development?

Emotive modelling should defiantly be a part of behavioural modelling for NPCs otherwise the NPC cannot convey emotion through behaviour alone effectively. Emotive modelling must be a part of that development process since a NPC uses expressions to convey emotions which synergise with the physical actions of the NPC for example if an NPC is angry they might say a dialogue which is angry or aggressive, but they need also change their physical manner meaning the stance of them standing might become more firm and confrontational this emotive body language further adds depth into the NPC making it more lifelike. But certain occasions may require less emotive language for example the robot in Portal 2 Glados doesnā€™t seem to have much emotive language this is because she is a life less manipulative robot who is made so the player can dislike her and create detachment from her therefore feel more emphatic for the characters they are playing, so in certain situations using less emotive modelling can be useful. An example of when emotive language needs to be a part of behavioural modelling development is in games like Borderlands 2 where the villain Handsome Jack always has a very mischievous and conniving personality, and this shown through he emotive language where he constantly insults the players with slurs, this emotive language makes his character more believable and unlikable.

Sources and references

https://captainfez.com/2016/03/24/farewell-handsome-jack/

https://www.theverge.com/2014/2/27/5455382/watch-glados-from-portal-explain-the-difference-between-fission-and

 

Consider your favourite video game. If it contains AI controlled agents how individualistic are they and their behaviours, and, how might you set about improving them?

One of my favourite video games is World of Warcraft this game has many NPCs in the world as it is a MMO where your role plays as one of the selected heroes who must save the day. Most of the newer NPCs in the new expansion have very believable personalities this due to them using very emotive language to convey the threat that you face as a player in the World or Warcraft and also their behaviour is very individualistic for example in one quest you have a very important character from the Lore as a NPC help you charge through a portal into a new world full of new threats and enemies this behavioural modelling and the expressions on his face is very telling of how strong he is and how much he believes in saving the day. But there is one way I believe I could improve the NPCs this by looking at the older NPCs in the older expansions these are just lifeless still NPCs who say some vague forgettable dialogue and give quests for you to do. This can in turn make the game very mundane to play and very lacklustre in terms of story because you feel disconnected from these NPCs but adding more behavioural modelling like getting the NPCS to follow you around and talk while doing the given quests furthermore adding emotive language like making changes to the tone of their voices to show how importance of the quest can make these NPCs more convincing and likable.

 

Sources and references

http://www.wolfmanzbytes.com/game-reviews/121-world-of-warcraft-the-burning-crusade.html

Ā 

https://www.youtube.com/watch?v=aQ-4-kqAhVs

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Skill Stamina & Luck

Select one example to outline the key concepts of the interactive narrative genre?

 

It is not very challengingĀ  to make up an interesting story and grab peopleā€™s attention. The completely new level of difficulty starts when you are supposed to write an interactive story. How many storylines can be developed from the same beginning and remain thrilling? It depends on skills of a storyteller and the form as it can be a book as well as movie or game.

One of the most interesting examples of interactive narrative stories is ā€žLife is Strangeā€ directed by Raoul Barvet and Michel Koch. Main character has to make series of difficult decisions and then face the consequences of them. She has a special ability to rewind the time but usually attempt to change the past makes things even worse. If you try to go back in time to hide car keys and save someone from car accident it is possible that in the future other people using that car wonā€™t be alive.

Life is Strange

Life is Strange as the most of interactive narrative games is very emotional. It is up to the player to save someoneā€™s life or lose one of good friends. Ā You should investigate other characterā€™s life to make sure that your choices are right. Due to the interactivity players feel very responsible for their choices and feel connection with game characters.

Life is Strange

The ending of interactive narrative stories is obviously never defined. Players can earn satisfying ending by playing carefully and reasonably. On the other hand it is much more fun to introduce some chaos into the world of game and see what happens.

 

does the interactive narrative still have a role to play in video games today?

 

In the past peopleā€™s understanding of games was completely different. It was not always connected to visual aspects as it is nowadays. Instead of this people made up various games based on their imagination. That is how interactive narrative genre began and presumably it will never end.

Even though playerā€™s preferences changed, echoes of interactive narrative stories are still hearable in few types of games. It is easyĀ  to notice that modern RPG games become even more interactive than ever before. Obviously it has always been a part of games such as The Elder Scrolls or Dragon Age to create and develop your very own specific character, explore whichever part of the map you want and resolve the quests in the way you like. The thing that became expanded in terms of interactive narrative is dynamic of playerā€™s choices. For example in the Witcher III the most significant dialogues have limited time to answer. The main idea of the modern narrative video games is to design them as impulsive as the real life is.

Witcher III Wild Hunt

Playing the next type of games I want to mention is similar to watching movies. Telltale Games studio made a great job translating such titles as The Walking Dead and Game of Thrones into games. This way of narrative opens the story of well-known characters to completely new levels because the only thing that player is supposed to do is making key choices. This type of games is most likely going to be developed in the next few decades. Every year Square Enix, Quantic Dream and some other studios working on interactive narrative video games releases even more thrilling and fascinating scenarios.

In general, interactive narrative has still significant role to play in video games and is being expanded every year but it is mainly related to games based on adventures, open world or advanced scenario.

 

references:

http://tvtropes.org/pmwiki/pmwiki.php/Main/EnvironmentalNarrativeGame

https://www.gamasutra.com/view/news/191861/Should_games_have_stories.php

http://www.gamestudies.org/0101/juul-gts/

Question pair 4

Select one game of your interest and explain why does it have a good/bad game UI

League of Legends has the best UI design, this is due to the fact playing the game requires you to constantly look at the UI to see ability cooldowns and the map. Therefore, the UI has been updated constantly to near perfection. One of the good UI designs in League of Legends is the four abilities located at the bottom of the screen. These are unique to the 136 champions within the game, so they must be located is the same location to keep constancy but also must be able to change icons from champion to champion, as different champions have different abilities. Its location is also appropriate as it is not too distracting from whatā€™s in front of the player but isnā€™t hidden out of plain sight, if it was located near the middle of the screen it would distract from the gameplay but due to its location the user can keep track of cooldowns easily but just one glance, the cooldown timer is also bold and greys out the ability when on cooldown. This is good UI design as the player can easily identify if the ability is on cooldown. Another good UI design is the map location this can be adjusted from the right side of the screen to left vice versa and the size of the map can be changed this customizability allows for good UI design as the user needs to constantly be looking at the map therefore the freedom to change the size and location makes its clean and easy to see no matter the players preference. There are bad UI design choices, for example the inventory where items are stored cannot be adjusted from within the store when purchasing items but rather requires you to leave the shop and then adjust from your separate inventory this is bad UI design as it is unnecessary and slows down gameplay.

 

 

 

 

Discuss how technology augments human abilities. Reflect upon the implications of the future of HCI.

Technology has learned how to enhance our abilities like speech, hearing and touch etc. This is done through using technology that already exists and furthering its ability to connect with humans. An example of this is Alexa from Amazon. Alexa uses voice and hearing to perform tasks like googling, buying or doing almost any task done through sitting down and typing. Alexa is also able to have conversations and makes jokes, this has improved HCI as we are furthering what our voice can do. We can now use our voice and improved HCI to make everyday life easier. Certain tech is getting very close to enhancing our touch and visuals, this is through VR headsets like Vive. The Vive uses a display in a headset and mirrors to trick the mind into believing it is in another plain of existence made by world designed in VR, this is an example of technology augmenting our senses of sight and feel, this augmentation could one day allow us to play games by being in the game world. Augmenting human abilities has furthered HCI but ease of use has been sacrificed as these augmentations can be complicated to use and learn therefore its essential to lessen the learning curve for such products that will augment our human abilities. For example, the Vive is not easy to use as its set up can be long and complicated

 

 

Sources and references

https://www.vive.com/uk/

https://www.amazon.co.uk/dp/B06Y5ZW72J?tag=googhydr-21&hvadid=223937020250&hvpos=1t1&hvnetw=g&hvrand=16581938309877884348&hvpone=&hvptwo=&hvqmt=e&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9045736&hvtargid=kwd-95858596860&ref=pd_sl_55pv1da7h0_e

 

 

 

 

 

 

 

 

 

 

Task 9: Choose a work of contemporary art and show how a particular aspect of theory might apply to it.

Ai Weiwei, Fountain of Light,Ā 2007Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Tatlin’s construcivist tower design, 1919

The original tower was designed by Vladimir Tatlin in 1919 as a celebration of the formation of the Communist Third International after the Bolshevik Revolution of 1917. Designed as part of the Constructivist movement it was supposed to be made from steel, iron and glass. These components were significant as they were symbolic of power, hope and modernity. It was going to be over 400m high, taller than the Eiffel tower, but never actually got constructed due to a lack of materials. Ai Weiwei transformed Tatlinā€™s monumental constructivist design into an 8 meter tall chandelier. Lit with 800 lightbulbs, it was shown at the Tate Liverpool, floating in the Albert Dock. It was a site specific work, designed specifically for Liverpool. This was particularly relevant due to Tatlinā€™s towerā€™s links with industrialisation which played such a big part in shaping modern Europe, especially Liverpool.

Their manifesto states that a constructivist object is ā€˜simply a product of an industrial order like a car, an aeroplane and such like.ā€™ The fact it has been turned into this decorative chandelier made of crystal completely undermines the original constructivist ideals of powerful, strong utopian design. However I donā€™t think that Ai Weiwei is mocking Tatlinā€™s ideals by transforming his tower into a chandelier. Aiā€™s tower can definitely be seen as a tribute to Tatlinā€™s tower which was never realised.

 

The National. (2017).Ā Louvre Abu Dhabi: the long-awaited first look inside. [online] Available at: https://www.thenational.ae/arts-culture/louvre-abu-dhabi-the-long-awaited-first-look-inside-1.673668 [Accessed 7 Dec. 2017].

Royalacademy.org.uk. (2017).Ā Ai Weiwei: 13 works to know | Blog | Royal Academy of Arts. [online] Available at: https://www.royalacademy.org.uk/article/ai-weiwei-13-works-to-know [Accessed 7 Dec. 2017].

Tate.org.uk. (2017).Ā Cite a Website – Cite This For Me. [online] Available at: http://www.tate.org.uk/download/file/fid/6611 [Accessed 7 Dec. 2017].

Ft.com. (2017).Ā Auditions for the role of Chinaā€™s Picasso. [online] Available at: https://www.ft.com/content/b31bc7f6-e910-11db-a162-000b5df10621 [Accessed 7 Dec. 2017].

www.wikiart.org. (2017).Ā Monument to the Third International, 1919 – 1920 – Vladimir Tatlin. [online] Available at: https://www.wikiart.org/en/vladimir-tatlin/monument-to-the-third-international-1920 [Accessed 7 Dec. 2017].

Mundy, J. (2017).Ā Lost Art: Vladimir Tatlin. [online] Tate.org.uk. Available at: http://www.tate.org.uk/context-comment/articles/lost-art-vladimir-tatlin [Accessed 7 Dec. 2017].

The Art Story. (2017).Ā Constructivism Movement, Artists and Major Works. [online] Available at: http://www.theartstory.org/movement-constructivism-artworks.htm [Accessed 7 Dec. 2017].

Anneberk.nl. (2017).Ā Ai Weiwei – Anne Berk. [online] Available at: http://anneberk.nl/articles-english/ai-weiwei/ [Accessed 7 Dec. 2017].

Tate. (2017).Ā The Real Thing: Ai Weiwei: born 1957 | Tate. [online] Available at: http://www.tate.org.uk/whats-on/tate-liverpool/exhibition/real-thing-contemporary-art-china/real-thing-exhibition-guide-11 [Accessed 7 Dec. 2017].