Sunday, 15 May 2011

How have environments changed and what are the standards of today’s representation of an ideal space?


In the earlier years of Video Games, environments were considered to be just a backdrop to keep the story going,  Either being simplistic or standard plains before being edged up to using more complex and in-depth ideas for the areas that surrounded the player as the progressed.
 Now in the current generations of games, environments are regarded as a crucial element to immersion for the player allowing them to delve themselves deeper into the space, making the player become involved with what is happening around them, So that they feel that they are making progress or development through the story and making a difference.
As technology has developed, so have the opportunities and capabilities, delivering a much more immersive use of space. From having open areas in which players could freely explore the game world, usually consisting of a massive space in which they can traverse or being confined to a smaller area but keeping the experience to a more compact scale but making the story and atmosphere amplify the effect of the immersion to the player.
The gaming industry is developing and increasing the quality in environments that can be created. Either through quality, beauty, function or even mass of space. Epic Game’s Unreal engine is forever upgrading and improving, making more believable and improved locales.
It could be from the increased depth to the damage that can be caused the surrounding assets of the environment around the player, making them believe that everything in the game has aesthetics can be affected rather than being pre-rendered objects that cannot be altered, ruining the immersive effect.
A crucial aspect of developing a strong and unique environment is by the use of space. “The unlimited or incalculably great three-dimensional realm or expanse in which all material object are located and all events occur.” The meaning as described in the dictionary for the noun tense of the word, greatly explaining the definition of how the word can be applied to this subject.
Like on how a developer can alter the use of space to alter to mood that the story that is trying to be told. If they game is going to trying to display a massive, climactic event on a grand scale everything would be on a blown out environment, but for a more personal, stealthy or tense experience the space will be very compact and pressed in to give off a claustrophobic experience, this tactic is usually used for Horror games.
Also representation is key for displaying the intentions of how the environment should immerse the player have themselves feel a part of the world they inhabit.
I plan to explore and show through the years of the games industry the intentions and purposes for environments and how they have changed, Also the standards and guidelines that are considered for a strong environment.
In the early years of the first core video games, they consisted of being contained entirely to an interface, meaning that no sense of atmosphere or space was present in games like Pong which just comprised of solid shapes on a flat plain. Games like Tetris may have pushed the bar further by designing the surrounding interface more in depth giving the a lot more character.
It wasn’t until the late 1970’s and 80’s that video games started to bring a greater sense of atmosphere and presence. One of which being an arcade game called Steroids, Developed and released by Atari Inc. it is considered one of the most popular and influential games of the “Golden Age of Arcade Games”. Despite being a vector game it was still capable of delivering a space environment as well as the assets of the asteroids and the alien ships.
The same can be considered with Space Invaders being the Raster display alternate.
The next true development for environments was during the home entertainment era, the side-scrolling genre was taken by storm and started a whole new array of creative scenarios and brilliant artistry to capture the attention of the player and involve them into the space around them. The most popular and strongest example of this is the Nintendo classic Super Mario Bros. For the Nintendo entertainment System (NES), released in 1985; it was the best selling video game of all time with 40 million copies sold and being largely responsible for the NES’s success.
Creating a full-colour world with a back-drop, fore ground objects and textured floors, it was one of the more immersive experiences that could be had at the time. It represented its colourful character through its bright colours and of course, it’s unforgettable Theme Song.
Moving forward again with the Home Entertainment era, another Nintendo published game pushed itself into the higher stages of the capabilities of what could be expected in environment design.
With StarFox, Even though a majority of the assets and objects of what comprised in this game were flat, assets and objects, they occupied a full 3D space in which included your AI team mates.
The scenery and themes changed as you visited different planets and traversed the sections of space, all which featuring a different environment that suited the game’s play style
Another game that had proven itself for developing and showing a new of travelling game worlds was Pokemon’s Red and Blue versions. Released on 1996 and developed by Game Freak for Nintendo’s hand-held system Game Boy.
It featured an entire game world for the player to explore and travel. From Cities to Caves and Forests, each with their own denoted attributes, like different encounters and various cosmetic changes. Even though that due to restraints of a game being on a portable cartridge it used it’s space well in having large areas which be regarded as “Safe Zones” in-between challenges.
The main premise for having an open world is that the player can travel to where they want or need to go and there is no set path to follow.
A similar playing style was used in the Final Fantasy series, giving the player a huge and vast space. Each game in the series held a large number of “hubs” which were usually utilised as places for characters to develop the story as they connected with a massive “overworld” which are usually full of random encounters.

In today’s generation of Video Games, a lot of Action/Adventure genre games the story follows a set path so it means that the player is restrained to a set path, not really allowing freedom to roam and explore.
But this doesn’t mean that the environments are compacted or small. Even though the playable space may be contained the background or surrounding environment is usually to be huge and expansive.
In the recent release of Halo Reach for the Xbox 360, the story makes the character follow this style by making them keep to a pre-routed path, completing the objectives as they reach the end.
But usually surrounding these areas are expansive, large and spread out environments. Giving the illusions that the space is represented large than it actually is.
The 2008 Xbox release Gears of War 2 developed by Epic games used a similar method, but to fill some of their massive spaces they created a form of warming AI that caused them be pour into areas having the properties and values of a fully rendered character.
All of this is happening in the background in large numbers all of them being interactive with the player.
With these new developments and capabilities that are now available to the industry. Developers are able to play with the ideas more freely and experiment with styles.
For example in the 2009 release “The Saboteur” by the now closed Pandemic Studios, utilized an interesting aspect in which when the player had gotten their way through the story the game will shift from it’s original black and white colour hue (Fitting as the game was set during World War II) and certain elements will start to fade into colour,
giving the idea of the environment not being a digitally created world.

Another game that created a unique usage of space Splinter Cell: Conviction.  Throughout the game all of the objectives and messages are presented on to the walls in the game’s environment.
Not being visible to the characters in the game world of course, but it made it appear that he words had been projected onto the walls as the walls as the text wrapped around any object in it’s space. This idea really gives the game’s story a cinematic feel, having the form of being appealing to the viewer aswell as having the function of being informative and helpful.
Creating environments in games has becoming a lot more complex over the generations, having various standards and aspects that should be followed or kept in mind when developing environments.
The following aspects are taken from a presentation by Bungie at IDGA Montreal for Halo 3 with Vic Deleon and Mike Zac, who are Bungie’s Senior and Lead Environment Artists.
These are what they believe are the main aspects that an environment must accomplish. Beauty and Function are the two main elements of what should be kept in balance; they must be appealing but remain possible to navigate and compatible with gameplay.
The first aspect to be considered is something they call “The Hook”, a strong layout that makes a space unique, visual and structural. This can be achieved by lighting, AI and Architecture.
This part of the environment needs to be easily remembered so they can reflect their experiences onto others without being too complex.

Another crucial aspect to them is the sense of scale, “Informed idea on how large the spaces needs to be” either through capacity, engagement range or even things being larger than life.
Along with these is the specific aspect of Combat Elements (Judging by the genre of the game).  Three core elements comprise through the games consisting of Safe Fronts, where the player enters the space is able to observe the environment, recharge themselves or plan ahead for the coming challenges that are known to be ahead. Safe fronts are usually utilised for when there is a big challenge on the way for it be able to give the player a fighting chance.
“Killing Zones” in which it denotes the space in which most action takes place, visually filled with cover or differing terrain and even large open areas.
There are plenty of variations to what could be converted into a space where action could take place; even at times an unwieldy location can be used on purpose to give the player an uncomfortable or inconvenient location to add to the difficulty to the situation. So this aspect can be applied in a vast variety of ways.

The last aspect being “Enemy Zones” in which the “Head Quarters” of challenge can be found, It’s usually where the player’s enemies spawn from and focuses as the main objective to complete. These aspects are often merged into the environment or make it known to the player either by audio or dialogue. For example for Gears of War 2, enemies spawn from a crack in the floor that emerges  before bursting to let loose a swarm of enemies that will come forth at the player. The emergence of the enemies is a loud and large sequence so it is hard for the player to miss. Along with the other characters usually shouting out dialogue; warning the player and audio stinger in the soundtrack.
I personally believe that the points proven here by Vic and Mike from Bungie are true in being important and crucial elements to having an immersive environment.
After discovering these aspects I decided to compare them to recent releases to which they could apply.  It was proven that comparing these elements to today’s generation of game environments, you realise that the aspects have to very carefully implemented and known to be used at the right time and knowing when and why. Not just for cosmetic value or for gameplay purposes, or rather; Beauty and Function.

Seeing how games had started off with just being confined to just interfaces with solid flat plains, before being pushed further into spaces and environments that not only assist in telling the story that the game is trying to portray, but also immerse the player to want to keep exploring through to see more and more to what the game has to offer on locations and experiences.
If one certain part of the experience had delivered a real moment for the player to remember they will want to continue through to the finish to see if they keep trying to top they considered their favourite, becoming immersed into the game world as they explore and observe their surrounding environments.
Considering the possibilities of what can accomplished with today’s technology for environments the areas and locations that had been developed for previous systems are equally impressive to some extent. Most likely the pixel era in the late 80’s, the environments created with such limited resources are really impressive. Classic arcade games had truly stunning artwork in their sprites showcasing the skill in animation or design, some cases generating a 3D effect without even coming out of the second dimension.
Some Indy developers even try their best to revert back to old styles and gameplay of the old “retro” style of games such as side-scrollers and beat-‘em-ups but giving them their own modernised twist. These years the standards of gaming environments have been pushed phenomenally. Creating massive chasms holding colossal scaled battles to realistic and bustling cities filled with the inhabitants. It really begs to ask what will be possible in the future of the rapidly developing possibilities of Game Environments.

Friday, 25 March 2011

Comparison of a Low and High Quality Female Character.


Samus Aran – Metroid Series (1986-Present)

Back in the early years of video games when the stories and plots were fairly linear, not only for the fact that it was still a line of entertainment that wasn’t really considered to contain in-depth stories or interesting characters.
Female game characters were usually represented as either an ally to the main protagonist or as a “damsel in distress” subject to the plot of the game, usually being kidnapped or lost and it is part of the quest of the main character to retrieve them through a series of challenges.
Metroid for the NES (Nintendo Entertainment System) released in 1986, featuring a main character called Samus Aran. Set on a planet called Zebes, Samus must retrieve “Metroid” creatures who were stolen by Space Pirates, Who plan to replicate them for galactic domination.
Only until the last few moments of the game as a scrolling text denoting the ending of the game it reveals that Samus was actually a woman, much to the surprise of many players which caused quite a controversy as it was so cleverly hidden through out the game. Seeing as Samus’s body doesn’t denote any feminine personality or qualities, so players presumed that the character was male.
Yoshio Sakamoto, the game’s director once stated in an interview that Samus wasn’t always planned to be female and it was decision that was made half way through production.
It is true that in developing the original Metroid, we were partway through the development processes when one of the staff members said, "Hey, wouldn't that be kind of cool if it turned out that this person inside the suit was a woman?" So that's how we decided on that. We've tried to express her femininity a little more without trying to turn her into a sex object.”
Making a change from female characters usually being presented as an object of achievement from completing the game rather than being denoted as a strong and capable human being that can fend for themselves.
Metroid was regarded as being one of the first video games to feature a woman, Samus Aran, as the protagonist.

Quote reference: http://uk.gameboy.ign.com/articles/488/488084p3.html

Catherine-B320 (Kat)   Halo Reach (2010)
After the success of Metroid displaying Samus Aran as a just a capable characters as any other male character, which was a first for female characters in Video games.
This has been taken on greatly in games in the current generation, but in a sense in which they make it very obvious in the fact the character is female. Rather than in Metroid, Samus’s gender was kept a secret right until the ending.
In most video games today if there is a strong and capable female character, their look and design displays the fact their female more obviously than before.  The character Kat from Halo Reach is an example in the fact that she is a Military soldier, clad in high-tech advanced armour like her squad mates (In which she is the only female character in the main cast).
But what makes this different is the fact that whilst her (Male) team-mates have the same grade armour as her, they seem to be a lot more covered in the fact that their armour seems to appear to be more protective and built up. Whilst in Kat’s case, her armour is a lot thinner, smaller and “skin-tight” in a sense, showing her female figure predominantly in the hips and legs region.
If you were to compare silhouettes of the Female and Male characters in the same armour you’d be able to pick out which one with ease.
The in-game model of her character is extensively detailed, all the panels of her armour showing all the scratches and chips and even where paint is wearing off , Zooming into the details there are even readable warning labels and signs printed on to the armour leaving serial numbers and manufacturing details. I personally love it when games go into details such as that giving it a sense of realism to an originally complex idea or concept. Also the under suit that is placed between all the armour pieces shows a leathery texture when in the right light situation.
The textures and models in Halo Reach are really some of the most high resolution and detailed I have seen in the industry that don’t affect the game play’s quality.
 

Sunday, 27 February 2011

Comparison of a Mainstream and Indy Developer. (Activision/Tale of Tales)

Activision is an American video game developer and publisher based currently in Santa Monica, California
A majority of Activision is owned by French conglomerate Vivendi SA. It was founded on October 1st 1979 where they were the world’s first independent developer and distributor; they created video games for consoles where they started with Atari 2600 cartridges from 1980.
Activision is now one of the largest third party video game publishers in the industry and held the title of being the top publisher for 2007 in the United States.

Vivendi acquired Activision in 2007, contributing its gaming division in take of a majority stake in the newly gained group. Even with a new company know as Activision Blizzard, Activision still exists as a subsidiary.
Activison (being a publisher and developer) have had numerous IP’s and Brands involved with their work, although this can be frowned upon by some people as they believe that this can strangle the opportunities of the developer to be able to create their own unique ideas.

But with their renowned success they have acquired many lines in which they can call their own products, such as the immensely popular “Call of Duty” series which could be considered the “mantelpiece” of the company whilst having third party IP’s like Marvel and Hasbro’s “Transformers” license.

Many studios are in Activision’s possession, whilst each usually has its own brand in which they work on. Infinity Ward is usually focussed on the “Call of Duty” line and Treyarch’s line of focus was on Marvel as High moon Studios were recently assigned with Transformers with their recent success of the branding in 2010’s release “War for Cybertron”.
But in Activision’s time it has also claimed and closed studios such as Luxoflux and Bizarre Creations.

Activison currently has an estimated workforce of around 4,000 with revenue of US$2.9 billion as judged by recent statistics.

Even with obtaining various IP’s, Activison continues to impress by using their studios to produce interesting and new visualisations of said brands, often sparking great success from them.
Overall, Activision have had great profit from the many years of business and with their current ability to stay so far in the industry, I believe they will continue for many years to come.

Tale of Tales is a Belgian developer that first started out producing art games and screensavers.
Founded in 2002 by Auriea Harvey (Who creates the team’s concept art, 3D Modelling and texture mapping.) and Michaël Samyn. (Who covers interaction, in-game effects, as well as the game’s programming.) Leaving most of the creative work to Auriea, the both of them had been working together on a websites for a former company.

Tate of Tale’s main focus of their creations was producing retellings of fairy tales in the form of adventure games.
“The purpose of Tale of Tales is to create elegant and emotionally rich interactive entertainment.” As stated on their website.
This is a very different approach for a business in the games industry, trying to stray away from referring to them as games almost.
The team consists of roughly under 20 people as listed on their site, only 4 concept artists working together than most mainstream developers who have entire art departments with separate mangers/directors dedicated to producing concepts and initial visuals to a game in the development process.

Meaning that for a small Indy team like tale of Tales, concepts and ideas are developed more freely off one another as a smaller team could mean that a design or look has more chance on being involved rather than when in a large studio with a whole team of 15 or over artists working together, a lot more detail and consideration is involved and taken out to all of the assets found in a game.
With a studio the likely-hood that an Art Director is included is a lot higher, meaning that viewings and development is more guided and influenced towards to what is needed to the initial design of the game.

One game produced by Tale of Tales called “The Endless Forest” is an online Multiplayer game. The game bears no “core” gameplay without any sole premise or drive of story.
“The Endless Forest has no rules, no targets, no foes and no scores. This is a liberating gaming experience which just allows you to play for playing’s sake” as quoted by Chella Ramanan of gameindustry.com, implying that this game’s main premise is on interaction and the reactions you achieve from it.

February 2010 was when Tale of Tales released “Vanitus”, being described as “a memento mori for your digital hands”. Their first work for the iPhone OS and music supplied by Zoë Keating. Two large projects have been announced by the Indy developer as they plan to work on them for a year and a half from March 2010 onto September 2011.

References:
http://en.wikipedia.org/wiki/Activision
http://www.activision.com/index.html
http://tale-of-tales.com/
http://tale-of-tales.com/blog/information/
http://tale-of-tales.com/blog/articles/
http://en.wikipedia.org/wiki/Tale_of_Tales_(developer)
http://tale-of-tales.com/TheEndlessForest/

Thursday, 27 January 2011

An Analysis of The Behemoth.


The Behemoth is an “Indie” Video game development company that was created and founded in 2002, John Baez, Lead Artist Dan Paladin (More commonly known as his former username “Synj”) and Tom Fulp (The creator of the popular community flash based website Newgrounds).
Behemoth have a development studio despite the team’s small size of just 14 members located in San Diego, California. The style of games they produce stick to the classic and simplistic roots of gaming.
Their  first console game, Alien Hominid, started off as an incredibly popular Flash game found on the internet. The game had a attractive look that made it look like a moving stylised illustration/cartoon. The characters and style that Dan Paladin used to portray the characters were attractive and easily likeable.  Accompanied with impressive, humorous and smooth animation, I believe these two facts were the main attraction and focal point of the game.
In 2004, Alien Hominid was reformatted, rebuilt and released onto the mainstream gaming industry as a title for the current generation consoles. It featured many extra options like new modes, cooperative play and an extended story with more levels.  The game was considered a success and stood out from the other games in it’s genre. It was later released in HD for the Xbox 360 Arcade.

It would be another 4  years until another release from Behemoth, and in 2008, it was in the form of Castle Crashers. Again done Dan Paladin’s signature 2D style but implementing a much more impressive array of animation and gameplay, yet keeping to it’s retro-esque roots. The game was only released on Xbox Live Arcade but went on to become of the most downloaded games in the history of Xbox Live receiving praising reviews  with over 1,000,000 players logged on their leaderboards.
Another title, BattleBlock Theater is currently in development as keeping to the Developers unique trait, it’s sticking with Paladin’s art style.
 
The Behemoth and a lot of other Indie Developers are very different to other AAA blockbuster title developing companies. Like Bungies who have a routine weekly update to their games, vast amounts of trailers and coverage of the stages of delopement until its release as well as a vast amount of freedom with their marketing and advertising with a large budget and funding to support it.
Also showing video documentaries interviewing the employees as they discuss the game in works.

Whilst The Behemoth maybe release one trailer or  two of the game, have a small blog releasing bits of information written by maybe the lead designer, etc.  Whilst little to none advertising to support its release. And when a game is delivered in that way to the public I believe that when it then start to receive rave reviews, it shows that it really deserves it in a sence of that there has been no hype leading on the image of that the advertiser were trying to achieve.


Below is a very impressively portrayed Timeline showing the history of The Behmoth illustrated by Dan Paladin.


References:
http://www.thebehemoth.com/
http://en.wikipedia.org/wiki/The_Behemoth
http://www.thebehemoth.com/faq.html

An Analysis of Bungie.



Bungie was first founded as Bungie Software Products Corporation in 1991 by the University of Chicago student Alex Seropian, The small team developed quickly and they eventually brought out a Pong clone called Gnop!  This was the start of their publishing chain.
In its early years Bungie focused their attention in games to the Macintosh systems producing the popular Marathon and Myth series. But in 2000 Bungie was acquired by Microsoft and in gaining the interactive developers they also had gained their then-current project which had been initially design for Macintosh.
A first person shooter called Halo: Combat Evolved which was converted and rebuilt for Microsoft’s new Xbox console. This asset they had inherited went on to become Xbox’s “killer title” going on to sell millions of copies and creating a billion dollar franchise that has spawn a series of games, merchandise and an in-works film.

October 5th 2007 was the day that Bungie announced that they had decided to detach from Microsoft and become a privately held independent company.  In the same year the company had signed onto a ten-year publishing deal with Activision Blizzard the American holding company for Activision and Blizzard Entertainment.
Before the Halo Franchise Bungie had developed a small list of games, once they had struck upon the large fortune and popularity that Halo had gotten, Microsoft had Bungie continue the series until they had detatched from them.  From 2001 to 2010 they had worked on projects completely on the Halo franchise, which hard sparked harsh criticism against them. Only until recently have Bungie revealed that they are working on multiple projects with partners and a unknown new IP, even with rumours still circulating on Bungie still working on creating new additions (and remakes) to the Halo franchise.

Bungie is well known for its in-formal workplace, allowing employee’s to get comfortable and become more appreciative and dedicated to the company with its workplace culture. Bungie usually displays this on their website’s daily updates and ViDocs showing their work environment and attitude towards work

Some members of the company like to show their humor a lot in their public relations by abiding with sharing public messages so much so that you can almost always expect an April Fools message from Bungie every year.  If they are not showing this through their website or other means they like to keep their mythologies and “inside” references that they have kept going over the years. Like their “Bungie's 7-Step Plan for World Domination.” and unhealthy obsession with the number 7.

References:
http://en.wikipedia.org/wiki/Bungie
http://www.bungie.net/
http://www.bungie.net/Inside/aboutus.aspx