Showing posts with label margrave. Show all posts
Showing posts with label margrave. Show all posts

Tuesday, 28 February 2012

I See


Something's been bothering me for years now. A mystery.
Every now and then, I happen upon another clue, but I've never been able to find any peace of mind. It's one of my many heels that didn't quite make it into the river Styx.

Is it better to withhold information from the reader/viewer and then deliver it as a powerful reveal (provided it has been adequately foreshadowed), or to share the information with the reader/viewer but withhold it from the characters? Are we in a bathtub of apples and pears?

Beyond that, you have all manner of perfect and imperfect information permutations.
I just find it hard to choose - to make an informed decision.
So, taking the advice of a wise lecturer I once studied under, I shall spit this stuff out and see if I can finally find some peace of mind.

Hitchcock's argument is rather persuasive. He said something along the lines of If you're going to plant a bomb under a table, let the audience see it.
Makes good sense. As those characters sit at the table, eating or chatting or drinking or milking reindeer, every moment is imbued with tension.
Consider, too, Dallas, captain of the Nostromo, crawling through the ventilation system in search of the full-grown alien. At first, we don't know where the alien is. We share the characters' knowledge. The sensors pick up a moving entity; again, our knowledge is that of the characters'. If Hitchcock was correct, then would it not have been 'better' if we knew where the alien was, but the characters didn't? Or how about if communications went down, and we and the crew could see the alien closing in on Dallas, whilst he was deaf and blind, alone in the dark?
See my confusion? Where's Mimsy and his hairy shoulders..?

Ten minutes later...

Okay, that's the refresher done. (I find myself requiring refreshers on pretty much everything these days. Some of my spellings have become atrocious! And I keep forgetting basic punctuation stuff - either that, or I've gotten into awful habits. Note to self: Sort it out you lazy ass. Note from self: I am you bossy old penis head. Why d'you think I'm sat here blogging after an exhausting day's work? Note to self: You keep meaning to order Eats, Shoots and Leaves off Amazon. Do it now. Note from self: Done it. And how amusing to see so many reviewers fretting over their every hyphen. Note to self: Sorry for being bossy. Note from self: No worries. Sorry about the penis head remark.)

In MYSTERY the audience knows less than the characters.
In SUSPENSE the audience and characters know the same information.
In DRAMATIC IRONY the audience knows more than the characters.

If we look at the effects of these ways of connecting the audience to the story, and if we understand our audience, we can make informed decisions right?
Paraphrase time.
Mystery is about arousing audience's curiosity - keeping her in the dark, sprinkling hints and red herrings, revealing at climax. Outcome is always certain: detective always catches killer. Ends on up state.
Suspense might end on up or down state: nobody knows how it will turn out. In this relationship, we feel empathy with protag; in Mystery we feel sympathy. Suspense accounts for some ninety percent of movies.
In Dramatic Irony, we feel compassion for someone we see heading for disaster.

Based on these observations, it appears as though Hitchcock was in the minority: looks like Suspense has, for whatever reason, become more popular than Dramatic Irony. I'd suggest that this is, at least in part, because Suspense allows for the greatest degree of bonding between audience and protag and, hence, the greatest scope for deep emotional stimulation.
How does that sound?
Captain Brain... You happy now?

Here's a humbling game.
Brink of Consciousness: Dorian Gray Syndrome.
I really can't think I've seen reviews like this before; pro and user comments alike are overwhelmingly positive.



I've performed a little dissection of the trial hour; in-so-doing, I find myself wondering if I'm looking in the right places and asking the right questions. I can examine and measure the pace - the frequency of developments and the clever employment of loudspeakers through which the antag repeatedly taunts the protag; and I can understand the variety - the movement between strings of inventory item quests to puzzles or narrative developments, and the quantity of back-tracking (and, indeed, the inexorable revisiting of the slow-moving lift does become wearisome). Polish is self-evident. Dialogue is sloppy: there are more than enough flatulent adverbs in there to upset any literary agent; but that could be a translation issue, and hasn't appeared to upset a single player. However, the suspense it generates carries it through. Suspense. I remember with crystal clarity Peter Cox championing suspense - expectation.
There's a line of dialogue right at the end of the trial. It's genius. Brief context: Sam's a journo; he's investigating a narcissistic killer; killer phones Sam asking him to come on over; Sam bikes over there (for a peculiarly long time in the opening cut-scene); Sam discovers that killer has taken his girlfriend Anna hostage; Sam is forced to play through killer's (IMHO laborious) puzzles and deadly traps in order to save girlfriend; along the way, Sam discovers killer's other victims - embalmed and posed as works of art. After solving a major choke puzzle, killer's voice comes over loudspeakers again:

Wonderful! I think you're proud of yourself! Aren't you? I've got many more interesting things waiting for you. Anna is soon going to appear on stage in her first act. No, no, it's not what you're thinking, but it will be very interesting I promise you.

What a great place to suspend the player! All those images and questions requiring resolution.
And, to follow up on my previous post, this game appears to play for some eight or nine hours!
At the time of typing, 115 out of 122 players recommend this game. (That's 94%!) There's clearly lots for me to learn buried away in there.
I just don't get how it only made position four in the charts.

David Hockney was hanging out with Andrew Marr last night. They drove to David's beloved copse 'on the road to nowhere'. They stepped from the Land Rover and David beamed in divine ecstasy. Andrew was puzzled by David's reaction, for he saw only grey clouds and bare trees. David was puzzled by Andrew's reaction: he saw shapes and colours and all manner of things hidden from us mortals.

Sunday, 26 February 2012

Quality Quantity

One of the few dilemmas that isn't particularly shared by game design and novel writing! At least, I can't think many people would judge a novel by its length.

It's undeniably one of the gnarliest challenges I face. How do I create four or five hours of great gameplay from a team of three artists?
Length is certainly a consideration for the BF forumites: Invariably, somebody will play through the demo hour and consult the strategy guide to see how far in they are; then they extrapolate the whole duration.


I've posted many times about how I've tackled this problem. It was the one major issue that came up in the M3 survey tests. I had held the player in the cottage and immediate grounds for too long, and I had done this predominantly with a succession of dream card games (reusable, scalable assets! My saviours!), interspersed with a small selection of other puzzles and inventory item quests, with the odd cinematic/cut-scene or two thrown in by way of narrative development. Once the problem was identified, it was a dead easy fix, dropping one of the dream cards games and opening up the village a little earlier. (Believe me, identifying problems from hundreds of disparate comments is itself one heck of an acquired skill.)

Players would much rather have a game which develops rapidly and offers relentless variety than play a long and repetitive drawn-out game. (My use of the word 'relentless' isn't entirely accurate because we still need an element of familiarity, which encourages us to repeat carefully selected components.) Ideally, that rapidly developing game will also be lengthy, but that's regarded as a bonus. The current top ten stalwart Witches' Legacy: The Charleston Curse demonstrates this well. It's a short game by any standard, with players completing it in around four hours or less. (I'm using control players: those who would typically take five or six hours to complete an iHOG.) And the CE bonus content came in at under an hour. But significantly few people minded. It was a quality game.

Back-tracking is a strange one. Asking a player if she likes, or minds, back-tracking is kind of like asking her how she takes her coffee.
The amount of locations I can use is determined by how much time Ben has to create them. Furthermore, every scene would then need populating, which means that André and Sally would need to be thrown into the mix. There are scant few exceptions, and none have really succeeded: one particular dev team like to drop a maze into the world. These mazes appear to be semi-modular: a set of scenes which have been created from a selection of trees, grasses, and so forth. It's a way to gain perhaps ten minutes of extra gaming from reusable unpopulated background assets. Whilst the time gain from minimal art origination is evident, the problems here are twofold: the scenes all look too similar such that nothing feels as though it is changing; our players aren't renowned for their love of navigation, especially when this is complicated.

Feel the need to clarify my distinction here. Ideally, you need to constantly develop. Whether you're creating prose, or creating a gaming experience, your audience needs pulling along (forward motion), and regular developments are absolutely, definitively essential. (Apologies for the tautology, but I still regard this as my biggest lesson learned.) However, instead of developing, you can simply change. It's not the Bob McKee-approved technique, but it does do the job of sustaining the forward motion. The difference is that, whilst development is inextricably connected to the narrative and moves the audience closer to the denouement, often in the shape of a reveal or reversal (typically knowledge and/or functionality), change isn't so.
For example: In Surface: MFAW, the designer relies on change to move the chapters along. Examine a puddle and a watery face appears. It's a nothing event - one of several repetitious 'surprise' tactics that reinforces the concept of monsters out there - but an event nonetheless. In M4, the player returns life to a generator and statues rise from the ground. The statues allow the player to activate a power node and wake the guardian Seer. (And the Seer, in turn, develops something else, and so on.)
So, to sustain that all-important forward motion, you can develop or you can change. Of the two, development creates the most meaning; but either will keep your audience engaged.

By constantly developing three scenes, I was able to keep the usability testers engaged for thirty minutes from a paucity of art assets. And by developing through a variety of means, I was able to keep the narrative fresh and also spread the art tasks between the three artists.

In M4, I'm reusing every scene. I hold the player in a selection of scenes, developing through puzzles, mini-games, and cinematics; then I open up a new selection of scenes and do likewise. As the world opens up, I begin redefining existing scenes, sending the player back with my white rabbits, and utilizing the player's new knowledge or abilities to create fresh meaning from those scenes.
If you follow the progress on my map, it looks like a Gordian puff adder.

How does the player return to these scenes?
Provided that they are expectant - anticipating something special - the back-tracking is framed by something valuable. But it's still a danger zone. I'm mindful of g@mrgrl's comment:

Margrave: The Curse of the Severed Heart falls just short of achieving true greatness due to some repetitive puzzles and annoying backtracking, but its ambition and effort to break the glass ceiling between hidden object and traditional adventure games is obvious and well-appreciated.

Without hiring more staff, the obvious (and easy) solution to these issues is to reduce the back-tracking and re-usable puzzles, which would remove a sizeable chunk of gameplay. But there are always less-obvious and more difficult solutions!

I built into the M4 world three secret passages. Once the snaking begins, I immediately open up the first passage and the player can 'teleport' instantly (two clicks: first click on passage entrance in scene, which opens map; second click on desired destination, which opens scene) to the other side of the world.
There are many wonderful articles on navigation in games on the interweb. I should've bookmarked some. I'll see if I can find the one with the argument: Why make your character walk when he can run? Why make him run when he can fly?
Maps have historically served a variety of functions in iHOGs. The Thirteenth Skull map featured little detail: it was more of a pretty appetizer and an overview. The Phantom of the Opera map was a more detailed layout of the world, and was designed with navigation in mind. The Surface map is pared down to pure functionality: a sterile network of circles and lines which allow for teleportation to anywhere at any time.
I designed the M4 map as a pretty appetizer, a reasonably functional navigation system (more of an overview), and a teleporter. I am, however, swaying towards full teleportation for the next project. This functionality could oh so easily defile immersion in favour of functionality, but I have plans for marrying the two with meaning..! (Indeed, the network of secret passages in M4 also serves to explain how Uisdean is travelling around the town! My beloved duality.)



Does beauty sustain back-tracking? If the scenes are stunning on the eye, is the player content revisiting them?
Maybe for a bit; but only for a bit. Certainly nothing to be relied on.
I chanced upon Lisa Evans' blog. She's had a couple of stabs at alchemizing her beautiful artwork into a game. With such lack of development or change, or meaningful interaction, and with such slowly paced navigation, note how quickly the beautiful artwork, and the melancholic soundtrack, lose any mastery over the player's experience. And then extrapolate.
With some form of development required at pretty much every moment of the game, the question How? becomes rather daunting.

Saturday, 28 January 2012

Predictable

As I like to affirm to myself as I push another curry into the microwave: Everything we do comes at the expense of everything else.
With that thought, please accept my apologies for neglecting you, my sweet maggoteers, and know that you are never far from my kind thoughts.

Christmas was spent playing Skyrim, playing with my son, and playing Skyrim with my son.
And therein we found the perfect demonstration of the perils inherent in gifting the player with narrative design powers:

So my son hikes up a mountain and chances upon a shack. Inside, he encounters an old man named Froki who is sat at a humble wooden table with his grandson, where they share a meal by candlelight. My son chats to them both. Froki explains how he was a poor father to his children, and since their demises he has found in his grandson the opportunity for redemption. His grandson was equally sanguine, expressing his love for his grandfather. It was a touching moment.
My son then sets about hurling fireballs at the old man, torturing him with magickal infernos. Froki squeals and his grandson leaps up and declares: Cool! You can do magick! I want to be like you!

Yep, it's humour from incongruity, and an unplanned incongruity at that.



I've kinda gotten into The Big Bang Theory. I find myself playing the predict the punchline game, and I seldom score any points, and that's the appeal of the show to me.
In the opening scene from Raj Moves in With Sheldon, Raj sits in his flat, hiding beneath his headphones in an attempt at drowning out the sex noises coming from his bedroom, where his sister and Leonard engage in Star Trek role play. At the cry of Open the landing bay doors; shuttlecraft approaching, Raj hurries from the flat.
At Wolowitz's house, Raj asks if he can sleep over.
Wolowitz duly sets up the punchline and asks what's wrong with Raj's bed.
Come, play guess the punchline with me! I'll add Raj's response at the bottom of this post.

Someone said that the secret to comedy is surprise. They obviously haven't run up to a stranger in the street and kicked him in the testicular zone. Of course, someone else said that the secret to comedy is timing. Doubtless, you won't have to google too hard to find other secrets.
Sorry to say: there's no secret. I know, I know: it's so much more comforting to believe that there are simple paradigms out there waiting to be ingested and metabolized into works of genius. Fact of the matter is, there're no easy answers and no certainties. Five years of blogging, and I'm still as uncertain as ever I was.

And so it is that we approach the gravitational pull of the beta black hole, with its lightless singularity of people and opinions. Deep breath!

Usability was fascinating as ever. I regard the usability test as a beta warm up. Six gamers hop on over to the Big Fish offices where they're ushered into a small room, sat at a monitor, offered beverages, and then filmed playing through thirty minutes of the the new batch of aspiring iHOGS. There then follows an interview, during which the big questions are debated with gut-wrenching honesty: What did you think of that one? Was it fun? Why was it fun? Do you want to play some more? What do you make of the story? Were the puzzles too hard, too easy, or about right? Would you buy it?

Ooh, I've always wanted to do this...
To preserve their anonymity, I shall assign fake names to our testers. I want to call tester number one Frismagellian - or Friz as I like to refer to her.
Friz is the nightmare - the fly in the ointment - the gamer who doesn't represent the majority, but sits on the fringes hurling stones and leopard faeces.
It started well: Friz had no problems with the interface, and she quickly joined the dots as my white rabbits led her from task to task. Hold up, she's pretty good at this. She twitched and jerked her way through every challenge with the unremitting energies of an autistic code-breaker. She reacted well to the surprise statues, chortling to herself, and also to Miss Thorn's leap from the cliff - indeed, Friz leapt from her chair with a matching violence. Yes, things were going... as I expected... as I hoped... which was... unsettling. Just too quickly. Far too quickly.
She was done in twenty minutes and sat drumming her fingers on the desk waiting for our producer to enter with her clipboard.
It had all gone so effortlessly. Not a hiccup. Not a solitary moment of confusion or panic or aimlessness.
What did you think Friz?
Meh.
Meh?
It's too easy and nothing made me think and the cut-scenes were sooo long and that girl - she keeps talking - and she's British right? Do the British say 'just in time'? Shouldn't it be 'just on time?'



Next up: Colonel Bourbon Hatsplash, a retired gentleman with virgin white hair. (A man!)
It was a contrast of gargantuan magnitude. He ambled and perused and scratched his ear and smelled the graphical coffee beans, and barely made it halfway through the supposed 35 minutes of gameplay I had imagined.
My task was thrown into the kind of stark light that is as terrifying as it is illuminating. How to design a game that appeals to all the Frizs and all the Bourbons of this world, and everyone inbetween? And that's only assuming that Friz and Bourbon do, indeed, constitute the opposing lips of the bell curve.

Things kinda balanced out after that. Korona, a sullen but intelligent lady with a moon face and pagan hair, made the kind of references to her husband's ire at her retreat into virtual worlds that made me very uncomfortable, and made me consider further my function as game designer. Marakesh was a tiny old lady who cackled merrily at everything, which endeared her to me greatly. (Too funny! she would exclaim, leaning back in her seat.) Rubina was the middle-aged, stern-looking lady who most closely played as I had envisaged and, correspondingly, was most lavish in her praises. And Chipotle-Airspangles approached the game with a seriousness and methodicity that let me know she was boss and if I had screwed up, she would seek out and expose my failings.

Upshot? Six for six. Which is like a royal flush in cricket.
All six testers laughed at the same places. All six testers struggled with and delighted in the cunningly concealed HO carrot. All six testers wanted to play further. Five were eager to purchase - only Friz was uncertain, explaining that she might purchase if she found more challenge inside the cyclopean town. (So my assumption of six-for-six, I guess, presupposes that the difficulty level I've prepared inside the town will sate Friz's urges.)
And the most common of the responses to the question: Why was it fun?
It was different; it was unpredictable.

That made me think.
Turn now to the latest ERS release: Maestro: Notes of Life.
ERS do polish like nobody else. Polish is important and good. However, reading through scores of reviews, it's evident beyond all doubt that the formulaic approach is wearing thin.

I'm disappointed that I didn't cajole all six testers into paroxysms of ecstasy; and I might even present the argument that it's disappointment that fuels creativity.
But every special response is enough to keep me focused on the task. Listening to the unedited recordings that the voice-over artists have sent us has further lifted my spirits: it's wonderful to hear the myriad outtakes of Julie-Ann and co cracking up at the dialogue - properly gasping for air. And I love that my team are developing their favourite gaming moments already.

Onwards and upwards.

Raj: Leonard's putting disgusting memories in my memory foam mattress.

Wednesday, 30 November 2011

Forward Motion and Immersion Cocoons

Ooh, my counter has hit 10,000. I'm not sure what it actually counts... but 10,000!


This caught my eye - presumably due to its claim to the 'experimental interactive narrative' throne.
Reviews are all acceptably favourable, with the same flaws being flagged across the board.
Intrigued, I followed the pixel trail to the dev's blog.

I have to say, I greatly admire Alexei for what he has achieved and for what he attempted to achieve. And throughout his blog, he references a canoe-ful of the major game design books, so he's clearly studied his craft. Most impressive is the way he's handled the recurring negatives (although you'd have to question his 'I agree' remarks for it's difficult to imagine that the public would give two marsupials whether he agreed with them or not).

Anyhoo, do go and take a looksee.

Sooo... two days from usability submission and I got to play the opening act today. Yep, two days to go and we start the playthrough. Sigh.
We're looking at major pacing issues, placeholder ui components, a HO scene with no HO, yet-to-be-implemented music, sound fx and vo, cursor inconsistencies, obscure leading and no exit button. It's a terrifying shambles.
But the wind effects are smashing.
As I maundered my way through the act compiling pages of notes, poor sweet coder Lucy turned rather pale. I do hope she's hardy enough to weather the approaching storm...

What the playthrough highlighted - or highlit - for me was the importance of immersion, and the influence that controlled forward motion wields over immersion. Every time a placeholder graphic sicked upon the screen, or a series of interactions invoked no aural response, or a line of dialogue came and went before I could register the meaning of its arcane shapes or even when a line of dialogue duelled for attention with the pretty coloured forms of a new zoom window, I was jolted further from the world. I can see the world there, interred in the earthy inadequacies and inconsistencies, and I even get to caress its bosom during those stolen moments of uninterrupted flow, but then she is dragged deeper beneath the soil, rent from my lips by the Valkyries of brokentude.

Silky forward motion is the womb of immersion, and credibility of meaning the, um, urethra. That would likely make sensory stuff the fallopian tubes.
Or, to put it another way, for the player to respond to any of the stimulae laced throughout the game like bear traps, the real world has to be kept apart from her conscious mind at all times. Hiccups within her artificial reality will fracture the cocoon which she willingly builds from the materials we provide for her. If the player isn't immersed, she won't care. It's one thing for me to state mid-blog post that Miss Thorn steps off a cliff, and quite another to immerse you into a vivid and interactive world of ethereal sights and sounds and lead you delicately to that one moment in time.
And that cocoon can be so very easily fractured at every single step.


MCF8: Escape from Ravenhearst came out. As predicted, the public reaction to this strange shaped wheel was mixed.
The two principal bones of contention were the morphing object scenes and the abstention from hints, followed closely by the text-less and user-unfriendly strategy guide, the invisible integration of CE material, the discriminatory minimum specs, and the question of taste, chased up by the omission of puzzles or mini-games.

There are two mechanical differences between a HO scene and a MO scene.
In a HO scene, the player is essentially given the instruction: Find several items in this scene.
In a MO scene, the instruction is: Find several items in this scene... oh, but they're only going to appear every five seconds or so.
You could also read the instructions this way:
HO scene: Find several items. Here's a list of those items.
MO scene: Find several items.
The results were:
* The momentum stalled as the player was required to wait for objects to reveal themselves. (The favoured simile was '...like watching paint dry'.)
* In order to identify items from subtle changes on the screen, players developed headaches or migraines.

I personally didn't mind the MO scenes (although they did appear with a dogmatic frequency).
It's certainly no surprise seeing Big Fish attempting to breathe new life into a tired formula.
It was a marginally risky decision. The bad decision, though, was to penalize the player for misclicking. Select a non-morphing object and a previously discovered morphing object is returned to the scene.
Attempting to find items in a HO scene causes a lull in the forward motion (due to the repetition and isolation), but does not interrupt it for the items are findable at all times.
Waiting for items to appear in a MO scene stalls the game.
Returning items to the scene reverses the flow of the game - just as the author who attempts flashbacks runs the risk of facing backwards.
Yep, we're back to the importance of forward motion - of continuously developing towards, and promising, a satisfying denouement.

Another way to stall is to remove hints. Player noodles, player reaches impasse, player thinks for a bit, player presses hint button and is back on track.
Take the end off that sentence and you leave the player in limbo without sign of resolution.

Curiously, the stalling and the reversing were sustained for longer than expected due to the life-giving nutrients provided by a cocoon wrought of detail and atmosphere - of rain splashing on leaves and lightning burnished upon the Irish Sea. This immersion cocoon was barely even grazed by the bottle opener which was used to move a boulder.

You know that 'instant rejection' faux pas? - that phrase in the covering letter that instantaneously raises a literary agent's blood pressure and hackles..?

Please find attached chapters five and seventeen. I know you requested the opening two chapters, but chapters five and seventeen are much better.

Yes, it's blinkin' difficult taking a sack of nothing and turning it immediately into something riveting and meaningful. But that's one of the skills a decent writer needs. I had the privilege of reading the MCF8 journal a few weeks ago. It was compelling stuff. (The last page was missing and I found myself cursing!)
So why oh why did Big Fish choose to open so coquettishly?
And do you know what they posted in the MCF8 forums?
Link This game has many chapters with several twists and turns, so you may want to play through more than just the demo before leaving feedback.

Really? You keep all that juicy stuff out of the demo and expect people to assume that the game is going to improve and that they should take your word for it and buy the full game?

Righty, that's an evening of Skyrimming that I've sacrificed for you my lovely maggoteers (or, more likely, for the opportunity to alchemize formless thoughts into barely decipherable sentences to see if I have anything to be concerned about). Are we doomed, or simply at a necessary and inevitable point in the development cycle? In the spirit of forward motion: let's go find out. (Insert ellipsis here.)

Saturday, 12 November 2011

Christmas's Children

Continuing a thread from my last post: here's the John Lewis Christmas advert that's reducing everyone to tears. It's one minute and thirty seconds long.



My thoughts on the employment of children as emotional pawns in fiction have changed several times over the last five years or so. They're such easy triggers. I have to confess that I wasn't expecting the young Edwina scene in M3 to move people to tears - rather, I was expecting goosebumps as a prelude to the denouement. I felt terribly amateurish when I learned that I hadn't controlled my players.
I guess children are the embodiment of all that is good, pure and innocent in the world, which gives us a pretty darned powerful default to begin with.

Here's Hemingway's six word flash:
For sale: baby shoes, never worn.

Here are the Man Booker winners.
I'm not counting, but I can see at a glance that a healthy dollop of them, and possibly the majority, adopt the pov of a child, either in first-person or in third limited, either in flashback (recollection) or in present tense (or even both). Certainly I can recount a good deal of short-listed child povs too. (M. J. Hyland's Carry me Down is still a personal fave.) Moreover, it was Anne Enright's The Gathering that made me begin to question my treatment of fictional children (and last year's short-listed Room [Emma Donoghue] was a wholly predictable confirmation). I'd done my share of child cruelty, riding on the wave of child abuse books that were en vogue at the time, but I knew I would always, always make amends before the closing line, and I would avoid anything relentless. Anne's relentless tone disturbed me* - which is as valid an emotional hit as any other - and I vowed there and then (-ish) to find my own ethical and emotional stance. And we mustn't forget the trauma of Torey Hayden's unresolved Ghost Girl.
As such, I refused to allow young Edwina to watch as her father burned to death AND I would only allow such a flashback to occur once I had clearly imparted the knowledge that adult Edwina was just fine.

I'm genuinely haunted by The Darling Buds of May. I simply can't get my head around it. See how I was mentally subverting the plots not so long ago, warping them into drama. That's to say that it really doesn't qualify as drama, does it? (Or am I mistakenly assuming that drama is comprised of the dramatic?) I adore that show, and countless other people adore that show, but my head cannot imagine how I could make such a tepid (I use that word without any derogatory connotations) topography work for today's audiences, let alone for your average gamer. I guess Ico comes as close to the Darling Buds topography as any other game (and hopefully The Last Guardian: see video on right), with its gorgeous environments, bloodless skirmishes, and ethereal soundtrack and ceaseless winds.
That's where I've pitched Margrave 4, and I'm comfortable with that decision...
Could it be, however, that the big money is buried in horror..? Here's the trailer for the forthcoming MCF release: Escape from Ravenhearst. (Those teeth are far too clean!)



*On second thoughts, I think I found The Gathering depressing more so than disturbing. Anne's world seemed bleak and grey to me, in stark contrast to the previous winner, in which Sai inhabited a world of exciting and vivid colours and smells and tastes.

Thursday, 3 November 2011

Cut

Edwina will even have animated hair this time!

Following on from our previous topic, I noticed today that Melissa from Passionfruit Games posted on the Big Fish forums. Her question sacrificed upon the altar of the vox populi was simply: Do you watch cut scenes?
Naturally, I've emailed her inviting discussion, fantasizing about witty and incisive exchanges of ideas over a flagon of gluhwein and, naturally, I'm expecting no response and a black mark shaped like a Ferengi ear adhered to my name. But hey... he who dares!

I'm uncertain how I feel about devs approaching the public in this fashion. In theory, it seems like it might be a good idea. However, I do think that devs should knuckle down and figure stuff out for themselves; after all, the public have no idea what they want. (The epitome of this is the interchangeable use of the words 'story' and 'plot' to encompass everything and anything.) Moreover, a cursory glance over the responses reveals absolutely nothing that any respectable dev wouldn't already be familiar with.

Our first cut scene (actually I'm going to revert to hyphenating that) - our first cut-scene is going in. Exciting times. Sal has done a smashing job overpainting (and I'm going to make overpainting into a word) the photos we took a month or so back, bar a few expressions that need a tad more definition. Capturing expressions is one of the hardest jobs an artist can tackle. The slightest slip in observation can devastate an expression which, in turn, can subvert the purpose of a cut-scene. (If you have five minutes spare, do go and participate in Professor Ekman's latest smile recognition test. For the curious/competitive among you, I scored fifteen.)

We're devoting a lot more energy to our cut-scenes this time round. The vfx are going to blow you away. Yes they are. And Ben's townscape is a miracle of beauty and convolution. I've been poring over my storyboards endlessly, contemplating the same questions over and over: How can I emotionally engage the player right from the get-go without resorting to melodrama?
And whilst I have absolute confidence, misguided or otherwise, that the denouement is going to shatter even the most obsidian of hearts, I wonder how close we can get to that kind of emotional connection in the intro. Is it possible to conceive of, say, a movie that has the viewer so immediately involved and emotionally attached that she is weeping within the first five minutes?
Well, we're giving it our best shot, using a blend of the story-independent techniques of wonder, peril, and character relationships.

My slightly facetious answer to Melissa's question would be: Are they worth watching?

Which leads us to another question that's congesting my neurons with far too much attention-seeking tomfoolery: Is it worth it?
What's the cost of this kind of endeavour?
I had the unbearably difficult task of letting my good friend 3D Raul go a couple of months back. My response to that arduous day was the blog post Rules.
When everyone ups their game and starts believing that we truly can create something super special, it becomes painfully apparent when someone has no, or little, capacity for improvement, and I was unable to find any way at all to save my friend, and believe me I tried.
As such, we're now over two months behind schedule and I've been using every bit of cunning available to me to massage the schedules into something viable.
Interviews over; on Tuesday we welcome 3D André.
(Interview anecdote: I had another of those 'I'm a writer!' types. He asked if we all write the story together. Despite being afflicted with the urge to reply 'Yes; and my deceased grandmother does all the coding!' I was very humble and polite. You would have been proud of me my dear maggoteers!)
Here's what I want André to know...

There's a saying amongst actors, but I've also heard it in other creative disciplines. It goes: Directors don't know what they want; they just know what they don't want.
I guess it's meant to be disparaging(?)
However, if you need to, give it a moment's thought.
I have no idea how this project is going to turn out. How can I? It's like playing a game of Guess the Celebrity by looking at their atoms. It's like dear Margaret Bingley - the author and consultant I visited many years ago - confiding in me that, even after all her successes, she still fears every manuscript she types - fears that it will be a major dud. It's like the cast of Star Wars who, when offered the choice between a percentage of royalties or a flat fee, took the flat fee (if urban legend is to be believed).
And, if you've ever written a full length ms, you'll know perfectly well yourself how organic the process is - how it is far more than the sum of its plot devices and characters. You have to observe - to watch where the project is going - to guide it, but not to stifle it - and to quickly identify those magic moments that fall from the preternatural aether and to nurture them and suckle them and clothe them in bottle green velvet and brass buckles.
(E.M. Forster reckoned that the writer who's fully in control of her characters hasn't even started to do the work.)

I empathise with my team. On Monday I might say one thing, and then change my mind on Tuesday. As the emperor of damage limitation, I try to impress upon my team the importance of testing the waters - of consulting me iteratively and concepting alternatives; and of the importance of research and consideration before that digital pen is even sniffed.
I'm also unapologetic about mind-changing. I've provided every microscopic detail of an invisible five plus hour game and I've made everything as, um, transparent as possible. But all of this cannot be anything more than a first pass: I am nothing more than a lowly human being attempting to pluck three hundred minutes of stuff from a magic land and capturing it and recording it and ordering it and moulding it into hyperreality.
I've learned that the easiest way to spot a professional is by asking them to revise something. The pro's understand; the amateurs are offended. The supreme ease with which Ben and I develop and refine our art is testament to that.

Ben and I performing thorough damage limitation.

And so it is that I face the prospect of derision and vitriol every day.
Today we received the first round of test dialogue from our luscious voice artistes. Some of the characters have been interpreted perfectly! In particular, Julie-Anne's take on Madeleine, the prophetic doll, is genuinely frightening. (Madeleine utters one line in the entire game. I gave J-A no direction other than: as scary as you can.) And Nigel, who may or may not be her hubby, has nailed most of the Seer heads. (Cargan is a scream!)
But Ula and Rudo are way short of what we want, and I have to find a way of attaining my vision without causing offence. Alternatively, I can sacrifice my vision. Which brings us back to my question: Is it worth it?
How many people get hurt along the way?
The answer: If they are all talented and foster a professional attitude and have the gift of ego suppression, none.

Can't recall whether I made Keelin laugh or cry. Perhaps Professor Ekman has a test?

But that's a perfect world. And, just like our Cyclopean town, that world drifts in and out of reality, and when it is with us the rewards far outweigh the hardships.

Wednesday, 26 October 2011

Forget the Gameplay

It's one of those topics I've been garnering bravado for... so let's jump back in with the controversy du jour...

Does the name Simon Parkin ring any bells?
How about Uncharted 3: Drake's Deception?

Have a look.



Isn't it strange: all these decades in, and we're still arguing about the amount of interactivity that is desirable in a game. Mid-way between the movie and the game is the interactive movie. Games, by all definitions (that I've read, and that's quite a few), must offer the player choices and allow the player to influence the world about him. Movies, conversely, are passive affairs.
With Drake's third outing, it seems as though we've finally reached that point inbetween.

Here's Simon's brilliant review over at Eurogamer.

And then the flamewars began.
As far as I can figure, the furore stems from a misinterpretation (as confirmation bias is wont to cajole) of the review. Some commenters read Simon's review as positive, and then are surprised to find an eight-out-of-ten score; some read the review as negative and are equally perplexed by the score; most are simply surprised that Simon didn't rate the game as highly as the other major reviewers.

Simon concludes his review:
The execution exhibits a kind of workmanship and polish way beyond the ambition of most other developers, let alone their abilities or budgets. As an expression of all that a video game could be, however, Uncharted 3 is narrow, focused and ultimately shallow. It is a majestic tribute to cinema, a movie game in the literal sense, and your enjoyment will be in precise step with your appreciation of that objective - and whether or not you believe it to be Drake's great deception, or Drake's great delight.

So the question facing game designers is: How much interactivity makes for a fulfilling GAMING experience?

I think if Bob McKee were here, he'd say it was a specious argument. And I'd agree. Heck, I'll always agree with my imaginary Bob McKee. I like to call him Mimsy and stroke his hairy shoulders.

Just to backtrack briefly, I'll explain why this has been on my mind for a while now.
Here's a snippet from Jayisgames' review of Margrave 3:

Margrave: The Curse of the Severed Heart is all about the story and setting, and it paints such a wonderful picture with both that the gameplay comes in second. In fact, sometimes the actual "game" parts of Margrave seem like an intrusion...

Consider, too, our producer's remarks that players attempt to complete hidden object scenes as quickly as possible so that they can get on with the game.

Well hold up! What precisely is it that gamers want? Do they actually want to be presented with choices and given the power to influence their artificial world? or will they accept the most modest of interaction - just enough for a game to qualify as a game - provided that their ultimate experience is rewarding?

If there's one thing I've learned during my time as a game designer - and there probably isn't one thing I've learned - but if there is, it's that there's not a single design question that can't be answered by the statement:
It's all a question of balance!

I was, I think, amused when I played Deus Ex the other day. After some twenty minutes of 'on rails' gaming, about eighteen minutes of which was dialogue (exposition), I finally reached the opening credits and began the game. At that point I was given three choices of play. The recommended/default choice was something like:
Full story mode: This is how the game is meant to be played.

Which is why I think it's a specious argument. The old school HOGgers didn't much care for M3 because it had a good dollop of story. They wanted uninterrupted interactivity. The nu wave HOGgers - those whose EXPECTATIONS of the iHOG genre are different (as in contemporary) - did enjoy it; for them, the ultimate experience justified the anchoring of meaning through conventional narrative design.
How to appease both camps?
1) Give everyone the option to skip cut-scenes.*
2) Be sure to inject as much meaningful choice into any existing interactive elements as possible.
* N.B. Players judge on default. If you default to 'cut-scenes on', they'll moan if they don't like cut-scenes, even if you give them the option to switch them off. Weird, but true.

Here's another snippet from our Jayisgames review: (This was pretty consistent feedback.)

Another high point in the Margrave experience is the Dream Card mini-game... it's steeped in tarot artwork and mythology, so naturally you'll feel a bit like a psychic yourself each time you name a spirit.

I'll leave you, my dear maggoteers, with these questions:

Would Simon have scored Uncharted 3 higher if it had claimed to be an interactive movie rather than a game?
What does that say about the effect of expectations upon a game? And how do we deal with such expectations?
Would you be content to sit back and watch ninety minutes of this..?

Monday, 5 September 2011

High on a Hill

Crikey, standards are really going up. The new Enigmatis looks pretty darned polished.
But let me ask you this: Does it have a goat chocolatier? Eh?

You know how the saying goes: If you can't beat 'em, you're not very good at beating.

Saturday, 3 September 2011

The Insecurity of Reinvention



Been a taxing week - one of those weeks where you question your work a tad too deeply. (We're in the land between paradox and non sequitur people!)

I'm currently assembling the hints system and it's about as mind-spangling as things get. It's nice to take a break for a couple of days to tidy my thoughts.

I've briefly allowed myself a tour of the recent reviews of M3 - just enough to perk me up a little, and not so much as to perpetuate a dependency on public adoration. :o)
And boy, I'm blown away. The scores keep going up and up, all across the board, raised on the shoulders of so many kind and encouraging comments.
As that comforting glow soaks into my soul, a panic eel spasms in my gut. All those high expectations! Can I really lead my team to an even greater victory? I've changed my approach to design and game narrative so much, and everything is once more uncertain. I mean, this game is, thus far, an unfiltered nozzle into my head, and that's a scary premise.

What do the greats do?
On the one hand, you have the MCF team who reinvent with breathtaking courage from game to game; on the other, you have the unfalteringly successful ERS team(s) who pump out 'cookie cutter' games with unnerving regularity.
The upshot is pretty straightforward: each new MCF game garners a host of negative reviews from those who dislike the new systems, techniques, and mechanics. The ERS games seem only to receive negative reviews concerning the lack of originality. ('More of the same' is a recurring review.)
And, in both cases, these games hurtle to the top of the charts and make heaps of money.
I'm quite sure my bosses would prefer that I adopted the ERS approach. But I simply can't do that. To deny myself the opportunities to improve and experiment and to push boundaries is to deny myself of everything that is necessary for my creative survival.

My new hints system is, to the best of my knowledge, radically different to all others in the iHOG genre.
I've replaced the insipid omniscient hints (Collect the bacon slicer from the mortuary) with a character.
So now the hints are imbued with personality, and we move a little closer to turning a 'penalty' into a 'reward'. Furthermore, we increase immersion every time we shun omniscience in favour of important, narrative-driven characters.
I've also broken the hints into smaller increments. When coupled with the interactive in-game map, this method overcomes all the issues we experienced with the previous system.

One unforeseen by-product of all this is that the hints have rather ballooned.
Now that the hint can 'see' where the player is, 'he' needs to respond appropriately in order to sustain believability:

PLAYER has not visited mortuary. PLAYER is not in town.
HINT PERSON: Let's head into town and have a look around.

PLAYER has not visited mortuary. PLAYER is not standing outside mortuary.
HINT PERSON: There's a mortuary on Gallows Corner. Let's have a looksee.

PLAYER has not visited mortuary. PLAYER is outside mortuary.
HINT PERSON: I don't like the look of this place at all. Let's go in!

PLAYER does not have bacon slicer. PLAYER is not in mortuary.
HINT PERSON: Hey Edwina! I'm sure I saw a bacon slicer in the mortuary.

PLAYER does not have bacon slicer. PLAYER is in mortuary.
HINT PERSON: Ooh look! A bacon slicer! We can use that to create an origami pig!

(N.B. The hints are organised into linear bundles of loops. At the final 'idiot' stage of a loop, I've chosen to lead the player not just to the current choke, but also to the next.)
It's a teeny bit painful to compose a full ms of hints, knowing that any one player might only require a small clawful of lines from that almighty document.

The other problem - and this was not unexpected - is wrestling parallel game-play into a linear hint system. I faced this in M3, but in M4 the player might have three or four tasks open at once, and our intelligent, self-aware hint must intuitively assuage the player's current concern, whilst shepherding her to the next point in a linear system.

And I think these are possibly the moments when we most question our judgement - those moments when we are entrenched in something that is difficult and untested.
In my head, it's a brilliant system and everyone loves it!
But we're fast approaching the time when nigh on a year's worth of ideas and decisions will crawl from my head and into the outside world with all its glorious reality.
Man, if it stayed in my head it would be the best game of all time - the best, very lonely game of all time.

Should end on a high. Let's pick a review...

Absolutely beautiful game. The story was so touching, and the music was gorgeous. I even loved the side story that opens up once you finish the main game. It takes a lot to impress me, or keep me wanting to play, and this one definitely grabbed me completely.
[Jamie Machia of New York.]

And finish up with an actroid. Utopia or dystopia? (Ah, let's face it: they're all gonna end up as sex toys.)

Thursday, 25 August 2011

Make Over


So, if you're up for playing our little game of 'find the essence', I'd advise you to scroll down to the previous post first, ensuring that you pay no heed to the illustration in this post. Then meet back here when you've had a thought or two.

One advantage I have over my art team is that I get the instant hit. Sal will call me over and I'll wheel across to her desk, my heart fluttering with anticipation, and I'll arrive at her side as a player: I get an instant response, and that response is paramount in making decisions. Similarly, I wheeled over to Ben recently and my immediate response was something like 'Wow: that's a powerful scene. I'm getting the storm clouds preparing for battle behind a mighty stone cathedral and a derelict bridge languishing in the shade of blossoming trees; I'm getting the river and the graveyard of steam boats. I get the sense of destruction and unholy power - and the sense of change, as the beauty and tranquility of the town is falling away to reveal something much more sinister.'
Nice.
However, I also found two elements which didn't work so well: the first distracted, the second was weak. Ben's composition was so overwhelming that he had created a regular vertical two-thirds of the way across the painting, and as a part of my instant hit, I found the sense that the piece was a kind of cut-and-shut of two distinct paintings. To remedy this, I recommended that Ben bled some of the golds across to the river and into the steam boats.
Secondly, his lamps were not achieving their potential. We had created an opportunity for orange street lamps (of a Victorian gas lamp style) set against the impending storm, and Ben had not quite made the most of the bright oranges - rather, he had stifled the glow beneath his adored repoussé metalwork. Two simple fixes upon a magnificent hit.

We all face this problem - the problem of become involved in the work and losing the perspective of a fresh-faced outsider. My solution is to take regular breaks, or to leave a work for a short time, and then to return with a slightly fresher perspective. But there's no substitute for having trusted eyes on your side.

So to Sal.
Which sounds like a great name for a character! So-to Sal. So Tosal. So To-Sal. Sot Osal. Soto Sal. Hmm. I like.
The narrative elements bombarded my bones like emotive X-rays, and lit up a panoply of responses...

I didn't really get enough of the sense of the Puritans' evil. Also, I wanted to feel more that Brites had been overpowered - that many burly men had swarmed about her and had actually relished the idea of harming her. To this end, we had already suggested this prepared intent by introducing the dual-functioning step ladder: on the one hand, it served as a functional means of crucifying her (and we acted this out to experience the problems of crucifixion); on the other hand, it demonstrated that the Puritans had come prepared, which is to say that this was part of a plan that had been brewing for a while.
As you'll know, I'm extremely fond of using devices that serve more than one function! Maximum impact from minimum work!
I knew we needed at least one more Puritan in there. I also wanted to up the evil ante. Imagine there's a crucifixion going on. You'd be horrified right? You'd probably be glued to the execution - at least momentarily.
I wanted this extra Puritan to have his back turned on the execution. Consider the effects of this. Perhaps this is his seventh crucifixion of the day and he's now bored of them. Pehaps he cares so little for the woman that he bears no interest. (Also, in body language terms, the act of turning one's back on another is the ultimate rejection and a powerful narrative tool!)
I then faced a new problem: What if the player invents an alternative, inappropriate reason for this action? Perhaps she will read the disinterest as revulsion? Perhaps she will invent a narrative (and this happens constantly and unfalteringly and we have to retain control throughout) whereby this extra character is so upset that he has turned away to vomit?
I read through the text again, looking for something with which I could regain control of the narrative, looking for some means of demonstrating evil.
We talked recently about motives and about humiliation. I found Brites' flowers and saw an opportunity to create an unnecessary action in this foreground Puritan: he tips her flowers from her basket. Also, by bringing him into the foreground, we were able to get something more from his expression, knocking a few of his teeth out and going for something of a leer.
To close the scene off a little more - to hone the sense of claustrophobia - I asked Sal to paint in some foliage across the top. We also looked at Brites' clothing and decided on a more authentic peasant dress with longer skirt and bodice; and then - and here's more duality - to return her bare legs to the scene, which were necessary for the crucifixion pose, we tore away a section of dress, which creates all manner of wonderful additional connotations. And lastly, I had Sal add a scabbard and sword to the torch bearer.
And all of these reactions, considerations, and resolutions occurred within me in under two minutes. And that's something that never ceases to amaze me about the writer's wily brain!

Sal is still learning about clarity - about simplicity and cleanliness. Consider all of my requests, and then decide how clearly these narrative features percolate from the illustration. (In particular, I had Sal use almost iconic flowers to keep the player from reading those small gangs of pixels as teeth or buns or anything other than flowers.) Do you get the torn skirt? Do you get the gappy grin and malevolence in the foreground Puritan? Is the sense of claustrophobia pervasive enough?

There we have another skill required by the art director: When do I let stuff through? How much of my bosses' real, actual money do I allocate to, say, a clearer flower? Or even a stronger narrative? Should I have let the previous illustration through? Or, for the sake of fifteen minutes work, are the effects worth the cost?

As a rule of thumb, anything within the first hour of gameplay needs to be as near perfect as we can achieve, as this constitutes the trial period, and is where the player decides whether to purchase the full game or not.
Also, anything that functions to drive forward the story and, hence, anticipation, context, and a powerful climax, needs to be as clear as an invisible crystal.
However, provided that the milestones are met, we face the miasmic question:
When is a heap not a heap?

Monday, 22 August 2011

Gem Polishing


Phewee.
Been a fascinating few weeks. Of course, I'm more than happy to share them with you...

Much of my time has been spent mentoring dear young Sally and her impossibly short skirts.
It's a role I take very seriously. (The mentoring.)

What's fascinating is to witness Sal's transformation - seeing how effortlessly she absorbs certain requisites, and how she struggles with others. There have quite literally been tears and laughter. This is Sally's story as seen through the eyes of her art director - me.

Technique
Much of technique is easily assimilated. Sal already had a good grounding; in particular, she demonstrated a sophisticated control of form. Years of life drawing can drum this into an artist: if you don't quite capture the subtle curves of a leg or shoulder, your work sucks. Sal is a whiz with curves and with pose and, in the main, composition.
She has struggled on and off with the style, but guiding her through the more clandestine and vainglorious halls of Photoshop, and providing her with hands on demonstrations, have worked wonders. Thing is, Sal is good at leaving her comfort zone, a rare trait born predominantly from a desire to improve, and an ability to listen.
Technique is largely about tools - about the means by which we can achieve an end.

Judgement
So what is that end?
I gave Sal an illustrated keepsake task.
She was required to create an illustration for a piece of text. The text related the crucifixion of Brites, bride of the cyclopean blacksmith Oban.
I was interested to see how she would interpret the text: which mood/s would she aim for? How would she decant the essence of the text? (Note that I was never in doubt that Sal would understand to choose a mood and then pursue that mood with robust technique.)
Sal went for loneliness. She depicted Brites nailed to the tree, her head hung, and nothing more.
This really was missing the point of the text. It was the evil of the Puritans that was paramount - an evil which would bond the player to Oban - his sorrow and his lust for vengeance.

Immersion
This is a topic that Ben and I discuss frequently.
Sal's next attempt at her crucifixion scene was an improvement. She worked in the Puritan nailing Brites to the tree. But the scene still seemed superficial.
Ben and I have noticed that this ability to enter 'the zone' - to tune out the real world and to step into the fantasy world - is one of the recurring characteristics that distinguishes the good artist from the bad. Oh yes, this applies to the writer too in bucket loads.
I sat with Sal and we walked through the events leading to the crucifixion, taking in the scene and smelling the sea air and then listening to the gulls and then the nails being hammered through bone and the sadistic laughter of the bystanders. We talked about how Brites would behave and how the Puritans would behave. We sought the key ingredients - and only the key ingredients - that would capture the very heart of the mood which we had decided upon.
We chose the moment immediately after the crucifixion. We found wooden steps which the executioner had used to reach up to work; we found his aide who would hold Brites' limbs to the tree, and we found authentic early 18th century tools and costume. We found expressions and relationships. We found the drama of the scene.
Often, Sal finds little trouble capturing a mood through the thoughtful implementation of her techniques; but she tends to capture a secondary mood over the primary mood, and this is a question of judgement - a deep understanding of the function of any scene.

Sal's third attempt captured enough of the essence to receive the thumbs up. I'll probably make some notes and add them to the wishlist for later: I'm still not wholly sold, but it's more than adequate to the task.

Design
I've come to realise that this is a rare talent, and not the fundamental skill which I imagined all good artists must wield. We need many icons and elegant designs and concepts in the game; and yet they all fall to Ben and I to originate. Beyond her occasionally questionable judgement, I've watched Sal painting in little flourishes and spending sometimes hours on details which I would then ask her to remove in a flash because they detracted from the key functions in some way. Everything we add to a work must perform an important function. If it doesn't, then it is clutter and detracts from the whole. Check out these famous logos. To add or to remove any element of any of these logos is to detract from its success. And this is precisely what Hemingway referred to when he spoke of the mot juste.


Designing narrative for an illustration is a task fraught with danger. The slightest nuance in a facial expression, a stance, the shape of a leaf, can all mould the viewer's response, and the more we add, the more chances we create of introducing something inappropriate or contrary or disparate.
Sal, like so many other creatives blessed with raw talent, finds it difficult cutting through to the essence, and masks this shortcoming with superficial ornaments. And let's be fair, it's one of the toughest skills to learn, and is seldom absolute!

In Sally I see enormous potential. She has good technique, and an attitude that allows her to build upon her tool set. And she uses her technique to create emotional responses. The subtleties and judgements come in time through experience...

I've just finished the new dream cards and I'll be posting the full set of eighteen cards along with a little insight into some of those subtleties and judgements as soon as possible. And remind me to talk a little about how I'm attempting to add character to each puzzle!
Oh, and we have a goat chocolatier outstanding if I'm not much mistaken.

There's one particular skill that a creative director needs which an artist doesn't: I need to be able to immerse myself instantly in a multitude of assets. I'll breathe the air of any given dream card, and at any moment be torn from that vivid microcosm and throw myself into Ben's scene, then back into my own work, then into Sal's painting, then into a 3D scene...
That's my day and it's splendid!

P.S. Speaking of school reports, here's what my son wrote on his end of year report under 'funniest moment':
My funniest moment was when my class began a conversation about my dad's ear. Even Mr. Kittle was interested in the topic.

But check out the irony in this misspelt statement from his teacher:
Accademically, [he] has excelled in all areas of the curriculum...
(Oh, there were many more spelling mistakes in that report! Sigh.)

P.P.S. Actually, I've just spent a few minutes studying Sal's crucifixion scene and I know just what's needed! See if you can figure out how best to capture the essence of that text, and I'll post our solution soon...

Tuesday, 12 July 2011

Margrave: The Conjure of the Cut Ticker


Hey nonny nonny!

Along with hot grey clouds and a plague of thunderflies, July has welcomed phase three of the M3 staggered release strategy and we're currently the second highest ranked game across the board! Yes, we've conquered Big Fish and iWin, and we're now top of the Gamehouse charts with an average score of 4.5/5. We're also pedalling up the Pogo charts (number 7 at time of typing, and second highest download rate) and we're receiving superlicious reviews over at Shockwave and Wild Tangent. And best of all... dev costs have now been recouped and it's profit all the way. I think all the localisations are also complete now, so we should presently be threatening Koreans and Italians and Chinese and so forth. (I'm particularly impressed by the Korean take on the Margrave logo :o)

Oh, and I love this witty exchange I discovered on Yahoo! Answers:

Gates Vafa: Hi I just go hooked to playing Margrave: The Curse of the Severed Heart and I wanted to know where can I get Margrave: The Curse of the Severed Heart for free no trial.

Best answer - chosen by voters:

My Neck is Like a Shrubbery: Have you tried using your faith like a mustard seed to teleport a copy from the middle of the ocean to your local sycamine tree. (Luke 17:6 in reverse.)

And another hilarious mutation of my hard-won copy, fresh from the slitted throat of a babelfish:

Wakeless in the Humanities countryside, Edwina Margrave has returned to the cottage where her parents died, impatient to verbalise with the one soul who power remove white on the tragedy - the volatilisable landlady, Missy Prickle. But her sensational revelations are not what Edwina predicted! Recruit the aid of the spirit experience and evade the wrath of a disfigured savage as you explore Margrave: The Conjure of the Cut Ticker, a heart-breaking Hidden Target Teaser Labor mettlesome!

I'm very happy with M4's progress. I finalised the new schedules today and we're looking to hit the first survey a fortnight before Christmas. Ben's scenes get better and better, and Sally has blown us all away with her preternatural ability to nail the art style in under a fortnight. Already she's creating faultless work! Ade's first stabs at ambient music are bumping geese and 3D Raul's new-found adoration of displacement maps has added a lovely organic quality to his latest offerings. And the harder everyone works, the more anxious I become, wondering if I really am shepherding them all towards something special. Or not. If we screw up, there's only one direction that gnarled finger can point. A little piece of sick has made its nest in my gullet.

I'm perpetually tired, and not thinking clearly enough to tackle any of those outstanding topics I recently jotted down, but Sally's monumental task has made me think...

Style is a git. As art lead on Warhammer Online, I had to quickly immerse myself in all things Warhammer. In particular, I remember learning the names of all those lumps of architecture (crenels, merlons, flyers, etc.) and armour (pauldrons and greaves and chamfrons and such). I had to learn the particulars of Skaven weapons and Dwarfen caverns and I had to memorize the number of breasts per any given demoness. It was a leviathan task.
I remember, too, the wonderful biographer Sunny explaining how she had been asked by Peter Cox to change her style, and how it was the toughest thing she had ever attempted.
I recently completed the M4 in-game map (top of post). I think it's still recognisably me, but I examined medieval maps and fell in love with the ridiculous switches in perspective and the intricate cross-hatch techniques and pointillist shading methods. The architecture was all second nature to me, and once I had identified the elements that I thought would work well, and also those I thought would clutter or mislead, it was a relatively effortless task working the piece up. As my favourite art tutor would say: Art is 99% inspiration and 1% perspiration.

Sally faces an even tougher challenge. She is the hand and mind of Edwina, and today we worked through a few of 'Edwina's' sketches. Sally will also become the unnamed engraver and the eight-year-old orphaned girl and the Cyclopean painter and the wood carver and stone sculptor and the creative automaton. At the drop of a hat, she needs to leave her own soul behind and dip into the soul of many other characters. Which is, I guess, one of the fundamental skills a writer needs to master.
Ed's sketch of the goddess of life.

Mostly, it's about understanding the character's state of mind. The eight-year-old orphaned girl is a good example. When she creates her picture of herself with the kind man who took her into his care, what will she focus on? Does she see him as a tall man with big, strong arms and a giant's smile. Does she see his hands as huge? How does she see herself? Small and fragile? Shy? Tall and strong? How will she reveal the space between the two characters? Will they be standing close together or far apart? Will they be dancing together or perhaps she will be hugging him, or him her? We each see the world in our own way, and this changes depending on our state of mind. Several years ago, a police station sprung up on the corner of my street. I didn't notice it for many weeks. I simply ambled past it, presumably lost in thoughts of intricate leaf designs or shopping lists or whatever. I routinely miss big things, but I can easily spot small things. I guess years of showering have seen to that. (I also discovered an inch-long hair growing from my ear hole the other day. Does that qualify as a big thing or a small thing? Man, that's another five minutes to add to my weekly preen.)

Okay, I'm flumped. I'm going to bed to fall asleep to my new favourite album: Max Corbacho's Ars Lucis, which sounds like a bowel disorder but is actually a subtle and sophisticated splicement of boundless sonic phantoms. Sleep tight.

Friday, 24 June 2011

It Lives!

What's that I hear you whispering into my ear my dear maggoteer?
Shut up and show pix?
No worries. Or, as the genie said to Aladdin as he puffed from the lamp: Here's the goat chocolatier.
My dear maggoteer.

Step one: Here's me sketch what I did. I gave it to 3D Raul and we talked about it a bit - about how it would function, where it would live, and how I wanted it to look.



Step two: Four hours later, Raul presented me with this. It made me laugh, which is a good thing. Go on... you're smiling a bit aren't you?



Step three: I make notes: mainly little tweaks for 3D Raul; plus a few things I'd like 2D Sally to quickly try out. 2D Sally starts next week! Hurrah!


Step four: Coming soon. But hopefully, step four is a brilliant, game-ready asset.

And for a bit of flavour, here's some misc dialogue:

GOAT CHOCOLATIER (CONT’D)
I once created a sour brandy macaroon fer me wife. She left me fer a dancin' sea urchin.

GOAT CHOCOLATIER (CONT’D)
(smacking lips)
One good thin’ about abandoned towns: there’s no shortage of fresh green grass.

GOAT CHOCOLATIER (CONT’D)
Sometimes I think that big dome looks like a jellyfish. Other times I think it looks like a hat.


I made him! He lives! He serves me! Mwahahahahaha!

Wednesday, 25 May 2011

Motives

Tony Hancock: It's a self portrait!
Mrs Crevatte: Who of?

That's M5 plotted!
I've taken this opportunity to play with a properly dark antag.
But what makes a properly dark antag?

One of the first things a writer learns about the art of creating characters is that they need a motive. Or a motivation.
Subtle distinction between the two words - certainly nothing that's going to bother us here. But if you're interested in what people reckon, you can start here. I might even flit between the two just for the sheer mischievous thrill! Ha!

So let's take a gander at The Last King of Scotland which was on t'other night.
We have a young doctor, the ink on his diploma still wet. And we have Idi Amin.
The doctor is introduced to us as a carefree spirit (hedonist), defiant against his parents' regime. He recklessly spins a globe to decide where he will abscond to, and picks Uganda. Within virtual seconds, he's sleeping with a woman he met on the bus, and shortly after meeting a lovely missionary doctor, he's trying to have his end away with said missionary's wife.
He, and we, are then introduced to Idi Amin, the ink still wet on his presidential diploma. What a wonderful fellow! He's big and cheery like an inflatable teddy bear, and he's so kind and friendly and charming, and all the people adore him!

And gradually we watch the character arcs imploding and reversing.
What's fascinating is that we initially see the doctor as a self-serving git: he sleeps with women for his own pleasure and doesn't care who gets hurt; and we see Amin as the saviour of his people, slaughtering only those who would threaten his leadership and, hence, his beloved country. In these instances, the motivations are far more powerful in defining (our perception of) character than the actions. The murders are (apparently) justified; the marriage wrecking is not. We approve of people making sacrifices for other people; we disapprove of people hurting others for their own gain.
Before the film ends, we bear witness to Bob McKee's assertion that character is defined by choices made under pressure. (Certainly worth bearing in mind here.)

Perhaps the epitome of this peculiar dichotomy is the character of William Foster (Falling Down, played by Michael Douglas). We cheer as Foster defends himself against gangsters or threatens the storekeeper who charges exorbitant fees for a soda or, eventually, murders an army surplus storekeeper who harbours extreme right wing views. When he's finally cornered by Robert Duvall's cop, he is stunned:

Sergeant Prendergast: Let's meet a couple of police officers. They are all good guys.
Foster: I'm the bad guy?
Sergeant Prendergast: Yeah.
Foster: How did that happen?

Wonderful, breathtaking dialogue!

Another magic moment from The Rebel. It'll make sense soon...

So the reasons why a character behaves in any given way is key to our judgement on their placement on the good-bad scale.
If memory serves, the daleks were elevated to a new degree of evil a couple of seasons back when they revealed that they killed for fun. It's simple, clichéd, and effective.

I gave my M5 antag a super motive which I've been longing to fiddle with for ages. I confront the question: How far will a father go to save his daughter's life? (You'll perhaps be interested to note that I set this up in the very first scene in M3. Ooh, you'll never spot it! ;o)
Naturally, I introduce the father as the good guy - as a victim of prejudice - by having villagers pelting him with stones. He shuffles away, his head bowed, a tear meandering down his cheek. Ed meets him and he's charming and kind and softly-spoken.
Now you can run this through all manner of ethics philosophies: deontology - or adherence to rules - to include Divine Command theory and Kant's ideas on duty; consequentialism - the end justifies the means; utilitarianism - loosely reduced to 'the greater good'; and so forth.

In order to save his daughter, my antag was required to hold another character hostage for many years. Even now we can still debate the virtue of his actions. But to be certain - to elevate this chap's motives beyond any rational doubt - I had him shackle his hostage in an unnecessarily hostile environment and fashioned a neck shackle to resemble a dog's collar, and, to top this off, placed a dog bowl at her feet. In short, he went beyond the functionality and humiliated his hostage. The act of degrading her through extremely simple and powerfully iconic devices transcends our sympathetic/empathetic bond.

And just for good measure, (and I'm still undecided about this) the hostage is clothed in a red dress which, if I can pull off the connotation, will suggest that she was dressed by antag; which, in turn, suggests that he stripped her; which, in turn, can suggest very horrible ideas. (I particularly like this concept because the red would work brilliantly in the environment. I'll reveal more anon.) I even foreshadow this event with a mirrored affordance.
An affordance is an action verb - it's what we allow our players to do. If I give her a hammer, she is afforded the action verb 'hammer'. So if I introduce a dressing up mini-game/inventory item quest, my player is afforded the action verb 'clothe'. This'll be lurking under her skin when she absorbs the subverted horror of such an affordance!

Tony Hancock again. Keep going... it'll all become clear.

In other news:
Ben has started blogging! He's down there on the 'talented chums' roster. I'll have some more of his astounding concepts for you soon.
Still interviewing potential artists. I have to confess that I've been so disappointed; dozens upon dozens of applicants rejected, half a dozen interviewed, and only one artist who comes anywhere close to the required standard. I actually enjoy the process though: it's just great fun chatting with talented and passionate folks! I feel terrible for the poor chap who almost passed out after he saw fit to criticize with unreserved ignorance the functionality of one of my zoom windows in the interview, to which I calmly responded with a five minute detailed explanation of why my idea was ten billion times better than his. Yes, you're quite right, I am. Sorry. I. HATE. EGO. But rest assured, I took him outside for some air and we sat in the sun and had a lovely informal chat. Divested of his brash arrogant exterior, I had revealed a very likeable and insecure fellow and he went away with a smile on his face.
As you might know, we give potential candidates a brief to do at home - simply take our pre-rendered mermaid statue and overpaint it to age and weather it. Our favourite response so far was from the fellow who accompanied his work with a super-confident email. We read the email as the image was downloading. He explained how he disliked the piece we had asked him to overpaint, and had made it much better. The image opened. We rolled about in fits of laughter! A hideous monstrosity which reminded me of Tony Hancock's Aphrodite at the Water Hole (The Rebel)!
And he had taken the liberty of adding a caption to his work:
I've made the boobs bigger. Everybody loves boobies!