Wednesday, 13 January 2016

Contextual Studies Year 1 BA1b

Research on two games studios, and on two roles within the games industry.
(http://www.naughtydog.com/)

This company began in 1984, but had there first big success in 1994 when they created Crash Bandicoot. They became wholly owned subsidiary of Sony Computer Entertainment in 2001. They then went on to create the Jak & Daxter games, Uncharted games and the Last of Us. They are currently based in California in the US.



(http://www.futurlab.co.uk/)

This company is a UK based studio (Brighton), which create handheld and console games. They made a deal with Sony in 2012 in which they made games for the PlayStation Vita.

I enjoyed reading this blog, written by a member of FuturLab describing their pitch and process (http://blog.eu.playstation.com/2010/05/06/futurlab-pitch-to-sony/).

Studio Roles

Lighting Artist's main responsibilities are to develop a colour palette, post-processing effects and turn unlit 3D models into compelling game assets/environments etc. They can work with others to enhance texturing and shading.
In a job advertisement, these are the skills this specific company asked for:
Requirements and Skills
  • Proven industry experience in Film or Games generating final picture
  • General competency in Autodesk Maya and knowledge of Global Illumination
  • Excellent problem solving skills and the ability to work with minimal supervision
  • Thorough understanding of direct/indirect light, luminance/exposure and color-theory
  • Some experience with generating light-maps, pre-lighting or baked lighting is desired
  • Must be able to provide a demo reel or examples of professional work (Online Preferred), a breakdown of your contributions to the shot, and an accompanying resume

Dog, N. (2016). Naughty Dog Jobs. [online] Naughty Dog. Available at: http://www.naughtydog.com/site/careers/lighting_artist/ [Accessed 13 Jan. 2016].

Level Editor's create interactive architecture for segments of a game. They must follow the character and story elements defined by the designer, and create the appropriate environment/landscapes. They also develop game play for the level.


This is a multi-skilled role, requiring:
  • spatial awareness and the ability to visualise layouts; imagination and creativity
  • excellent communication skills (both verbal and written)
  • IT skills and competence in the use of world editing tools
  • attention to detail and the ability to evaluate quality
  • knowledge of different platforms
  • a passion for games and knowledge of game design theory
  • knowledge of the requirements of the relevant Health and Safety legislation and procedures
Hiive, (2016). Lead Editor - Job Roles. [online] Available at: https://app.hiive.co.uk/knowledge/job-roles/lead-editor/281/ [Accessed 13 Jan. 2016].



Games Studies

Form and Function
Video games serve many purposes, they can help us express ourselves, escape from reality and learn skills and other lessons. The form of a game has also changed over the years. What a game makes us feel and its function can be confused. First person shooting games can be seen as encouraging violence ad desensitizing, where other skills and lesson could be being learnt. Games give us the chance to make mistakes and see how we feel about outcomes and consequences with no real life implications. The good thing about some games is they give no definite answers or motives, but make us question and learn through play and experience. We can learn from games about our society and culture. They can critique society and other aspects of life. 

Gender and Intersectionality

Although society has come a long way, women are not always given equal rights as men and there are still some barriers that need to be overcome. Typically in older video games, women are portrayed as objects of desire. They display and enhance areas that would appeal to the male spectator. Women don't often have as strong personalities, roles and rich backstories within games, however this is changing. The games and films industry have both been introducing female lead stories, portraying them as powerful and independent. Examples include Aloy in Horizon: Zero Dawn and Ellie in The Last of Us. Fifa 16 for the first time is also letting players play as women's team.

Maggs, S. (2015). 23 Games from E3 2015 with Badass Playable Female Characters. [online] Themarysue.com. Available at: http://www.themarysue.com/e3-2015-games-with-female-playable-characters/ [Accessed 23 Mar. 2016].



This article describes what is known as 'white privilege and male privilege' from their point of view and how it can be describe in game terms. http://whatever.scalzi.com/2012/05/15/straight-white-male-the-lowest-difficulty-setting-there-is/ 



GTA  can often have male dominance, lacking female protagonists that aren't sexualised.



http://p1.pichost.me/i/40/1630780.jpg

After watching John Berger - Ways of seeing, I found an example of women being seen as objects, being used for male desire. Men in games are often covered up (especially in older games) whereas women show more flesh and are captured in angles and positions appealing to men. Women, may feel they cannot relate to this characters image, or feel pressure that this is the desired look.

http://screen.oxfordjournals.org/content/16/3/6
Ludo-Narrative Dissonance
Ludo derives from ludus which means game, play and the mechanics of it. narrative is more story based, and what they portray. Ludo-Narrative dissonance is when the game mechanics and play, differ from the narrative of the game.

In this topic, we discussed how narrative and game mechanics don't always flow, and some games focus more on one than the other. You can use games to educate and portray messages, but sometimes this can be similar to conditioning. Games with choices and consequences help make the player learn and be aware of their outcomes how it makes them feel. Some games however portray no message, and are purely for play.


A GAME THATS MECHANICS AND NARRATIVE COMPLIMENT EACH OTHER


Phenomenology

Phenomenology is to do with our experience, and this within games means how we connect with games via sounds, touch and vision.

A game I have played and hope to play more of is Tearaway, on the PS Vita. This console has front and rear touchscreen, a front and rear camera, analogue sticks and buttons, microphone and speakers. Tearaway utilizes these perfectly, involving the player in the world and activities. You can come as close as possible to touching this world, as the rear view pad allows you to poke fingers through the paper floor in some activities, and the camera projects your face in the sky, showing the bridge between yours and their world. Without even worrying about the narrative, this game is enjoyable as soon as you begin.

Visual technological advances enhance realism and immersion within game play. Composition, layout and focus/blurring communicate with the player and guide their eyes and provoke feelings for the characters and more. Photography has helped add detail and realism into some games. We can project character and feelings onto minimalist things, not just humans and other creatures.


Sound can be used to condition and for immersion. Rhythm games use sound to link to the mechanics. Sounds can create the atmosphere and tension where visual cues cannot. We can hear other aspects of the game, such as danger getting closer.

http://audiogames.net/list-games/

Kinesthetics are the oldest aspect of gaming. Most games require move and touch, using buttons/control sticks etc. Some games involve more of the body than the hands using controllers, and revolve around the player moving their body or limbs to create an input in the game. New technology like the Omni tracks your movement on a treadmill like machine, and simulates the movement in game.



Tearaway on PS Vita is using all functions available to it to fully immerse the player. I personally enjoy all aspects of this light-hearted journey. As the front camera projects your face into the sky, I feel immersed in the game play and truely aware that I am part of the game. Constantly having to touch the back and front screen, rotating the camera and taking pictures, I am never not aware of my body duruing game play, yet still feel included in the game.

https://thesocietypages.org/cyborgology/2013/06/07/game-design-and-digital-dualist-ableism/

http://www.polygon.com/features/2014/8/6/5886035/disabled-gamers-accessibility


Monday, 5 October 2015

Contextual Studies Year 1 BA1a

As part of my Degree, I will study contextual studies, which will improve my research and work as I begin to understand and analyse art, it's history and much more.
To start I have researched Johan Huizinga and Roger Caillois, two important people in the history of games studies. Huizinga wrote the book 'Homo Ludens' in which he discussed how play is an important part of our culture and society. Roger Caillois similarly wrote the book 'Man, Play and Games' where he defines play and explores the genres of games. Caillois directed his studies more at play within games, further analyzing Huizinga's research. The four categories of games he states are called Agon (competition), Alea (chance), Mimicry (simulation) and Ilinx (vertigo). Play can also be Paidia (no regulations or rules) or Ludus (Strict rules). To apply my knowledge I am categorizing some games to show how they fit one or more of these genres.

I have also been looking into character representation and development throughout the years. Character's start to appear more clearly in the 1980's in video games. Dig Dug was an arcade game created and publish by Namco. There is little character detail as the pixels are big and the characters often lacked depth. 

In the early 1990's, Super Mario World released. This was still 2D, but smaller pixels meant more definition could be given to the characters. Mario has a slight illusion of depth by different shades being used not just one block colour.

As we continue into the 1990's, games began to be 3D, giving the game play more depth. Characters look at lot more realistic than the previous 2D characters. This still is from the first edition of Tomb Raider.

In 2003 Tomb Raider: Angel Of Darkness was released, and Lara Croft had been altered to be more appealing and suit the story. Her features have more detail as the technology has continued to improve. Her image has been made 'sexier' however, making her more of an icon. Female characters are often represented in a similar way to this as large breasts, thin and flat stomach and slim thighs is deemed appealing.

Character creation was also introduced in the 2000's, an example being Dragon Age: Origins; where you can alter aspects of your character before game play. The quality of graphics has continued to improve and become more realistic.


Next I have been learning about the importance of characters and stories. I believe one cannot be without the other and are important parts of play, film, games and more. Christopher Booker states there are seven basic plots, and all stories, games, film ect follow them. Some games overlap these plots, so it can be debatable which category  some games come under. These seven plots are:

  • Overcoming Evil/Monsters - A lot of games have a villain, such as Super Mario Bro's. The plot of the game was to rescue the princes from the villain (Bowser). Some may argue there is an element of comedy in the characters and other enemies that are encountered.
Art from Super Mario 3, where Mario, Luigi, Peach and Toad are running away from the villains. http://s.emuparadise.org/fup/up/57092-Super_Mario_Bros._3_(USA)-1.jpg
  • Quest - Most role playing games are quest based, the more you complete the better of your character is and the further into the story you can go. The PlayStation 1 game Crash Bash has multiple levels and quests within those levels in order to defeat the bosses and complete the game. Other examples are Skyrim and Final Fantasy 14.
Gameplay of a level in Crash Bash. http://i.ytimg.com/vi/FndpLFzNkDI/hqdefault.jpg
  • Rags to Riches - Games such as Animal Crossing and Sims start the player with little money or resources; these are earned throughout the game and you build your wealth. This gives the player a sense of achievement, and combine with other plots such as comedy or quest could make a more interesting story line. Skyrim could also come under this category as you as the player begin with little and must earn and build what you have.
Gameplay from Animal Crossing.  http://vignette4.wikia.nocookie.net/animalcrossing/images/0/0e/Animal-crossing-city-folk-200807-1.jpg/revision/latest?cb=20120614174217
  • Voyage and Return - This consists of the character leaving and adventuring somewhere else, and then returns at the end of the story. Spyro the year of the Dragon follows this, as it opens with Spyro in his peaceful homeland, where the villains come and steal the dragon eggs. Spyro is the only small enough to travel through the holes in the ground the villains left, so must retrieve the eggs and then return to his home.
Gameplay from Spyro: Year of the Dragon. http://img.gamefaqs.net/screens/6/3/2/gfs_17478_2_2.jpg
  • Comedy - I believe the Lego franchise focus on comedy in their games. The follow well known stories from films and add a quirky element to the game to make is accessible to a wide audience, mainly children. There are lots of challenges which are irrelevant but make something fun, such as in Lego Star Wars, you build a stereo and turn a small area into a disco, with funky Star Wars music playing. It could be argued however that this is not the main plot of the Lego games, as each stage follows a specific quest and you must collect certain items and encounter certain enemies and allies.
Gameplay of Lego Star Wars: Original Trilogy. http://square-go.com/wp-content/uploads/2013/02/473770738_80ac27220a.jpg
  • Tragedy - In any game where a character is killed, there is tragedy. Some games however focus more on this, such as Don't Starve. In this game, it always ends with your character dying from either starvation, insanity and health problems.
Art from Don't Starve. http://wwhspawprint.com/wp-content/uploads/2015/09/dontstarve.jpg
  • Rebirth - Rebirth often happens when the main character starts of 'evil' or the villain. In the Force Unleashed, the playable character begins as Vader's Apprentice, however his allegiance changes through the journey and the player has two options towards the end on how to finish the story. 
Star Wars: The Force Unleashed cover. http://vignette3.wikia.nocookie.net/starwars/images/8/86/TFU_cover_art.png/revision/latest?cb=20130919202357

Joseph Campbell also analyses the plots of stories, and concluded that every story/game/film follows 'The Hero's Journey'. This journey is apparent in all story telling. It consists of the following steps:

  1. Ordinary world - Helps show the contrast of the later adventure when the character is exposed to a strange world/adventure.
  2. Call to adventure
  3. Refusal
  4. Meeting the mentor
  5. Crossing the threshold
  6. Tests, allies and enemies
  7. Approach
  8. Ordeal
  9. Reward
  10. Road Back
  11. Resurrection
  12. Return
Within these steps, the reader/player begins to form an attachment with the story and the character, as they develop. In games, the player can feel the emotions of the journey, such as fear, commitment, acceptance and mastery.
These steps are easily applicable to Star Wars: A New Hope
I can apply Campbell's narrative to a book I have recently re-read; The Time Machine by H.G Wells
  1. Ordinary world - Diner in the Time Traveler's house
  2. Call to adventure - Curiosity of the future
  3. Refusal - When he arrives, he denies the reality of some changes and the future way of living
  4. Meeting the mentor - The Eloi teach him their ways
  5. Crossing the threshold - He discovers why the Eloi fear the dark, and the reality of the future species.
  6. Tests, allies and enemies - Saves one of the Eloi, and begins a close relationship with her
  7. Approach - He takes a longer journey with his friend to find the time machine
  8. Ordeal - The Morlock's attack, he fears the dark and fights for his and his friends survival until the sun rises
  9. Reward - He survives the night and gains a means of defense
  10. Road Back - He encounters the Morlock's once more as they trap him
  11. Resurrection - He escapes that timezone but encounters more danger before he returns. He his however this time very hesitant to leave his machine
  12. Return - He makes it home to tell the tale to his peers
Some points don't fit exactly, but to follow this narrative to rigidly could result in the story not flowing as well.
This book ends nicely in the Time Traveler disappearing again, so the story could continue or be left to the readers imagination.


I next looked into Character Archetypes. An influential psychiatrist in this theory was Carl Jung. He believed the human psyche was made up of four components, which are conscious personality, personal unconscious, collective unconscious and self. Jung described these as 'images and thoughts which have universal meanings across cultures which may show up in dreams, literature, art or religion (Jung, 1974).
The four components of the human psyche were defined as:
Conscious personality: This part we develop as we grow.
Personal Unconscious: This aspect we are not aware of, often appearing in our dreams or are creative ideas.
Collective Unconscious: Inherited and disposed themes and ideas that are common to everyone. An example is Archetypes.
Self: Someone's personality as a whole.

Jung identified 4 main archetypes. These are:
Self: As described above, it is the combination of the conscious and unconscious part of an individual, which creates their personality.
The Shadow: This lives in the unconscious mind, and holds repressed ideas, desires, weaknesses, shortcomings and instincts. It is referred to as the dark side of the psyche (hence name of Shadow) and can be chaotic and unknown. Jung believed we all had this shadow in some form.
The Anima/Animus: Anima is the feminine image within the male psyche, and Animus is the masculine image within the female psyche.
The Persona: Persona derives from the word 'mask'. It is how we present ourselves to the world and is a form of protection.

Jung believed that archetypes weren't static of fixed, and may overlap and combine. He described other archetypes such as the mother and father, child, wise old man and hero.
There are multiple archetypes, and you can see how they're are applicable to successful Films and TV programs in current times.
http://www.chartgeek.com/wp-content/uploads/2013/02/jungian-archetypes.png

Pearson-Marr identified 12 Archetypes, influenced by Jung and Campbell's work, of which are:
Innocent: Seeking purity and happiness
Ordinary Guy/Girl: Connects/befriends everyone
Hero: Courageous and search for justice
Caregiver: Helps and protects from harm
Explorer: Discoverer
Lover: Finds and give love
Outlaw: Rebels and breaks rules (for good or bad)
Creator: Compelled to create and  innovate
Ruler: Takes control and makes order
Magician: Transforms situations
Sage: Helps people to understand their world/situation
Jester: Conveys a serious message but is seen as happy and enjoying themselves

http://www.simplypsychology.org/carl-jung.html
http://psychology.about.com/od/personalitydevelopment/tp/archetypes.htm
http://www.capt.org/pmai-assessment/archetype-assessment-personality.htm
http://www.cheshiremoon.co.za/pathways/wp-content/uploads/2013/08/Slide16.png



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