Thursday, September 30, 2010
Real Players in game!!
it's very fun! enjoy it!
Wednesday, September 29, 2010
Machinima like movies
http://www.youtube.com/watch?v=xgDTU0w39Nc&feature=channel
There are a lot of Machinima out there. Some are about love stories and for some other ones, the author made them funny which are like comedy.
Machinima.com has made some very interesting and long Machinimas about Grand Theft Auto IV. I have no ideas how they do it because when I used to play the game, I didn't know that people can actually do the actions that are similar to those in the videos. The actions and everything are just too complicated to do in the game and I have no ideas how they do it.
Anyways, these two videos are special in a way that they are long movies and not just short clips like others. Its go two episodes and they are also very fun to watch!
Browser's Kingdom
Browser's Kingdom Link
-Vircell D.
Tuesday, September 28, 2010
Machinima
Now, I'm still a fan of machinima and the features they offer gamers. An example from experience, my first encounter with Halo was from a video movie online. It was basically highlights of gameplay, which featured some of the most amazing views and deaths that made me instantly interested in the game. I feel machinima is an active way to help bridge that gap between beginner game players and experts. The visual effects of machinima can easily attract the eyes of gamers, and is another way to get people intersted in games.
Movie in a Game
The movement started with JuniorX, who posted videos detailing aspects of gameplay while the game was still in beta mode, giving newcomers or non-testers an opportunity to observe the game and understand its mechanics before actually playing. This is similar in style to the speed runs or instructional demos that have long been a staple of machinima.
After a time, the player Daddar posted a video of a "bank raid" - basically his character performing the difficult task of single-handedly taking down the bank's guards and looting the place. This video spawned a large number of imitators and commentators who were inspired by his feat, all the more impressive because of its video presentation. The posting of gameplay videos became ever more common as people began to record their great accomplishments or spectacular failures. This is exemplified in the popular Leeroy Jenkins video, in which the title character throws all caution to the wind and charges headlong into a difficult dungeon, effectively killing his entire team. Beyond simply showing off a great victory, this video appealed to players' emotions of frustration at something similar happening to them - the death of a party from one player's stupidity is a common occurrence. Jenkins does this with great flair and reckless abandon, becoming an epitome of this kind of tragic failure.
In Tristan Pope's "Not Just Another Love Story," he used WoW's engine to tell a continuous plot, performed by many character actors playing out roles through their in-game avatars, their actions recorded and edited into a Hollywood-style movie. Using familiar game elements, including aspects of the game's actual story and player culture, he was able to make the film appeal to a large number of WoW players. He was also able to overcome the problem of the inability to access the game's graphics files by way of creative staging and movement - though the way he did so in some instances led to a bit of controversy over the appropriateness of his videos' content.
Do you think that the WoW machinima movement will continue to move forward and change in the way it has up to this point, and continue to gain more variety? Or has it reached a plateau at which video makers will continue to create videos of these same established types?
WoW Funeral March (real)
This is an actual funeral (real) of one of the players in WoW clan. Other members of the guild took this video as a way to pay a tribute to the dead member of their clan. It was very touching and made me realize that game in general (including machinima) can be "real" just like real world. Take a look at the video and comments regarding the video and let me know what you guys think.
Machinima: new mainstream medium?
Various types of Machinima
World of Warcraft and Machinima
In this article, the author shows the framework, content, and the use of game movies based on MMOG. The machinima raises new questions about contributions game-based performances make to player communities. Henry Lowood emphasizes on the history of WoW Machinima and its successful WoW movie, Tristan Pope’s Not Just Another Love Story. According to Wikipedia, Machinima, also known as game film, is defined as ‘the use of real-time graphics rendering engines (a game engine), mostly three-dimensional (3-D), to generate computer animation. The term also refers to works that incorporate this animation technique. Some machinima-based artists, sometimes called machinimists or machinimators, are fan laborers and often use graphics engines from vide games”. Excerpt from the reading, “Players of competitive multiplyaer games are certainly consumers who also produce and spectators who also participate”. In short, players improve and enhance the fun parts of game in a way that other players would find game very entertaining. Machina creates an atmosphere where both players and game benefits from each other.
There are a numerous websites out there that are specifically for WoW machinima. These websites provide tools and examples of some of the successful machinimas, so that people could watch them and learn more about the machinima. The websites also teach people how to create a good machinima. Blizzard has watched enthusiastically as the community pushed movie making in Azeroth from an unexplored, unproven experiment to a broadly utilized and intricate craft, producing thousands of videos ranging across every type and genre. Since the game film culture in WoW has grown large, opportunities such as BlizzCon and other movie contests challenged community artists to push the limits, and time and time again, players stepped up to the plate and delivered memorable works that turned heads not just in the Blizzard community, but in the digital film making community as a whole. These machinima contests and communities prove Blizzard’s passion on game films. There are so many WoW films offered on warcraftmovies.com. They support 18 million Machinima downloads in its first year, an average of 52000 per day.
I have never enjoyed watching machinima before because I was never into it and didn’t have much knowledge about it. Now that I know about it, it is interesting to see how people create their own small game film by themselves with a limited film making tools. I assume that creating a film would take many hours and require persistent efforts.
Knowing that film making is a difficult process, I want to ask class if anyone has ever created a game film before.
The Beauty of Machinima
The term machinima has been around for years now. Gamers create these game montage movies for entertainment and take pride in them. In his article, Henry Lowood explores the user-created movies that come from World of Warcraft. Lowood, although he appreciates them, isn’t investigating the visual aspects of the WoW movies, but rather how they connect with the game’s social space, community, and technology. He introduces the term "community players" whom are those who use their creativity and technological skills to produce their own ideas into movies. Lowood says they are “consumers who also produce.”
Although I have never played WoW, it is obvious why there are so many player-created movies. The flexibility of the game mechanics and diverse customization of characters almost encourages people with creative minds, computer skills, and extra time on their hands to create movies. With that said, different "community players" represent a good percentage of gamers. Whether the machinima is serious or funny, gamers with varied preferences seem to enjoy them because they can oftentimes relate to the story. Therefore, game movies can accurately represent gaming culture.
I have not seen too many game movies, but there is one that is classic. I remember a while back watching Halo’s Red vs. Blue. Throughout Halo’s lifetime, a bunch of these videos were made, and most Halo fans have probably heard of it. Rob actually has an entire post dedicated to the series. Anyway, here’s the first episode that started it all.
http://www.machinima.com/film/view&id=275
WOW and machinima
Lowood also talks about the use of machinima in WOW with Pope's "Not Another Love Story". It is a video created using the WOW game engine to tell a cinematic love story. What I found impressive about that was the level of coordination required by multiple players in order to film some of the bigger scenes in the movie. It really shows how much a player community is needed in order to make something like that because one guy can not control every character at once. Machinima to me is just the further blurring between the worlds of movies and games. It is a creative outlet for players that allow them to use a game world to tell their own stories and share a connection with other players.
Do you think that there will ever be a specific game just for machinima? Do you think something like that would ever take off or would it just always be a small niche thing?
WOW and machinima
Lowood also talks about the use of machinima in WOW with Pope's "Not Another Love Story". It is a video created using the WOW game engine to tell a cinematic love story. What I found impressive about that was the level of coordination required by multiple players in order to film some of the bigger scenes in the movie. It really shows how much a player community is needed in order to make something like that because one guy can not control every character at once. Machinima to me is just the further blurring between the worlds of movies and games. It is a creative outlet for players that allow them to use a game world to tell their own stories and share a connection with other players.
Do you think that there will ever be a specific game just for machinima? Do you think something like that would ever take off or would it just always be a small niche thing?
Machinima?
Anyway, I still found the article interesting. The topic of JuniorX struck a bit of a familiar chord with me. I recently watched a whole lot of Starcraft II beta footage before I got a beta key, much like those interested in WoW watched JuniorX's videos. While I'm not sure if this would be classified as machinima, I have been watching many SCII shoutcasts (HDstarcraft's channel, for example). These served to get me up to speed on how the game works and is played before I had a chance to play myself. I also am able to see new strategies that I can employ in-game.
JuniorX's Dancemovie reminded me of dance parties in WoW. I only played it for a little less than a year, but it was a fun game. As Lowood said in the article, a little bit of game knowledge goes a long way in helping to understand videos made about the game. Of course, some videos require no real game knowledge, like Leeroy Jenkin's famous charge.
So, help me out... What exactly is machinima?
WoW Machiima and Censorship
Even though the game belongs to Blizzard, it is still a fan-made movie that was used without any exploits and just game engine. I feel that if it is in the game the player can do whatever they want to do. If there is a exploited or a mod I could see some issues coming up from it. I remembered the issues with GTA: San Andreas and “Hot Coffee”. The “mini-game” was actually programmed into the game but it was not supposed to be shown. It was an mod that helped it make available. My question is in Blizzard’s case, is it right to for a company to do? Consider the end-user rights agreement.
-Vircell D.
Monday, September 27, 2010
My favorite Machinima, Counter-Strike For Kids (Machinima)
PICK UP A WHEEL GUN! PICK UP WHEEL GUN!
Machinima Favorites
[WARNING: May contain violence, suggestive content, and crude language]
Machinima for the People!!!
In Henry Lowood's article "Storyline, Dance/Music, or Pvp?" the author analyzes the existence of gamers who play for other players, " [using] computer games to create their own narratives, culture, and performance" (p.363). More specifically, Lowood is referring to machinima, or rather, the machinima created by game consumers. Machinima refers to player generated films and videos, created through the use of a game engine that is typically not intended for the purpose. With roots tracing back to the earliest real-time strategy (RTS) games and first person shooters (FPS) that offered the option to save gameplay footage as replay material, machinima has grown wildly over the years. Whether posting replays of amazing feats or horrible defeats, the game community responded by embracing the ability to build a community around user generated videos and content that offered tips for overcoming in-game obstacles, showcasing exploits or glitches, and finally, for pure enjoyment.
In Tristan Pope's machinima "Not Just Another Love Story," Pope exploited the potential that could be found in the World of Warcraft as a means of producing video. By putting together a group of willing, in-game actors, Pope was able to display the capability of the game engine and the play that could exist within its limitations. More importantly, he demonstrated that the gaming community had the ability to not only interpret a game according to their needs, but to do so beyond what the developers could have imagined possible. Rather than playing the game as it was meant to be played, the players who collaborated with Pope's efforts played within the constraints of the game to create an "original" narrative and an experience that opened the eyes of fellow gamers. Depending on your views of the game industry, this creativity was unsurprisingly shut down and discouraged by Blizzard who claimed that the content violated the World of Warcraft user agreement. In the end, the controversy surrounding Pope's machinima "demonstrated that game movies could function as a medium for public discussion and negotiation of issues important to the player community" (p. 380). In other words, machinima has become a means of reaching the community in a similar manner to film and music and the impact it may have on our game-immersed society is something to be seriously considered.
Do you think that the growing awareness of machinima as a communication medium will yield positive results? Do you see it as a tool with the potential to empower users or simply as a means of producing entertainment media?
Every Story Needs a Hero
Red vs Blue
http://redvsblue.com/archive/?id=58
http://redvsblue.com/archive/?id=62
YOUR TOAST HAS BEEN BURNED, AND NO AMOUNT OF SCRAPING WILL REMOVE THE BLACK PARTS!
Red vs Blue has for a long time been one of the most well known and well-received machinima on the internet. It uses the Halo multiplayer mode to record character motions which are then dubbed over by human actors. The popularity of the series has inspired many imitators, and the developers at Bungie (the company behind Halo) have even implemented certain things into later Halo games with Red vs Blue in mind.
But why did it catch on? Well, RvB started off as a comedy series with a unique delivery (the Halo engine) and effective jokes about Halo, about its characters, and about people. These two aspects combined to create a small internet boom as the video spread virally among fans of the game, who themselves were numerous. People who played Halo were able to identify with the characters because the series was filmed by playing the game, which meant that the characters were almost players themselves. People who didn't play Halo were able to identify with them simply because they were very funny.
As both viewers and creators grew more and more attached to the characters, the series began to develop a stronger storyline, while retaining the comedy that had made it popular in the first place, allowing it to draw in more people while retaining old viewers. With the release of each new Halo game, the creators had more and more opportunities to make better and better videos, to the point where they now have almost a cinematic quality. With Halo 3's introduction of the ability to record footage from a multiplayer battle and view it from different angles, the crew were able to create scenes beyond the limits of their previously-used "cameraman" character and make good-looking slow-motion scenes, cinematic camera angles, etc. While some old fans were turned off by this aspect (I myself find the 3rd season to be the best balance between comedy, plot, and showiness), the sheer spectacle it provides is really eye-opening as to how powerful a vehicle for video production machinima can be.
Red vs. Blue is a pioneering machinima production that continually pushes the boundaries of the game engine that supports it and shows how effectively a game engine can be used to create relatively high-quality cinematic media for a low budget (basically just a console, a game, some microphones, and a computer). It's definitely worth checking out.
Splinter Cell: Bob and Steve
http://www.youtube.com/watch?v=4pGGPd3CgOU&feature=related
Enjoy.
We deserve better!
In allowing a film to be turned into a video game, the film company, or the licensor, puts little at stake as they have everything to gain but literally, very little to lose. It is the licensee who bears the financial risk while guaranteeing the licensor a royalty guarantee. However, in terms of the close relationship between the two industries, they have much to offer each other. First and foremost, a video game spin-off will already have a built-in market due to the movie's release as well as the millions of dollars spent on advertising for that movie (p. 17). As such, video game adaptations of films require very little true advertisement, instead just an announcement of the game's coming along with some other minimal information. Furthermore, the game does not need to be original: being a spin-off, it is expected to follow the storyline of its film counterpart, or at the very least, the characters must maintain a likeness in appearance and voice to those of the film. Moreover, as the content and image-editing processes of films and video games have grown increasingly similar over the years, it has now become extraordinarily simple for such material to be transferred from a film into a video-game with minimal editing and work.
My question is, do you think that this convergence of the film industry and video game industry is leading to an unimaginative and unoriginal video game industry? Are the consumers once again being robbed of creative content with potentially compelling narrative due to the financial motivations of these industries?
Sunday, September 26, 2010
Is it a Game or Film?
Both the gaming and film industry have joined forces to take over the media. For the past couple of decades, there have many films that have been created into very popular video games and vice versa. It has even come to a point where it is looked at as "mandatory" for certain film genres to create games to compliment the movie. For example, Spiderman and many of the marvel comic films have had video games come out right before a movie premier. In some cases, these games may even have a plot that resemble the movie or even have scenes right out of the film.
Film & Video games
The Convergence: Film and Video game
Brookey talks about similarities of film and video game industries that contributed to the convergence film and video game industry. The development of technological aspect played an important role in the convergence. The release of DVD format stands in the center of the convergence. "The DVD format holds a substantial amount of information and can therefore offers features seldom avaliable on VHS tape". The example that The Lord of the Rings film franchise only produced three films, but has multiple DVD porducts such as collector's editios, direcotr's cut, extended editions, etc that features different commentators and aditional features show that DVD format can do more than just recording of films. Also, vido game consoles such as Play Station and XBOX's tansition of game pack to DVD format allowed the factories that produce films DVDs to produce video games as well. This shows that film and video game industries confront similar business conditions and challenges.
Also, film and video game industries share similar business condition where they "must contend with hight up-front costs and a high risk of failure, both try to release titles that carry some promise of success". Thus, film and video game industries both follow popular genereic conventions where they focus on certain genres like the action/adventure for films and FPSs and RPGs for video games. Also, film and videogame industries make succesful film/videogame into sequels in order to maximize the commerical value. They also share same/similar target audience. Brookey also mentions that film spin-offs serve just like a promotional products such as T-shirt or fast-food souvenir cup except video games can carry and offer messages by inclduing "cut scenes" from or connected the film that is based on. In a way, if the film is successful in the market, the game (spin-off)'s success is somewhat guranteed or at least able to grab an attention from the fan of the film. This works as win-win for both film and videogame industries.
I personally hate video game spin-offs because they dissappoint me almost every single time. Of course, there are some exceptions, but most of the time, I can see that the producer of the video game that is spun off of the film didn't put much effort and money in making the game as much as they did in making the film. However, it is ture that the convergence of film and video game has happened or is in a progress of happening. My question would be:
Do you see the convergence of film and video game industries as a good sign in the advancement of media industries? What do you think would be the next step in the convergence of film and video game? possibly two media into one medium that both works as a film and game?
Too close?
In the past few years, the movie industry recognized that there is a lot of money to be made in video games and that resulted in a countless number of mediocre game titles covering the shelves at local GameStops. Products are rushed, predictable, short and very often lack in character. I personally don't remember the last time I bought a game because I saw a movie for it, and I honestly cannot imagine who would. One of the main strategies of developers who decide to take up making a video game based on the movie is mainly to use up the title's hype while it lasts so the game takes a few months instead of a few years to develop which can be noticed right away: crappy gameplay, silly story and lack of creativity are incredibly common in those titles. Think about it: Harry Potter, Fast and Furious, Back to the Future, Iron Man, Jurassic Park, Transformers, Pirates of the Caribbean, Lord of the Rings, The Matrix... and a ton of other huge movie franchises.. Now think how many games based on those things you actually played and liked? Honestly, if the answer isnt 0, nothing, nada, zilch - then I'd be really surprised.
Now the opposite. There are a few video games that inspired movies but thank god those are rare as it's almost always the same disaster. The only difference between this switch is that a video game will not get a movie after only one installment as it takes several years for video games to build up a brand and a fan base - which thankfully results in those being a lot less common like mentioned above. Here, the best examples I can think of are Tomb Raider and Hitman: and now while with Tomb Raider I do still believe it was a waste of like an hour and a half of my life, Hitman pleasantly surprised me and I am actually looking forward to part two.
Either way, those conversions and using the franchise in different media are almost never a good idea and as soon as I see a video game based on a movie, I tend to walk out of the store or at least hit an aisle with higher end titles.
Game and Film
What makes good games and films
The failure of the ET game is one of the examples due to the poor graphic design back in the old times. Although the movie at the time was loved by many children, the video game portrays "ET as a two-dimensional avatar with limited expression and limited movement did little to elicit such attachment or emotion" makes it very unpopular among children. According to Brookey, "the failure of this particular video game was due to the fact that the experience of the game was far from the experience of the film," but not the narratives in the movie. (p3)
However, when many people admire 300's amazing graphics and action effect, this movie has been criticized by many people for its lack of narratives. I personally also dislike 300 because it emphasizes too much special effects, which makes the movie seem very unrealistic and most importantly, the narrative is bad.
Although the relationship between games and films have become closer along with different reasons such as the invitation of DVD's, what makes a good movie still has to do with the right choice of films and games and the combination of good narratives and technology. Some may complain when good movies never been converted into game forms since it can be disappointing to fans and losing a lot of potential money (The Dark Night on page 5), good evaluations should still be well-implemented before the movies or games come out (although I think they should always good since they can both be very costly during the making process p15).
Films and Games as Half-Brothers
Despite this, there is a well-founded stereotype that games based on movies and movies based on games will rarely turn out to be good. There are exceptions, like the Spider-Man 2 or Lord of the Rings video games, and the movie Final Fantasy VII: Advent Children, but examples like these are few and far between. Brookey touches on this point in his mention of the ET video game, discussing how the game was rushed through production to be released alongside the film, but doesn't go much further. This is definitely a large part of the issue: companies are so keen on having a tie-in that it's unusual not to - just look at the Dark Knight - and this leads to rushing and a general lack of care in the spin-off's creation. But why does this happen? And why are game-based movies so poorly received, when they're not tied to a video game's release date?
I think this happens because the two industries think themselves to be closer than they actually are, and overlook their differences in adapting cross-media titles. From watching game-based movies and playing movie-based games, it feels like the creators thought simply using characters and scenarios from the source material would instantly make the adaptation as good as the original. A movie is a narrative-based media - adapting a game like Super Mario Bros., with a very simple narrative, into a movie does admittedly require some plot embellishment, but the way it was ultimately executed resulted in an experience that contained none of what made the game appealing. It was as though the creators overlaid a sub-par action movie with Mario characters. Similarly, a game like King Kong for the Nintendo DS placed characters and settings from the Peter Jackson movie and laid them atop a near-unplayable first-person-shooter. What works well in a movie will not necessarily work well in a game, and vice-versa. Thought needs to be put into the details of the adaptation, such as with Spider-Man 2's web-slinging mechanic. Alas, this rarely seems to happen, as neither industry seems to understand the other as well as it thinks it does. This leads to some gross misinterpretations of many titles in either direction, often caused by the application of tropes from film to the concept of a game property, which itself is based on very different video game tropes, and vice-versa.
Have you seen/played any examples of good game/film crossovers? What made them stand out from other such adaptations?
Video Games and Film
They are also close in the respect that they use the same home format. Back in the day, the two industries weren't as closely tied. Video games used a type of game cartridge unique to that system, and movies used VHS tapes. Later on, laserdiscs came around, "offering full-motion video, rendering complex, cinematic images." Laserdiscs didn't gain a large fanbase however. Hollywood limited the number of titles released on laserdisc so the gaming industry didn't have enough of a market. Eventually the DVD came out and became the main medium for movies, and eventually games.
Film and video games are high-risk businesses. Both need to have money up front to begin, and won't know if they've lost or gained money until after the release. This is especially true with the 1983 Atari video game burial. "Atari, banking on the success of the film and expecting a run on the ET game, had overproduced cartridges and was stuck with a warehouse full of stock it could not move. To clear the warehouse, the company contracted to have the cartridges buried somewhere in the New Mexico desert."
With these industries working together, do you think game adaptations of books will ever be a hit? Can you think of any that exist?
Video Game and Film
Video Games as a Cultural Industry
The author gives an example of the video game that was released for the movie The Lord of the Rings, The Return of the King. The game was released a month before the movie came out. Not only did this give viewers a chance to get a taste of what the movie may be like, but it also stood as silent advertising for the movie. It constantly reminded the consumer that there is a movie coming out and the repetition and constant exposure increases the chances of more and more people that would likely go to the theater to watch the movie version of this video game.
With that being said, this shows how the video game and movie industries both function as a cultural industry. In our culture many people enjoy playing video games and many people enjoy watching movies at a theater, mainly for the experience. When both mediums are combined, a large cultural bond is formed that shapes and links the video game and movie industry together.
Do you believe ultimately this helps or hurts either industry in the long run?
Gaming in a Film Universe
Gamasutra Article
-Vircell D.
Convergence of Film and Video Games
As I do not mind them making money, the quality of these types of games often bug me. The only good movie-based games that I have played ever was probably the Lord of the Rings: The Two Towers and The Return of the King. From what I have seen over the years, most of these games felt really rushed or there was not much thought going into making the games. They do make a lot of money by just releasing a questionable product. It makes both film studios and game producers seem like exploiting the fan base. My question is that are they?
-Vircell D.
One-source development - Game and Cinema.
"Why is there no video game based on "Dark knights"? .... whatever held things up (game development) cause about $100 million in sales to be missed"
*In defense of the film (or lack of development of game), I believe Dark Knight was 1) almost too perfect to be translated into computer game 2) I don't know if a lot of people would feel right about playing a person or fighting against a person that committed suicide shortly after a movie, because he (deceased Heath Ledger) allegedly was so into a movie that he could not get over the depression after his role of 'Joker'
*Rest in Peace, Heath Ledger, you will be missed.
As Brookey describes it, one of the main reason that computer game was suddenly combined with movies was that movies are not making enough money to compensate, and therefore this one-source development has started to kick in. One of the reason, in my opinion, that the revenue of movies were decreased was that (not mentioning lack of good ones) people are now more used to play video games and they do miss the interactiveness they had in computer/console games.
Many early one-source developments were more often than not a failure; very famous example of E.T.,less famous ones such as Mario Brothers, Mortal Combat, Street Fighters, Tekken, and other names fill up the lists. So why now it is finding its market?
Many computer games/movies early on did not consider much about its contents being used in different platforms. Take for an example, a Mario Brothers. As Janet Maslin from New York Times observed, it was...
"This bizarre, Special effects-filled movie doesn't have the jaunty hop-and-zap spirit of the Nintendo video game from which it takes-ahem-its inspiration..."
Nowadays, however, sometimes games are meant to be created, and other way around as well. In my opinion, Avatar, by James Cameron, was definitely one of the best example. As I was watching the film - as much as I was impressed and enjoyed its 3D experiences -, I can't help but thinking if this were out in game, how much success it would have.
And there lies my question for you: Which games would find success if it were made out to movie? and which movies would find success in game market?
Saturday, September 25, 2010
Studying Film Spin-off Games
Cut-Scenes in Video Games
Thursday, September 23, 2010
Nintendo Wii as a Social Mimetic Activity
Wednesday, September 22, 2010
Fan Trailers
I was browsing through Kotaku and found this video that I thought was rather awesome. It's a fan-made fake trailer for a nonexistent live action Pokemon movie.
Given that our topic for Monday is Game Convergence, it seems a relevant topic that games have inspired fans to create trailers like this - the Pokemon trailer is hardly the first of its kind. I think it really goes to show how closely related games and movies are in the minds of fans.
Have you seen any of these types of fan trailers before? What do you think it says about games as a narrative medium? Are there any fan trailers you'd like to share that you think are particularly cool or well-made?
Mid-term question suggestion.
(waiting for your approval...)
I do believe cinematic clips and music do play much role in computer gaming; for example, I can still vividly remember an awesome game music from DOS based games (barring the MIDI quality)
Have a nice night.
Tuesday, September 21, 2010
The smartness behind dying in a game
According to Klastrup, reduction of health often happens in game when a character dies. Players often are frustrated from this kind of punishment because it wastes money and time in order to reclaim the character's dead body (p146.) The game designers also give options to players after the death. They can ask a member of their party to resurrect her through healing skills, simply "release spirit" in a nearby safety zone, or wait until the characters got sent back to the safety zone (p148.) By giving out more options after the death, players will feel the sense of freedom (not just only a single option) so they will be more willing to stay in the game.
Although the dying process and options seem very simple, the knowledge about how harsh the punishments should be is actually very crucial as to keep the game interesting. Since the purpose of the punishments is to remind players to watch out for their characters more, the game designers often face the challenge "of providing a form of death penalty serve re enough that it results in a certain excitement, which forces players to death seriously," but "they must not make it so hard that players are scared away from the game at an early point" (p146.) And in my opinion, they have done a very good job in terms of designing the level of punishments.
Other than the original purpose of punishments, there is one thing that I can recall from my gaming experience that used to mean a lot to me. It is the friendship that develops from a helping behavior by a member of my party or even a random player. I still remember how much I appreciated them when I used to play online game everyday, and I would do everything to help them out next time as my payback. It is maybe one thing that the game developers did not pay too much attention to when they developed the game but an experience that actually meant a lot to me in the past.
My question: have you ever made friend online because of his/her helping behavior? please talk about your experience