Saturday 18 February 2012

Bonus Stage - Skyrim

On a side note also this week I was working on this:

In order to further my understanding of narrative in video games and how they coincide with game-play I will be analysing existing games to see what I think works and what doesn’t. The basis for these will be games on either end of the narrative spectrum, those which place a heavy emphasis on narrative and those which have little to no narrative. Future case studies may be longer and indeed I may add to this one, this is a first draft of sorts.

Skyrim

With each Elder Scrolls game Bethesda seem to strive towards granting the player a free reign within the game world. With the newest in the series Skyrim the new ‘Radiant Story’ system aimed to essentially ‘build’ a side narrative around the players actions. As much as I loved the game if I’m thinking critically I would have to say this new system only partly worked. Admittedly the way new miscellaneous missions given by unassuming NPC’s and sending me to places I hadn’t yet discovered proved exciting to add extra scope to the game itself. However a greater variety of missions would have been refreshing as most tended to be either defeat enemies or retrieve item from specified location. This meant as much as the gameplay benefitted from this system as it granted a myriad of exploratory options, it wasn’t particularly effective in reinforcing the narrative experience as each question seemed relatively minor in comparison to the ‘properly’ written side quests.
I think an important part in a players enjoyment in a game comes from the bond they share with their character, which is why I think how people portray themselves in games can be a useful source of information in developing greater narratives. From the images I collected off various friends of mine I found most of my friends chose to do down the route of the brutish man mountain wielding a great sword or great axe. To me this is a great representation of the escapism we can all get from video games, I mean which guy hasn’t got that bit in the back of their mind that dreams of being the textbook hero with giant muscles who saves the world and gets all the fame and adoration.  One of my friends created a character and wanted to entirely avoid magic and make a purely warrior class, however he soon found the game ramped up its difficulty without magic. This struck me as potentially bad design, you would imagine if someone should choose to play one particular class they shouldn’t be ‘punished’ as such for it. That said it could also be argued this difficulty adds to the overall experience (both design and narrative) as it creates a more varied game world one which doesn’t always give the player an easier ride.

Level 3 - Keep it Going...

In class this week I have been working more on the tutorials in my Unity book. The task I'm now undertaking is with guidance and assets from the book to create a small game based on an island.Here are some screenshots the guys told me I should put up:




 I realize this doesn't initially reflect directly upon my own design work, however learning with the book is the most effective method of improving my Unity knowledge and skills (compared to independent experimentation and forums as per first semester). What I intend to do is use my class time to continue this development and upon completion of the tutorials in the book (shouldn't take took long) I should be at a point where I feel more comfortable experimenting. I have also been trying to plan the scripts my basic 'Alien Ark' game will require.


I discussed with Josh this week my feeling like I lacked direction in relation to my 'Giving narrative to kids games' project, after discussing we decided this will stay at the back of my mind until I have an epiphany of some variety and know where I want to go.


I have also began properly setting into motion a side project of my creation, I suggested to some good friends from my BA working on our own company together which they were all up for. First I recruited my good friends Bolurin Kupoluyi  and James Smith working on the art, Mark Rocco on Graphic Design elements and GUI/HUD and backing up the artists, then finally I asked my recently graduated fellow MA Barry Soilleux to help me with the design and scripting. After much thought (and running it past the guys) I decided on the name Powered By Bandits for our little company, for which I've created an email address and wordpress (both currently empty). Due to each of our individual time constraints  the company won't be a particularly 'driven' experience quite yet though it is still in its infancy. I also came up with an idea for our first game, a puzzle platformer though I will wait till it is fleshed out to discuss it any further. So another interesting week for me, all this and the toils of trying to find new housing.


Peace Out

Tuesday 7 February 2012

Level 2 : Making it Work

Where formerly there  was haze and confusion I now have a firm grasp of where i am going with things.

First my project which revolves around giving a story to the games we play regardless of their lack of narrative, the likes of playground and table games. My first task was writing a list of as many games as Towers, Josh, Sam and myself could think of mainly playground games and basic games like 'Thumb Wars' and 'Slaps'. I then has a spark of creativity as I thought it would be interesting to write a narrative which encompassed several of the games into one fantasy tale. What lead me to this was the way in which serious subject matters and technically semi-narratives creep into the games and rhymes of kids, eg Ring a Ring o'Roses interpreted as talking about the plague. 
 However Josh thought this may be overstretching myself slightly so I will instead just be taking one game and writing a narrative which links to the game and how it is played. With this I intend to see whether as a video game with the narrative and context in place the game can be as popular as it is to play without.

My other task is based around a game which requires narrative for the player to understand their goal and the context of their actions. This task should also show how important a narrative can be in setting up the game-play itself. Due to the nature of this project and the fact I aim to have a working prototype of it I decided to keep the game itself relatively simple.
  To this end I designed the idea of a sort of comically sci-fi take on the Noah's Ark story. The player will find themselves placed into the role of a young alien boy with a strange device which appears to be able to catch other creatures. However should they try catching more then 2 of the same creature they will be unable to catch the creature and will be scolded by an unseen alien in an indistinguishable dialect. After a short while though the player will (through yet undecided means) be able to understand the scolds of the alien as it becomes clear they have been tasked with catching 2 of each animal to warp to the spaceship. 
  For the sake of making a working prototype I will trim the creature variety down to 2 initially which will provide just enough to make sure the mechanics work. Upon success of this I plan on perhaps adding maybe 2 0r 3 more creatures so the game itself will remain relatively small but it will have enough variety for someone playing to get into. With that in mind lets not walk before we can run, my first task is to truly get to grips with the Unity engine a task made much more practical with the help of my new book Unity Game Development Essentials. Following the tutorials in this book I managed today to create a basic mechanic of throwing a ball into a breakable wall. Though this may seem a rather menial task it provided me with a much greater insight into coding in Unity, not to a level where i'm prepared to write scripts for myself quite yet but that goal at last seems within reach now which feels good. This has also provided me with much more motivation to toy with Unity more as it no longer seems like my 'white whale' so to speak and I actually can see myself adjusting to this ins and outs of this program. So all in all PROGRESS would be the applicable word even if on paper there may not appear to be much I assure you it is there.

On a side note since my last post I was offered a 2 month contract Quality Assurance Testing at Travellers Tales in Knutsford. This is a great opportunity for me as it provides a concrete step into the industry, admittedly it requires me to leave my current permanent job to pursue but your only young once as they say. So hopefully if i figuratively work my socks off they will keep me on (any of my readers keep your fingers crossed for me). Though the full days and 4 hour commute will impart restrictions to my computer time I will have my 2 hour commute to and fro with which to let my creative juices flow into written work,designs and dare I say it even a few sketches.

So Peace Out people