Translate

Tuesday, 28 January 2014

Unit 70 Computer Game Story Development

Is your story believable?

No

Is your story rhythmic?

Yes

Do your sentences sound meaningful or emotional?

Meaningful

Is your story enjoyable?

It depends if people are willing to enjoy it.

Do you want to find out more?

Yes

------------------------------------------------------------------------------------------------------------

Story

It is the year 2559. Transport ships fly in through the atmosphere of the already colonised planet, Gliese 667 Cc. They fly down through the city of Kaga-Grigari, the capital of Gliese. A smart mega-city filled with all kinds of different races. The three most popular ones being the Humans, Sangheili and the Unggoy. The transport ships land safely and the back doors open slowly. James Walker, a private detective, moving from Earth to Gliese to get away from the corruption and greed, and just to start a new life. The sun glares into the ship, making James cover his eyes. It blinds him for a bit, but to him, it was worth it. The city-scape makes him stare with amazement, and he walks out onto the alien terrain.

James is shown to his apartment and he is once again, amazed. His apartment had a sleek, modern design with a warm welcome from an AI, implemented into his apartment hardware. James places his luggage down and checks out his apartment. After he looked around his apartment, he unpacked all of his stuff.

Six years since James' arrival and not a lot has changed. There have been rumours about a former government going around on the internet and talked about quietly in the streets. According to the rumours, this former government was exiled from the city for reasons no one knows. Someone knew James was a private detective and sent him an E-mail to meet somebody in an unknown location. The E-mail explains who that person is, and what they used to do. It tells him that this person was a scientist working for the government, but was forced to quit due to disagreements of the governments plans. This put James in a mysterious type mood. He really wanted to know what was going on. He replied back to the E-mail and was instantly messaged back with co-ordinates to the unknown location, and a certain time to meet the scientist. These co-ordinates were still in the perimeters of the city. James looked back and forth between the E-mail and his watch, and within that time he quickly wrote down the co-ordinates, deleted the messages, and rushed out of his apartment. (AI says goodbye)

While at the meeting location, assault ships fly over Kaga-Grigari. The scientist jumps back into the shadows.
"What's wrong?", James asks.
"It's the former government. Get back!", the scientist replies.
James backs into cover and the scientist starts to whisper.
"Were you followed here?".
"No, I definitely made sure I was not followed".
"Well, they must have tracked my message I sent to you earlier. Oh, and by the way, my name's Felix. Felix Planter".
"What a great time to tell me your name", James replies sarcastically.
"We may want to get off the street, unless you want to be locked up in the middle of no where for the rest of your life", Felix says whispering.
James follows Felix back to his apartment, cautiously, both trying to stay under cover at all costs. They come across some traffic congestion which makes Felix suspicious.
"This isn't right. Something is stopping people getting passed up ahead. Let's check it out from the building over there", says Felix suspiciously.
They both check out the congestion and to their surprise, the government had already set up checkpoints. Felix knew this was bad because it means that they can't leave the city without being caught. They leave the building and carry on with their cautious walk back to Felix's apartment.

While entering Felix's apartment, the whole city goes quiet, and the advert screens on the side of the buildings change to saying 'City Lockdown In Progress'. Sirens are going off all over the city, groups of soldiers patrol the city. Some people try and make groups to over run the soldiers, it doesn't end very well.  Others just make riots. People who go out will have to be back in before dark. The city that once was home to many races, now ruined by a power hungry, former government. This attack could end up with bigger consequences, bringing the whole planet to a stand still and creating the biggest war the human race will ever see.

A voice comes out overhead asking for the scientist back.
"We will stop the attack on Kaga-Grigari if you bring Felix back to us, or you will face the biggest punishment, creating enemies across the entire universe, if you don't".
James becomes lost on what to do.

To be continued...

Research & explain how story is used to enhance gameplay in computer games

In the past, story telling was quite different to now. Now a days we make stories interactive through video games and technology itself. Before, we used to use paintings or still life photos. Sometimes people would share stories between each other, usually known as oral traditions. These were mostly based on fables, myths and legends. A lot of them are still told today, especially through children's books. 

Back before technology existed, stories were told through cave paintings. Cave paintings are sometimes very mysterious. These paintings can show the life of a human during the very early years, when man had to hunt for food. It also shows the kind of games they would play, mostly on the walls of caves.




Text and cutscenes can be used in a game to enhance the story as it gets you more into the story of the game by using peoples reactions and feelings to things that happen. This can be an enjoyable experience if the cutscenes made are made in a way to drag you in, i.e Halo. 

Cutscenes in FPS genre games help to understand the playable characters background and behaviour, which helps us understand why they have been given the mission or role, i.e Battlefield. Battlefield 3 shows this well, especially in the beginning where the playable character is running and drops onto a train, ending up fighting the enemy. Throughout the game, the character is having flashbacks and telling the story while under arrest. The ending uses the beginning scene but in a playable version. Where you have to stop someone setting off a bomb, which you only find out near the end. An incomplete story gets the player wondering what will happen or has happened. It is an interesting type story if people are into incomplete/non-linear stories. 

Interactive stories drag people in more because it gives you the freedom to change the story and do anything. Fallout 3 is a good example because you are allowed to explore the virtual world. You can interact with NPC's in the world for missions, you are also allowed to have a choice on when you want to do these missions. It allows the player to go back to missions they have done before and do it differently, but if the character requesting these missions is killed, it will stop you doing that mission, so you could lose out on a lot of information about the story. The character can be fully customised, e.g. the shape of the face, eye colour, mouth shape, body build, character clothing, etc. Fallout 3 has very little cutscenes. It is solely based on the players behaviour in the game. You can make your game character evil by doing bad things, or you can make him the good guy. It is mainly based on gameplay instead of cutscenes. 

Fallout 3 is set after a nuclear war during the 1960's. The landscapes are spooky, cities are destroyed, animals are mutated to make different and even more scary animals or monsters. Fallout 3 is set in a destroyed and radiated Washington D.C. 





Story development


Story Mind Map




Decisions




Text Adventure Game

Feedback

I think that the text adventure has some good clear to understand movements and functions. Such as the fact you can speak to the other character. The only down side is that from the start it says you can go to the east before you find out anything is to the east. Other than that the game so far is good.
mind mapping software

Monday, 6 January 2014

Unit 5 Contextual Influences

Interactive Timeline : Expressionism


How Video Games are inspired by art

In this essay, I'll be looking at how video games are inspired by art movements. The easiest video game for me, to compare to Futurism, is Deus Ex Human Revolution. This game shows the connection to Futurism very well, due to the mixture of organic parts and man made technology. The art movement, Futurism, is about the absurd and unrealistic, some parts showing what the modern world is coming to. Deus Ex must have taken a high amount of imaginative and knowledgeable people to make it as accurate as Futurism.

Deus Ex Human Revolution is set in the near future, 2027, 25 years before the first game in the series, at a time when multinationals corporations have grown in power beyond the control of national governments.

Players take the role of Adam Jensen, a security consultant employed by Sarif Industries to protect a research lab in Detroit.

At the start of the game, Adam Jensen is in Sarif Industries' Detroit headquarters taking care of security preparations for the company's forthcoming presence at a National Science Board hearing to discuss the need for augmentation technology regulation. Adam's ex-girlfriend Megan Reed will take the opportunity to announce a revolutionary discovery made by her and her team that will allow people to augment themselves freely without having to resort to anti-rejection drugs, though she seems nervous as to the source of said discovery.

During a meeting between Adam and Sarif Industries' CEO David Sarif, the company is suddenly attacked by a group of heavily armed soldiers apparently led bythree heavily augmented mercenaries, who use a security plan Jensen created himself. When Adam tries to rescue Megan, he is caught by the mercenary leader Jaron Namir, who brutally beats Adam and shoots him in the head, and the attackers also make sure to burn most of the victims in order to make them unrecognizable. Adam survives by undergoing extensive augmentation provided by Sarif. Jensen is unconscious until after the operation at which point, through interactions with other characters, the player decides Jensen's reaction.

Deus Ex Human Revolution - concept



Klaus Bürgle - Retro-Futursim




The Deus Ex Human Revolution game has the movement futurism in it because a lot of the streets are congested with bright billboards and signs which is shown in a few futuristic pictures and movies. Both of these pictures in comparison look industrial. The famous movement is helping the human race improve in technology and come up with new things to make. Technology is also a big part of our lives now, and it will be helping us until the end of the human race, it's also improving our own bodies, but Deus Ex Human Revolution shows the negative effects of technology within our bodies.


- The Futurist approaches reality with active analysis, dividing it into as many different factors as possible. Everything that decomposes and dematerializes reality, such as light and movement, is welcome. A galloping horse does not have four legs but twenty he cries enthusiastically.
This quote seems to be implying that the only limit to futurism is yourself. Any idea you come up with can be used and will be accepted in futurism. Futurism is based off of people's imaginations of what reality in the future could be like. 


In my opinion, video games are not inspired by art fully. It may have bits of certain art movements in it, but video games have their own styles. It is also said by one of the art directors, Jonathan Jacques-Belletete, that Deus Ex was mainly inspired by previous games, Movies and TV.


When WarpZoned did an interview with the Game Director, Jean-Francois Dugas, they asked him what influenced Eidos Montreal to make Deus Ex the way it is. He answered back with, 
"We look at everything around. Of course, we looked at Blade Runner, we went back even to RoboCop. We even watched Johnny Mnemonic again. [...] We also went into Japanese anime like Ghost in the Shell, but also things like Solty Rei. [...] We also went into books about transhumanism, real stuff that’s non-fiction. Watched a lot of documentaries about a lot of things. So our sources of inspiration weren’t necessarily sci-fi driven, they were about everything that relates to our game.

 [Image Link: http://superfuture.com/supernews/tokyo-genga
Jacques-Belletete says he took ideas from architecture in Japan and Scandinavia. 

While Deus Ex Human Revolution does have tenuous links to the futuristic art movement, the game has mainly been influenced by the Japanese art Cyberpunk including the Manga book and movie, Akira, along side architecture and other video games. 


 Deus Ex and Akira have the same tendency for technology to take over the human body. It is mostly used to improve human life. Technology is at the point where it can overshadow human life, and instead of it being an option, it is now a needed thing. It is usually abused instead of being used in the normal way. 


Although both, Deus Ex and Futurism art movement, can be influenced by outside matters and topics, art and video games approach them from different viewpoints, with video games taking a more direct, straight forward approach.


------------------------------------------------------------------------------------------------------------

I found creating the spider diagram to be useful, as well as easier in constructing my essay. The KWl method is also very and useful for coming up with ideas to make my own games.

Tuesday, 22 October 2013

Wednesday, 9 October 2013

Unit 4 Communication through Art & Design

Creative Typography








Haiku




Type Patterns









Recipe
Research

Sketches

Pixel Art Mood-board



Poster Design

Research






Poster Type-Faces


Idea

I am going to be making a poster of the band, The Prodigy.
The Prodigy is a drum & bass/electronic music baand looks industrial. The genre they mostly come under is called, Psychotic Dance.

Their poster designs are mostly made with an urban-industrial look. 

Poster Mood-board


Poster Designs



Poster Design

First Design


Second Design


Design Report

Designing the posters was quite fun. I learnt some new techniques in Photoshop whilst making these posters. 
These techniques were the perspective and skewing options allowing me to tilt the writing in the second poster design. The first poster design looked too boring to me and it was also too busy. The second poster design is a lot more simple and tidy, it also looks a lot better and is also more appealing to the eye.

While researching posters made by The Prodigy band, they all use a dark theme. I tried doing a dark themed poster (first poster) but it didn't come out as good as I thought it would, so I went with a simple space background with a different font style (second poster). It's not really The Prodigy's style, but it still works quite well in my opinion.

The second poster design is still missing the art work above the title which I put into my original idea (drawing version) of the poster. I wish I could have spent a little more time on it and added it in.

I used the research I made to use some ideas, like I said, I wanted to go with a dark theme, but it didn't turn out as well as I thought. I played around with fonts to see which one was based around The Prodigy's style. The second posters font fits well with their style because it is quite gritty and looks quite industrial.