Down with the sickness May 25, 2009
Posted by jhuculak in Uncategorized.add a comment
I’m a little under the weather today so my usual weekly post might be a bit delayed this week. I’m hoping to hit part II of the star destroyer modeling soon. Until then I will be sleeping and hydrating as much as possible.
Filmspiration and the three reasons to make a game May 11, 2009
Posted by jhuculak in Game Design, Industry Commentary.add a comment
Film was a love of mine before games were. My first theatrical memory is sitting at the drive-in watching Luke Skywalker battle a Rancor. That kind of thing leaves a lasting impression on a young child’s mind! The magic of Star Wars back then was that I think many adults felt like I did…the wonderment of a child all over again. It was many years before another movie hit that mark again.
That movie was The Matrix and it brought philosophy and technology to the mainstream (not necessarily in that order). Although hailed for its action cinematography and bullet time, nearly every action film device they used was pioneered in Blade before the Matrix’s release. Blade did not capture the mainstream and therefore was lost in cinematic history. It isn’t who does it first, it is who does it in front of enough people to count. But what do these two movies have to do with making games?
Since these are the kinds of stories that got me inspired I was trying to think of what the equivalent in the gaming world it was and it occurred to me that there were largely three “reasons” or “types” of games to make.
My initial gaming inspirations would probably be titles like: Wing Commander, X-Wing/Tie-Fighter, Space Quest, Kings Quest, Wolf 3D, Doom, Duke 3D, Dune 2, Warcraft 2, etc. Some of these genres have basically died (space and point/click adventure) and others are at the top of their game (first person shooters) and yet others dominate new markets (World of Warcraft). What is the secret to why these games are great? Tonight I was having a few ideas I would like to share to categorize: Fantasy enablers, Brain Teasers and New Experiences.
- Fantasy enablers: Let the player do things they always wanted to. Some examples: Wing Commander (live star wars), GTA (do whatever you want in a city), Star Craft (be a military commander), World of Warcraft (fantasy archetypes in an altered world), Rock Band (be a star). Games are interactive, the biggest strength is by giving into players desires. If you are trying to mimic the real world, enabling what people want to do/experience is a good way to target players.
- Brain teasers:The brain is a muscle, people like to exercise it. Some game examples: Tetris, Brain age, Bookworm.
- New experiences: This is the meaty one that is more like film. Star Wars showed people a new world/place. The Matrix did as well. In a craft like film, doing Fantasy enablers or brain teasers was done in the first years of the genre because it WAS new. If you look at modern film, it is more about how a story is told than the structure of the story itself. Writers don’t make the huge bucks. Actors do because it is how the story is executed and perform that counts. I think you are starting to see that crafting in games. What games have you played lately that took you someplace new? For me the only really new world that I played in a fictional sense was Bioshock. In a play sense, it is every iconic first game in a genre (Wolf 3d, Dune 2, Tetris, etc.). I haven’t played a new one of these in a long time. Are games so close to art progression that the realistic is gone and the new experience will need to be surreal? Personally I don’t think so…especially since most the innovation in this area is in controls. I listed Rock Band in Fantasy Enabler but the accessories also make this a new experience for most. It makes music more accessible.
Perhaps Rock band/guitar hero are examples of all three in unison. Fantasy of being a rock star combined with a puzzle/coordination packaged in a new control experience. Sounds like a formula for success!
Do you have films or games that have inspired you? I would love to hear your thoughts on them and why they captured your attention.
Star Destroyer Part II – Failure to block in May 4, 2009
Posted by jhuculak in Art, Speed Modeling.Tags: igamemaker, Speed Modeling, Star Destroyer
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I’m forcing myself to blog once a week and sometimes it is tough! However, much like working out it feels good once you are done.

Failed Star Destroyer Block In
Today I attempted to block in the geometry for a star destroyer. You can see it in the image attached. At first glance I was fairly happy about how the top of the ship turned out and was going to spend some time on the back and bottom. Then I noticed a disaster at the rear of the ship. I had connected the top of the ship to the bottom by selecting the wrong vertex for an early split! Luckily I had only put in about 20-30 minutes of work which was mostly figuring out the tools to split the geometry where I needed it to be. If I learn how to do mirroring and know all the tools I think I could do this in about 10-15 minutes. I learned a lesson in always checking what vertex you have selected when splitting because the rear of my start destroyer is a dogs breakfast! I ended up splitting along the wrong face and have a rogue vertex sticking out in the middle of nowhere and I’m not sure how to repair it. Detail is the last step when modeling, I should have gone for a rough in of the rear of the ship and bottom before focusing on the top.
At this point I think I would rather just try it all again and learn the tools better. I’ll give Star Destroyer Part II another try in an upcoming post and hopefully have better results. But who knows…I might take this incorrect model and texture it just to figure out the texture tools.
p.s. I mentioned trying to model last week without a mouse. WOW, what a difference having a mouse makes!
Where are games going after 2009? May 19, 2009
Posted by jhuculak in Industry Commentary.Tags: BioWare, Future of Games, Games as Art, GDC Canada, igamemaker
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I have had a series of unconnected events in the last week that all made me think about the progress games have made and where they will go in the future. I had the pleasure of listening to BioWare’s doctor head honchos at GDC Canada on emotionally engaging games and where they are going. They followed this up with a great description of how the events outside of the game in the real world also engage the player. While packing up my old book collection I came across some Game Developer Magazines from the late 90’s and the covers showed me how far we have really come. Finally I had a chat with a friend who is starting his own video game company targeting the console market. All of these events lead me to the conclusion that the current PS3/360 generation of games is transitioning from technology based success to quality/polish based success and that games in 10 to 20 years might not be all that different but will be incredibly polished.
Dr. Greg Zeschuk and Ray Muzyka had an awesome keynote at GDC where they described how they connect with their audience on an emotional level. Half of the presentation was comparing the evolution in their games by playing videos of similar interactions in their products over the years. I missed a little bit of the point of their presentation because I couldn’t help but think that all their games conversation systems acted essentially the same. Ultimately you are picking from a branching choose your own adventure. Is Dragon Age going to be much more engaging than Baldur’s Gate II was? Having more advanced story telling mechanisms may make games more like movies than novels and that may lead to more sales but I do not think it makes the games themselves more engaging. However story telling mechanisms make the games message more clear and accessible which can lead to having more people getting engaged. I was looking at the core of the product when I should have been looking at the audience. Audiences seem to want movies not novels. Always think of the customers.
BioWare has always been a leader in supporting their community. I have always admired BioWare’s dedication to their audience. They were one of the first game companies that really listened to fans by having message boards, dedicated community managers and encouraging user created content. Ray and Greg took a bit of time to describe how all of this activity really builds fan base and a story around the game. When I was playing Baldur’s Gate II simultaneously with my room mates we all had different parties and were amazed by how all of our stories were different in a significant way. I still feel guilty that I let Aerie die! Creating enough emotion to have conversations about how you felt in the game with friends is building a community and I do think BioWare is the best in the business at this.
If the strategy that BioWare is taking is the future of gaming I would think that more movie like story telling devices and polish will be combined with massively involved community. When I dug up my game developers I saw a cover for Shattered Steel (a BioWare game) which looked great at the time but sure is dated. It makes me think that games of the past were really the equiavalent of early experimental films where the novelty of the game was what sold the product. That is what I call technology based success. This is still happening today with things like the Wii. There is room for growth in this market, but in order to sustain success games need to contine to get even more polished and accessible.
Chatting with a friend starting a new studio made me think what I would do if I was starting a studio myself. Some of my friends think it is crazy to jump into the AAA console market. If you are jumping in, I think you have to realize that you have to target a very broad range of skillsets first and foremost and then find ways to engage them in your game before launch. Many companies can barely get the product done and as a result as successful game does not become a successful product. This is one of the things that I think is much different between the movie and game industry. In the movie industry you can have a sleeper hit on DVD because the cost of investment in this is relatively low. Gamers follow studios and you need to nurture a fan base. That means investing in your product for years after launch.
In the future games will be separated not by their technology innovations. Instead games will be set apart by the emotional journey they take you on by involving you in a way that no movie can. Innovations that add to this immersion will be successful. When this kind of thing happens I think there should be a separation between “games” and “games as an emotional experience”. Take chess as an example, it doesn’t explicitly tell a story and is not Art in my opinion. The future will hold many more games that introduce audiences to new experiences but if it doesn’t connection emotionally it isn’t art to me. The classic debates will continue but companies like BioWare will make more people believe in games as art in the future. Can’t wait to see it happen!