Saturday, 15 December 2012

Prop concepts

A bunch of prop concepts I forgot to post!







Keeping all the video game merchandise localised in one place hints at Topher’s need for control and order in certain aspects of his life. The multiple computers is intended to be suggestive of a “render farm” and that Topher’s work requires a lot of processing power, further conveying the importance of his job. The books will be a mix of various scientific novels/journals and books for recreational reading, implying his interests and intellect and his desire to keep up to date with the work in his field.



Some ortho views of his bed. The duvet is crumpled and left unmade to show that he's untidy, indicating he's got more important things to do and that he's a bit lazy in that respect.




Wednesday, 5 December 2012

Supervisor Meeting!

So Yesterday I had my first meeting with Ryan Locke, who'll be my honours project supervisor from here on in.
After chatting with him and going through my big book o' quotes, I realised I've been going off on a tangent a bit more than I meant to. I've been collecting information more relative to the changing forms of narrative and how it's affected by interactivity, rather than putting more focus on the environment side of things, which is what my project is meant to be all about....

Unfortunately this means quite a large chunk of the research I've done is now pretty much obsolete...


 but better to realise this now than next week, 2 days before submission :|

So I need to refocus and eliminate the references and quotes I've got which are less relevant and restructure my proposal.

Chatting to Dayna and Ryan helped me nail down a list of games, in addition to Heavy Rain and Bioshock, which are really powerful examples of environmental storytelling, so I'm going to get my head down and look into them more extensively.


Spider - Legend of Bryce Manor

Portal, 1 &2


Journey



Dear Esther


Shadow of the Colossus


Resident Evil 4 (totally not playing that, zombies are a no-go zone for me)

During the meeting, we spoke about symbolism and how it can mean very different things to different cultures or in different context. Looking at churches in particular, which are extremely powerful symbols and are often the foundation and nature of a story. In Resident Evil or Silent Hill, the church is a symbol of control and corruption, whereas in Final Fantasy 7, Aerith is laid down in the church under a beam of brilliant light, which is an entirely different symbol of something magnificent and poignant. With these idea in mind it might be useful to explore how symbols are used and interpreted with the context.


With all of this to consider, it's time to make a new to do list since the old one is pretty much complete/redundant. 



Meeting with Dayna

On Monday I had a meeting with Dayna, who isn't my project supervisor but he's interested in interactivity and storytelling so he seemed like a good person to speak to! Also he saw me tweeting about my project and offered to meet up in uni and have chat about it. I had a meeting with Ryan (my supervisor  yesterday which I'll talk more about in another post.

Dayna pointed me to a whole load of GDC conference pdfs and presentations which will be massively helpful to me research, not just in the proposal but will form a good chunk of the foundation of my dissertation, so that was definitely worth while.

He brought up stuff like the secret rooms in Portal 2, how the player is rewarded with these little pieces of narrative for exploring the environment fully. He also suggested I look at Spider - The Legend of Bryce Manor from Tigerstyle games, so I'll need to give that a look in soon!

He also said that I can use PHD Dissertations as a reference which is something I wasn't sure if we were allowed to do, but this works out great because I found a really relevant doctorate dissertation online.

Dayna also suggested I look for some of Randy Smith's (Tigerstyle Games) written work as it would be helpful. He said I should find 2 to 3 people in the field who's views on environmental storytelling I agree with, and reference them.



Saturday, 1 December 2012

GDC 2010 - Game Environments

Smith and Worch state that a game environment;


a) Constrains and guides player movement through physical properties and ecology (the relationship between living things, in this case, the player - and the environment)

b) Uses player reference to communicate simulation boundaries and affordance

c) Reinforces and shapes player identity

d) Provide narrative context

Environmental Narrative is mostly concerned with the latter two.

1. Constrains and Guides



Looking at the opening scenes in Bioshock from 2KGames, the level layout of a decaying new years party gone wrong demonstrates the idea that "an environment constrains and guides player movement through physical properties and ecology". The physical properties are represented by walls/stairs etc and the gameplay ecology is made up of enemy and item placement. 

Smith and Worch say that "we can also see that a game environment represents access and that the restrictions on access create decisions and meaningful play"

They use a diagram to convey this utilizing a level in Bioshock as an example, I'm going to use my own example from Heavy Rain and apply their principles to it.



The above is concept art for a scene during the "Lizard Trial" in Heavy Rain, which if you've read my previous blog posts you'll see a lot about as I've examined it in terms of play and monitored others as they played through. It preserves the same themes as the Bioshock example in terms of decay and decadence.
 

The above is a very simplistic diagram of a top-down view of the room. Using simple shapes and colours, I identified the physical properties of the environment by highlighting the walls and objects in thick black lines. The gameplay ecology is made up of item placement, and the items which you can interact with are represented in the diagram by the green circles. The objects outlines in red are the key areas of interest that you must interact with in order to further the story at all.

However this example differs from Smith and Worch's Bioshock example in that you can choose not to take part in the trial, and wait for the countdown timer to end, instead of taking action and utilizing the props in the room. 

Nevertheless, we can see that a game environment represents access and that the restrictions on access create decisions, (you can select which objects to use, and have varying results, or choose not to partake in the trial at all), which in turn creates meaningful play. 

2. Communicate Affordance

Through visual references or "affordance", the area itself communicates with the player. From what we've gathered from playing through previous trials, the monitor on the table represents a task to undertake, and the player can quickly understand that they are meant to sit in the chair and initiate the trial.

-Communicate Simulation Boundaries



When it comes to simulation boundaries, Heavy Rain presents a large variety of interactive actions but they are always within the context of the situation. For example, the scene in which Ethan and Shawn at at the park and Ethan is attempting to bond with him, there are various actions available to help ensure Shawn is cheered up, and various objects such as swings and seesaws to help you out. However, at no point is Ethan able to just ignore Shawn and go off and play on the swings and seesaw on his own. He needs to interact with Shawn first to identify what he wants to do. Therefore the player quickly comes to realise that while they have a certain amount of freedom regarding choice and consequence, the interactions must be in context, and the player comes to understand the simulation boundaries. 


3. Reinforces Player Identity

"The environment shapes and reinforces the identity of the player." Smith states that identity is shaped by both performance and context. Essentially, that games ask players to assume an identity, contextualize this identity within the game environment, which in turn often implies or encourages social conventions and behaviours. The contrast of textures and colours of the environment in Heavy Rain before and after Jason's death, help to convey a state of decay and overall depression and at times - desperation, which makes the player feel more secure in the justification of their difficult and at times, morally grey choices.

Again, the Heavy Rain case study works well here as it is all about social factors such as relationships and presents you with the boundaries of what you would be capable of in an unthinkable situation.



Heavy Rain forces the player to make impossible decisions and presents various moral dilemmas to the player. Their choices and actions in relation to these dilemmas shape the path of the game, making for more personal and meaningful play.

In contrast, the environment in Portal makes you feel like a test subject (which you are) The simple shapes, textures and clean cut lines, in conjunction with the restricted colour palette lends itself better to a puzzle game. We can see that the environment contextualizes experience and exerts influence over the identity of the player during play.



4. Narrative Context

The game environment generated from a fictional storyline can convey;
  • The history of what has happened in the setting
  • Who currently inhabits it (if at all)
  • Their living conditions
  • What may happen next
  • The practical purpose of the area
  • The mood
When environmental narratives are fully utilized to their greatest potential, no external influence is required to anchor the plot, the world speaks for itself as the player progresses through it.

5. Environmental Storytelling


That's why Heavy Rain is such a good example, the environments are so compelling and intricately designed that they speak volumes about the current events taking place, and even help to symbolise the current state of mind of the character and in turn, influence the state of mind of the player who assumes the identity of the character. The majority of the mood and story are expressed and deduced through the rich textures and props, and often need no further explanation.


Original Lecture available here; (http://www.worch.com/files/gdc/What_Happened_Here_Web_Notes.pdf)

Friday, 30 November 2012

Environmental Narrative - Online Lecture

During my travels across the internet I found a lecture online which was actually, shock horror, relevant to my honours project. It focused specifically on narrative environments for games and is the first of it's kind I've managed to come across. Every other source I've found has either been more relevant to films or more inclined towards narrative in general, rather than environment-specific.

The lecture was presented at the GDC 2010 conference from two speakers, Harvey Smith - Game Director at Arkane Studios and Matthias Worch - Senior Level Designer at Visceral Games



Details can be found here http://www.worch.com/2010/03/11/gdc-2010/
and although I'm, going to go into detail about their lecture and apply their knowledge to my own research, the slides and speakers notes can be found directly here http://www.worch.com/files/gdc/What_Happened_Here_Web_Notes.pdf


The lecture examines game environments as a narrative device with focus on player interpreting/pulling information, in opposition to traditional fictional exposition.

The session is divided into five sections;


  • 1. Game Environments- Lays the foundation and looks at what a game environment actually is and what it represents.
  • 2. Environmental Storytelling - Define it, and looks at examples
  • 3. Practical Techniques - 
  • 4. Systemic Environmental Storytelling - The two main forms of environmental storytelling, designer-authored and systemic. Presenting techniques and ideas.
  • 5. Conclusion
In following blog posts I'll be covering these chronologically and relating them to my own research where I can.








Wednesday, 28 November 2012

The Evoloution of Visual Storytelling....Sort of

Visual storytelling finds it's roots in Cinematography. The principles with which we deconstruct a scene in a game are derived from the very same principles of early cinema and film, however they do not fully translate over to the realm of video games, in which the player is offered substantially more freedom.(Lowndes. 2010) The level of interactivity in games renders them completely different from more traditional media such as books and films, and presents a challenge to game writers as they must consider relatively unheard of factors such as the marriage between story and gameplay, to create and conserve a proper pace for story progression.(Lebowiz, Klung. 2011)

Visual storytelling in games first began (arguably) with the original Donkey Kong (1981), which was the first game to visually convey story progression through a series of cutscenes.


 Technology back then placed a lot of limitations on what video games could and could not achieve. Early hardware meant that there was barely enough memory to do any more than move a few dots around the screen, and displaying a short text-based backstory on the side of the arcade machine was the established storytelling convention for games. However, technology has come on in leaps and bounds and now we have extremely powerful gaming systems which are capable of displaying impressive graphics and audio, and are now being used to explore the possibilities of varying storytelling techniques. Stories for games have developed from the simplistic kidnapped-girl plot of Donkey Kong to the complicated and interwoven novel length tales associated with modern RPG's such as Final Fantasy XIII.


 With such powerful hardware, memory is no longer an issue and the true potential of rich and elaborate narratives can finally be realised. The interactivity offered to the player in relation to story manipulation have resulted in many different types of stories and many differing ways of telling stories within games, which is extremely difficult if not entirely impossible to convey in any other medium.(Lebowiz 2011) In addition to the extreme advances with graphics, sound and interactivity, narrative is fast becoming a highly important factor for contemporary games. The huge successes of character-driven games such as Tomb Raider and Hit Man, in conjunction with story-driven games such as   Myst and Max Payne, have resulted in the games industry making an effort to develop more games with compelling narratives, and indicates that narrative is obviously now a "killer application" in the computer games industry. (Vordere, Bryant. 2009.)


Computer games are changing the way stories are being told. New narrative-driven games such as QuanticDream's Heavy Rain and their new development Beyond:Two Souls are pushing the boundaries for game narrative, and receiving high critical acclaim for their efforts. K Santiago described games as "the birth of an entirely new artistic medium". stating that games could in fact be the "collaboration between everything we've learned to date, as humans, about telling stories through visuals, through audio and now with the added component of interactivity." (Santiago. 2009) 

Monday, 26 November 2012

More books...

Got an absoloute bible out the library today, a massive book called Mastering Autodesk Maya by Eric Keller with Todd Palamar and Anthony Honn.
It has quite a few chapters dedicated to lighting with mental ray so I'm going to be delving into that to improve the lighting in my room scene.