Monday, November 28, 2011

Monday discussion

What’s the big issue going into the future?
I believe the issue of games as media will be a big issue going into the future.  Media is used most often to portray a point or multiple points, and I believe that actually experiencing something is the best way to learn about it.  This is were games thrive and exceed all other forms of media, because they allow the player to actually experience the lesson.  With things like movies, music, and books, you are almost always a spectator.  With games, you can actually participate.

What’s an issue you want to talk more about?
I would have liked to talk about players and choice within a game.  I believe the amount of choice a player is given within a game is directly related to the level of immersion the player achieves.  If a player is limited in the amount of choice that they have, they can only engage with the game environment to a certain degree.  If a player has too much choice, they will have little to no indication of where they are supposed to go and what they are supposed to do.  The developer has to find the right balance to fit their game.
What game do you wish we had played?
The game I wish that we had played is Legend of Zelda: Ocarina of Time.  The reasons for this:  Ocarina is a rockstar in the gaming world.  It was wildly successful and has a huge following even today.  Its blend of puzzle-solving, exploration, and fluid combat, along with great graphics for its time, allowed for a large level of immersion by the player.  The player could truly emphasize with the hero and wanted him to succeed.  You could explore a huge world and interact with a large number of people, each of whom were unique and often offer side quests or unique dialogue. 

Sunday, November 20, 2011

Blog Update #2

For this blog post, I will start by looking at some of Josh Bycer’s more recent blog posts and how they might be connected.  In these posts, Bycer addresses a number of concepts, such as the “anti-achievement” and filler in games.
Using the Left for Dead series to argue his case, Bycer discusses the idea of an “anti-achievement”.  Based as an opposite to the standard achievement for in most games these days, Bycer proposes the “anti-achievement”, which could be “used to tell someone they are playing the game wrong”.  He references experiences he has had playing L4D, when new players do the wrong thing and still managed to kill the survivors.  Calling it “one of the worst learning experiences I have seen in games”, he notes that despite doing the wrong thing, the novice player is rewarded for the their actions (killing the survivors), and as such will continue to do the same thing, aiming to replicate their previous result.  
It’s at this point that Bycer discusses the concept of an “anti-achievement” system more fully.  Amending the name to ‘denouncements’, he raising the possibility of using such a system as a learning tool.  Having the game give you a denouncement would be a pretty good indication that something you’re doing is wrong.  Another positive point he raises would to be to use denouncements as a form of ‘anti-griefing’, in which denouncements would be viewable on a person’s profile.  If someone has a large number of denouncements, it would be a good indication that you would want to steer clear of them. 
He does, however, raise two negative points about an denouncement system. 
1. How effective is the learning system?
2. How long should the denouncements stay active on a person’s profile?
With point one, Bycer is concerned that the player will only learn that the action is wrong, but not get the correct mechanic.  On point two, Bycer raises the possibility that a new player might pick up the game, have a hard time learning the mechanics of the game, and choose to abandon the game before they get too many marks on their profile.
In another of his posts, Bycer discusses the use of filler in games and how it can be avoided.  As he defines it, “filler in game design can be anything that adds tedium to the game”.  One of the examples he offers to start is when, in RPGs, the player is forced to stop and heal after every battle and must go through a complicated inventory screen to get there.  However, what might combat filler in a game in one genre doesn’t necessarily work for another.  If the game is an RPG with a focus on turn-based combat and exploration, then anything that keeps the player from this can cause tedium for the player.  To combat this, he suggests the idea of an ‘hotkey’ of some sort for quick healing, or even having the system auto-heal the party after every battle.  However, he cautions that “there is a line to watch out for when reducing tedium.  Too much automation in the pursuit of reduced tedium can lead to another problem entirely: the game can play itself.  Bycer argues this point with examples from Dungeon Siege, in which the player could preset the actions of their allies and their character, and Prince of Persia, in which it was literally impossible for the player could not fail any jumps or platforming maneuvers because the partner AI would always save them.  He agrees that some tedium in a game can be a good thing, but it isn’t always the best idea.  As he states, “more gameplay mechanics doesn’t always make the game better, as hiding gameplay under tedium is never a good thing.”
In regards to the first post, I honestly love the idea of a ‘denouncement system’.  While there are definitely kinks to work out of the system before it can be used in any major way, I think that it shows promise, because sometimes you just don’t know if you are doing thing the wrong way.  It also would be a great warning system for online gamers so that they can avoid griefers.  
With the second post, I immediately thought of Final Fantasy 12 when Bycer discussed automation within a game and how it can be a bad thing.  The gambit system in the game allows for more effective management of you allies during battle; however, in the right circumstances and with the proper management of the gambits, the game can be left running and allow the player to continually level up their characters.  While this might be considered cheating by some gamers, it creates a loophole that allows for gamers to avoid some of the grind that is a huge part of Final Fantasy games.  Refer to the ‘auto-leveling’ section here for an example: http://finalfantasy.wikia.com/wiki/Negalmuur
Onto the Critical Gaming Project blog.  
In a post by Alenda Chang, she discusses the scientific puzzle game Foldit, which has recently rose to fame and is something of a media darling.  Foldit is a recent attempt to “to join human cognition to overworked computer programs in a computational approach to basic biology and disease treatment.  This is significant because Foldit is a great example of intellectually crowdsourcing gamer communities, “moving beyond the harnessing of game software’s hefty processing power to actually tapping the spatial reasoning and problem-solving drive of gamers themselves.”  However, Chang raises a concern that this might turn the Noble Prize into just another achievement in the current craze for achievement systems in games.  But as she says, “Perhaps friendly rivalry prevent the game from becoming merely unpaid labor, because as with many other “serious” games, Foldit also dramatizes the increasingly fine line between work and play.”  She also notes that Foldit, with its complex, 3-D puzzles, is quick to produce “flow”: focused engagement with a challenge during which external considerations fall away.
In another post by Terry, he discusses the relationship between gamification and players.  As he states at the beginning of his post, “Gamers are basically rats.  At least, that seems to be the central design principle informing gamification.”  He defines gamification as “the infusion of game design techniques, game mechanics, and/or game style into anything”; however, he states that an implicit goal is to transform the attitudes and behavior of users into “happy, engaged gamers.”  He then introduces the term ‘rattomorphism’, which is based on Skinner’s work with rats, in which the stimulus comes after the desired response as a reward and ultimately functions as an incentive.  He notes that, while operant conditioning is extremely effective, in the long run it will ultimately backfire.  The reason for this is that people will eventually grow to hate and resent the activities and their creativity and productivity will decrease.  As one researcher cited stated, “people offered rewards tend to ‘choose easier tasks, are less efficient in using information available to solve novel problems, and tend to be answer oriented and more illogical in their problem-solving strategies.  They work harder and produce more activity, but the activity is over lower quality, contains more errors, and is more stereotyped and less creative than the work of comparable non-rewarded subjects  working on the same problems.’  This is not much of an issue if the goal is simply to get gamers to do something, but if quality of action, emotional engagement, and development over time matter at all, then he states that these issues must be kept in mind.  
In regards to the first post here, I like the idea of uniting the focus and determination of the large gaming community in order to solve problems.  Human ingenuity is something that has yet to be matched by computers, and focusing a large amount of that can solve some of the greatest problems, so long as the focus of the group can be maintained.  Foldit achieves that by turning a sometimes boring biological concept into a competitive game.  
In response to the second post, I agree with the opinion that I drew from it, that gamification can pose a threat to gaming and fun.  Being trained to do certain things in exchange for rewards can make games monotonous.  Designers might find a favorite strategy for designing their games, that gamers love at first.  However, over time, gamers will grow bored with this design style and demand something else.

Wednesday, November 9, 2011

Blog post- Class makeup Wednesday 11-9-11

This is makeup for me missing class on Wednesday.

The first article focused on the crazy working conditions faced by developers in video game studios.  Sometimes they are forced to work up to 85 hours a week, with multiple 60-hour work weeks a possibility in today's studios when it's 'crunch time'.  The article also referenced a recent poll that showed that 98% of those employees did not receive compensation for their extra hours.  However, employees are afraid to fight against this system because they feel they are easily replaceable and could easily lose their jobs.  This is despite studies going back as far as 1909 that show that the 40-hour workweek is more efficient and produces better results over time than forced overtime and extended hours.  According to the article, "studies show that regularly being awake for more than 21 hours impairs the mind as much as having a blood-alcohol concentration of 0.08... that's also the point where it becomes illegal to drive a car." The main fear pointed out by the article is that these types of hours can and will force out potential greats from the industry because they will burnout too soon.


The second article focuses on the world of indie games.  The article defines indie games as understood by most not as being separate from a large publisher, but a recognition of creativity and inventiveness which pushes back against the grain of current gameplay trends."  I completely agree with this definition; just because a studio has a great deal of moie doesn't mean that the game with follow the plan of those who came before in any particular genre.  Likewise, just because a company doesn't have a great deal of money doesn't mean they can't totally defy the conventions of a genre.



Blog post- Class makeup Monday 11-7-11

Ok so this is a post to makeup for being out of class this Monday.

To start off,  I found the reference to Donald Norman's work to be interesting.  In a culture where implementation of the newest technology is widely promoted, the concept that the technology 'under the hood' is "wholly redundant" and "may be dismissed as nothing more than a smoke and mirrors marketing routine" caught my attention.  I have always enjoyed seeing what new technology can add to the gaming world, but the idea that it has no real effect on anything other than marketing was unsettling.  While I do agree that technology itself has no real effect on the way a narrative is told, it does enable the designers to create new, incredible environments and game spaces.

This reference to technology is continued in the chapter's discussion of game spaces.  The limitations of technology have always controlled the size of a game's environment, such as the single-screen environment of Asteroids.  This then expands into the much larger, explorable world of Legend of Zelda and Super Mario 64.  For me, technology has played a huge factor in enhancing my gameplay experience due to this fact.  I love being able to explore my environment in a game, and the larger and more detailed the better.  Better technology makes this possible.

After that the chapter discusses the evolution from single man projects to game design teams.  When videogames first started to rise, many were the projects of a single person working by themselves on a pet project.  However, as time has passed and technology and gamer tastes have evolved, it has become nearly impossible for a single man to develop a game on their own; as such, the development team has risen.  Each development team has certain components: management and design, programming, art, music and miscellaneous, and quality assurance.  Each of these parts a major part in the development game.

Also coming about with the evolution of technology was the transition from single-game systems, such as Pong or Pacman, to the multi-purpose console, like the XBox or the PSone.