Sunday, 14 December 2008

The Element of Gameplay

Ok, so this seems pretty similar to one of previous posts but I guess this gives me an opportunity to understand the true definition of gameplay. Its meaning still seems to be shrouded in obscurity. I still see it as the general experience of a game you play. The aspect of gameplay is important because it allows you to decide whether you enjoyed the game.

When I judge a game, I look at the storyline, the characters and the visuals, not necessarily meaning graphics but the concepts and ideas. I like to know that what I’m playing is new and unlike anything I’ve played before. That is why some of my all time favourites are RPG’s, especially the brilliant Final Fantasy series. But that’s just me and every gamer will have a different perception. I don’t think the word gameplay has a set meaning. The gamer makes their own meaning and judges a game on their own laws of gameplay.

The element of gameplay isn’t something you can choose to put into a game. It’s manufactured with the game, no matter what kind of game it is. The only thing that can be formulated in gameplay is which characteristics are stronger than others.

Sunday, 7 December 2008

The Importance of Character

Characters are an essential ingredient to the plot of any novel, film, TV programme or game, whether they are real or fictional. I find that I can’t really connect with a character in a film or a TV show because I’m always aware that they are just actors, although that doesn’t necessarily mean I don’t enjoy what I’m watching.

When it comes to novels however, when I get into it, I can become emotionally attached to the characters. They aren’t being played. They are the imagination or the memories of the writer. The personalities could in fact be real and it is this aspect which draws me in. Excellent characters and a powerful plot are what make a winning novel in my eyes.

Ok, so now I think about it there are maybe a couple of TV shows which I like because of the characters. One of them is “Heroes”. It has a fantastic script, brilliant actors and a great plot. Presumably, these are the core effects that a film or programme depend on to make it a success.




The kind of stories I love the most are fictional. For instance, I love “His Dark Materials” by Phillip Pullman. A childish choice maybe, but it offers everything I look for in a story.

Saturday, 6 December 2008

The Technology

Its noticeable how gaming technology has changed over the past couple of decades. I still remember the simplicity of interacting with a console like the Gameboy or the original Playstation. It was clear that technology was truly advancing with the release of the PS2 and Gamecube. Despite this evolution, the consoles were still very simple to use. Next came the huge leap to the more current Xbox 360 and the PS3. Now, I don’t think that gaming is very simple anymore. I find the “next-gen” consoles very complex. I still don’t know the full capabilities of my own PS3.


In appearance, I believe that games consoles have really improved. I love the sleek, cool design of the PS3 and I also like the PSP for its external design. The design for the 360 is ok too. It’s how I would imagine the stereotypical concept of a console to look if you see what I mean.


Some say that the game control pad and the joystick are a dying trend although I really hope that this isn’t the case. I see these elements of gaming to be important to the identity of the platform and the games you play. After all, the original design for the PS3 game pad was ridiculed for being rather unconventional in appearance. However, the design was specifically designed for conventionality. So this said, appearance is important even when it comes to games consoles.

Thursday, 4 December 2008

Once upon a time...

There are a number of assets that can make a game strong. One of these is the story the game tells. It is particularly important for me that the games I play have a meaning. I love it when you can become involved in the characters lives and feelings. This is why my favourite games are the likes of Final Fantasy and Disgaea. It works the same way when you read a novel. I can’t enjoy the experience if I don’t have any emotional attachment. In that sense I suppose the story happens to me.



Not every game however has a set story which you are simply led through from start to finish. The story in Second Life is whatever you make it. The clue is pretty much in the title. You create your character and wander around this virtual world. That’s all I really know about it. I’m guessing that WoW has the same principal but I can’t honestly say for sure. I can’t honestly say that I’ve played on Call of Duty either but I do know that it has grown massively over the years from a single player war game to one of the most popular online action games in the world.

I guess this means that computer games are becoming more versatile in content and character. They rely less on a set story and allows the player more freedom of choice to create a story of their own.

Saturday, 29 November 2008

Art direction...

The job of an art director is of dire importance in skilled game art department. They are responsible for the style, visual tenor and quality of a game. And they are also partly responsible for the games contents such as textures, objects, levels, characters and effects that are shown in the game.

The art director is responsible to the game producer, who is way at the top. It’s unquestionably a creative role. Being the lead artist for the art team, it requires a high amount of imagination and willpower to fabricate new ideas.

I don’t think that there is a lot of difference between the art direction of a game and that of a film. Their goals are really the same. The one main difference I’m aware of is that in a game you have control over what direction you go in to unravel the story.

If I wanted to become an art director in the future I would obviously need to be a very talented artist and maintain a creative mind but what is also imperative is that you are a leader. You would need to be ready to give guidance to the team you are responsible for.

Wednesday, 26 November 2008

Game Design

It’s obvious that a great deal of thought needs to go into a game during its creation. For example, Gameplay. It’s an integral feature of game design and it pretty much entails the overall gaming experience not including sound and graphics.

I think one of my favourite game companies is definitely EA. They produce some of the most popular and successful games ever. They are most certainly one of the most crucial developers in the industry.


My next question is to say where game design takes place in the modern Developer. I’m a little confused about what this means. If it means, where they stand in the company, they’re quite far up the chain. Nearly at the top actually. They stand just under the producer who administers the whole development of a game. A game designer hones key aspects such as concept, layout and gameplay. Below game designers are artists, programmers, level designers, sound engineers and testers, all of who create the team that produce the games we play. It can’t all be one person’s responsibility.

In some ways I think that some game genres require a certain design principal. A survival horror game always seems to be designed in a more realistic way. A game like Ratchet and Clank uses a more cartoon like design. But fantasy RPG games can use variety of realism and cartoon designs.

I’ve looked through my collection of games and it’s evident that I prefer a game that is more real with the likes of Assassins Creed and Grand Theft Auto 4.
I’ll keep working on my blog with the next topic soon. Thanks for reading.

Wednesday, 19 November 2008

A recap... the good and the bad.

Hi again. Ok, so, right now my blog feels more formal than I like, therefore I feel now I should show some of the work I have done so far. I'll apologize for a few errors in some of my entries before I start. I'm just the biggest newb ever, hehehe.

So, our first project, "Paper Scissors". It was quite interesting coming up with a good idea. I was running out of time and I needed inspiration. I decided that I should brainstorm some possible designs. Basically this is where I chose an old western theme... with a twist.





So this is it. I decided to use a simple cut and fold technique using the cut outs as shadows. The twist is that it depicts a duel between a cowboy and get this... an astronaut. Well Heather did say to use our imagination. Although I still like the idea, the execution could have been better. Luckily I took this photo straight after I finished and before I destroyed it with coffee.

Next I'm going to show the two biggest disasters of all time. I was too embarrassed to present them in the assessment, where now they just make me laugh, so i'll share the joy. "The Wire Project" started off well and I didn't have much left to do but then, the day before it had to be presented to Heather, my flatmate killed it. It was meant to be a horse but now it really doesn't resemble anything.




Hopefully seeing this, you will sypathise for me. I forgot to incorporate nature in it when I made the basic shape so I ran outside, grabbed some twigs and used them for legs. I prayed that it would have some stability but again, I failed.

The next one is even worse. Its the "Self-portrait". This is the other project I couldn't bear to present to the whole group in the assessment but it is pretty shocking.





It started out fine with the neck and the jaw but when I began modelling the face, the clay began to dry and thus became really resiliant. Thats not the only humiliating part though. I then realised I had no clay left for my hair. I would give it another go but as a student, I'm not exactly in a position to be throwing my money around.I'll move on now anyway.

Now for the drawing work I've done. Firstly, "The Canal Project". Unfortunately, I haven't got much experience with drawing environments but I hope I'm getting the hang of it.




I was walking up and down the canal thinking of a good viewpoint. I eventually decided on this one. I think its alright but there is definitely room for improvement. Next is the "The Archway Project".




I feel, again, I could have done better. It looks rushed but I think its all in my line of improvement. Next is "The Fossil Project". I was actually proud of this one.

This is where I see a change in my rendering skills. I don't know why one side appears darker than the other. Perhaps it was merely due to the scanning process but I can't say for sure. I did a number of sketches which I was proud of but I think this is my favourite.

Soon I will need to add some more of my work so stay tuned!