Tuesday, 12 January 2010

Bibliography

2 Annotated Academic Texts :

Henry Jenkins (2007) Applied Game Theory, R.I.P. 1: Melodrama and Realism. (Internet Blog). Available from: <http://henryjenkins.org/2007/04/applied_game_theory_rip.html> [Accessed 13-13 December 2009 to January 2010]

 

Books :

Andrew Rollings and Ernest Adams. (2003) Andrew Rollings and Ernest Adams on Game Design. New Riders Games; Ltd Rmst edition (May 11, 2003)


Andrew Gordon, Mike van lent, Martin van Velsen, Paul Carpenter, and Arvan Jhala(unknown)Branching Storylines in Virtual reality Environments for Leadership Development. The Institute for Creative Technologies, The University of Southern California 13274 Fiji Way, Marine del Rey, Ca 90292 USA. Internet Source <

www.aaai.org/Papers/IAAI/2004/IAAI04-011.pdf



Images:

Hitman: Codename 47 cover (2000) [Online image]. Available from: < http://www.mobygames.com/images/covers/large/976755889-00.jpg> [Accessed 12 January 2010]

Aion cover (2009)[Online image]. Available from:< http://www.cdkeysnow.com/images/Box_Aion_Collector_Edition.jpg>[Accessed 7 January 2010]

Aion cover (2009)[Online image]. Available from:< http://www.cdkeysnow.com/images/aion-box-.jpg> [Accessed 7 January 2010]

Video:

Crysis Trailer video (2007)[Online video]. Available from http://www.youtube.com/watch?v=EHz_otW4_i4 > [Accessed 2 January 2010]

Crysis Warhead Trailer video (2008)[Online video]. Available from http://www.youtube.com/watch?v=sciuOTqXdb0 > [Accessed 3 January 2010]

Aion Character Creation video (2009)[Online video]. Available from:< http://www.youtube.com/watch?v=wTf9ISyvkv4> [Accessed 7 January 2010]


Internet resources:

www.gry.wp.pl

http://gamestudies.org

youtube (game reviews) and some random google search.


Games:

Aion - NC Soft

Crysis, Crysis Warhead - EA

Hitman - IO Interactive


The Critical Evaluation

 

            Dramatic Elements its quite wide topic to write about, there for I will try to narrow it down to only main objects in my opinion. I will try to cover in this little writing what do I think about today’s storylines written for games. As you have already read from my research, games that we have so far on the market are pretty basic when it comes to storylines and choices given to player during the game. Most of the games are linear, going from point A to point B with extra option to pick which route to take. But do games need any storyline to be successive? The answer of course is no, in order for game to be successive it needs few basic structures for player to engage with game and that’s it. They are :

 

                                            

''

  1. The ordinary word     
  2. The call to adventure
  3. The refusal of the call
  4. The meeting with the mentor
  5. Test, alies and enemies
  6. The approach to the innermost cave
  7. The ordeal
  8. The reward
  9. The road back
  10. The resurrection
  11. The return with the reward

''

(Andrew Rollings and Ernest Adams, 2003,pp. 95-96)

 

 

 

            Each of this point means different bit of storyline that need to be implemented in the game. For example in Doom 3 we have:

 

1. Introduction to game

2. Beginning missions

3. The accident

5. Enemies,

6. Effect of chase

2. More missions

5. Big boss

8. Finally finish and rewards.

 

 Similar story we have in F.E.A.R game, we are introduced as a special agent with some basic psychics abilities. Game starts slowly with low amount of enemies and basic rules of engagement of Special Forces. As the game progress we get to discover our skills more mission’s enemies and so on. Both of these games are pretty straight forward action games. Going from point A to point B but in opposite to Crysis (game which I have talked about in my previous writing) there is only one route to the next mission. Are they successive games? Of course yes but if we will compare them to some basic games like Zombies Vs plants, or Mario we ca see that even basic game with low budged and almost no storyline can be almost as successive as the one from

 

top ladder. This only mean that game doesn’t have to be multimillion productions to bring profit but already a mini games on iphone that cost £40k to make can already bring big profit.

 

            Games that are released in our age are unfortunately are very basic when it comes to dramatic elements e.g. storyline. Most of the top shell games that are released now days are made mostly for graphics and action. When ever we have strategy, fps or mmorpg more the game got explosions, shining elements, fancy graphics the more popular it is. Now day’s people tend to say that they want realistic games but what they really mean is that they want more stylish game with lots of explosions and amazing effects. For example in Crysis case the more game ‘’glows’’ and is colouristic the more it’s popular. That’s why many of mods made for Crysis are only changing some visual aspects to make the game more stylish. Also Henry Jenkins has come to similar conclusion in one of his articles.

 

 

            ''In many cases, the realist style may represent a move away from absolute fidelity to the real world: for example, many people read black and white and       grainy images in film as more realistic than crystal-clear colour images, even    though most of us experience the world in colour. Photorealism depends on           the representation of camera flair lines which are a property of camera optics,   rather than reality.'' ( Henry Jenkins, 2007, April 17)

 

 

            However dramatic elements its not only about storyline. It also cover the main character, game cover and much more. Of course not all of games are basic from story line point of view. For example mmorpg like WOW, Lineage, Fallout or Aion are trying to introduce people to more options and quests where to player get to chose when and how to do quests to the curtain limits. Of course WoW and Lineage are still in basic form comparing to Aion where quest system was created to be as easy as possible and in 90% of missions all you need to know will be pointed on map. Also fallout started to be bit more complex and gave players in some quests option to  chose what to do which is affecting game storyline and ending.

 

            In my opinion we are in the middle stage of games development. Games that are now developed are made to achieve as best as possible graphics. Storyline is still unfortunately hold back because graphics take priority. I believe that in 5-10 years once the technology and hardware allow us to have cheap and fast photorealistic stylish image will allow us to actually start some study on coding games storylines and making them as big as possible or maybe even an infinitive. I also believe that in that time the games will be made differently, people who will control development of game will come from Hollywood  because once the coding is done and it will be easy to make complex story. Its the director who will make great games that will grab players by their emotions just like it's happening now in movies.  So far games are mostly focused on getting good graphics, pretty complex level of challenge so that player is entertained during the whole game and some straight linear storyline that sometimes success and affect emotions of player and sometimes don’t. Also professors from The University of Southern California has came to similar conclusion, where to they have writen an article about military programs that were made to represent soldier training and the various of options that the player could pick was substantially many. 



''

...The choice that the user makes has a direct effect on how the storyline unfolds, when different choices cause the experience to follow different path in a branching storyline structure. In all, there are 63 decisions that make up the branch points of our current application prototype, and each decision in the sotyrline has been motivated by a specific leadership point. The leadership points were identified through directed interviews with experienced company commanders....

''(Andrew Gordon, Mike van lent, Martin van Velsen, Paul Carpenter, and Arvan Jhala,pp. 844-851)


 

Research / Reference

During my study I have looked at few sources. I was mostly inspirited by Henry Jenkins articles, few books and some random internet articles. 

Source links:

Henry Jenkins : http://henryjenkins.org/

Web : www.gry.wp.pl, http://gamestudies.org, youtube (game reviews) and some random google search

Games : Crysis, Crysis Warhead, Hitman: Codename 47, Aion, Lineage, WoW

And finnaly books, one of the best books I have read :  Andrew Rollings and Ernest Adams n Game Design / http://www.ischool.utexas.edu/~sanchez/chapter4_game_design.pdf

More of Henry Jenkins


Henry Jenkins has also written another article about dramatic elements in games. Almost whole article is about visual aspects of games, however I have pick this part of article because I think its talking in a way about dramatic elements and I find it interesting. 

''Because we read realism against existing artistic conventions, breakthroughs in realism call attention to themselves -- they are spectacular accomplishments. When the marines behaved "realistically" in Half Life, it was so compelling precisely because we read them against how npcs had functioned in previous games. As long as the artistic devices are foregrounded, we are unlikely to forget that we are playing a game. Realism isn't about creating confusion in the mind of the consumer; it is about using the medium to call attention to some aspect of the world around us. And more often that not, the best way to help us see the world from a fresh perspective is through exaggeration or stylization''

 

Indeed half-life was one of the first fps that has ''realistic'' AI of enemy. However I will talk here about other game which is Hitman: Codename 47 released back in 2000. I am old fan of this game and I have to say that the action, storyline as well as hard ''smart'' AI enemy got stuck in my head until now. Which is kind of surprising because I played Half-Life too and all what I remember from this game was first level where to accident happen in laboratory. Hitman was first game that I played at that time that I had quite a lot of trouble with. During the game I could chose how do I do missions and what weapons do I buy for each mission. Lots of the time when I try to act as a silent assassin I had lots of trouble with enemy. I was getting captured and killed in silly moments. It was the first game that I encounter where enemy was not shooting to me when they first time see me. I had to break some rules or look suspicious in order to take their attention. Also the main character has captured my attention, the mid age hair less man was perfect to work as a assassin, it made the game so much more dramatic and curious.    



Henry Jenkins

Henry Jenkins has writen in April 17 2007 article about Melodrama and Realism in games. I have found out in this article few paragraphs that has specifically  interested me. One of them is

 

                ''Cameron deepens the emotional impact of this basic situation through a series of melodramatic devices: Playing with gender roles (the woman allows herself to go into hyperthermia in hopes that her ex-husband, the stronger swimmer can pull her to safety and revive her), dramatic gestures (the look of panic in her face as she starts to drown and the slow plummet of her hand as she gasps her last breath), emotionally amplifying secondary characters (the crew back on the ship who are upset about the woman's choice and work hard to revive her), abrupt shifts of fortune (a last minute recovery just as we are convinced she is good and truly dead), performance cues (the rasping of the husband's throat as he screams for help), and an overarching emotional logic (she is brought back to life not by scientific equipment, but by human passion as her ex-husband slaps her, demanding that she not accept death). When the scene ends, absorbed audiences gasp because they forgot to breathe. Classic melodrama depends upon dynamism, always sustaining the action at the moment of maximum emotional impact.''( Henry Jenkins, 2007, April 17)

 

I have highlighted one of last sentences because I think that it is one of the important points that he have mention in his article. Most of the time people play games either because its fun and doesn't need any storyline or minimum for example, Tetris, Zoombie, Mario and so on or because it got great storyline. This paragraph refer to one with storyline and good example of that we can see in Crysis Warhead.  At some point during the game our main character is losing one of his friends during the battle which cause player to feel emotions, anger and the result of that is of course more killing of the enemies. Thanks to that the player feels more attached to the game and start to play more passionate. It's not just kill them all but it gets to the revenge point where we want to chase the enemy that cause our friend to die. I think that games should have more actions and storyline like that because it make the game more mature and player will remember it for a long time.

Aion

Aion is brand new MMORPG game released by NC soft in the mid year of 2009. Aion is one of the most successive mmo game until now. At its day of release the game servers remain full for around two month where to NC Soft had to expand their server limits by extra 10 servers so that they could keep up with no queen time. The success of this game is based on great storyline, thousands of quests, great promotion, pvp/pve system and much more. Aion cover is quite interesting. We have there character with wings and great background and just by that quite a lot of people would already play this game simply because we have something that we don't in other games - wings. Once we start to play the game, we can discover that the interface is great as well as game beginning. We get to create our own person, its height, body skin and so one.  Example of that we can see in this video: Aion - Character creation screen. Once we get in to the game we get quite lots of help info about how to play the game, short cuts and more. Quest system is quite easy to understand. Any quest we have to do in most of the time we will get map with directions where to go and what to do. Story line is about warrior who was hurt in the fight during battle and he is now trying to recover his memory. By playing the campaign and lvling up we get to discover our past and chose our future. The game also got great pvp solution which work even better when we can fly around and fight in nearly every place.
 




Crysis vs Crysis Warhead

Crysis is the top game of 2007 year. It is the first game that has had so big impact on gamers community. The quality of the graphics and effects are simply amazing. No one before has achieved such quality in games since release of Far Cry.  Crysis is a trilogy with 2 episodes out and 1 more to go. So far we have Crysis from 2007 and Crysis Warhead from 2008 I hope we will get another one episode that would finish the whole story in 2010. Crysis storyline is quite simple. You are a soldier geared up in super hi-tech suit that make him almost indestructible. Various options that give us the suit make the game so much more fun. Connecting it to superb effects the game on its own without any storyline is already a hit. Like I said in my final study the game doesn't need complex or any storyline to be successive(i.e. Tetris. pack man etc), it only helps to gain more players that care about it. However Crysis trilogy is one huge story. I have played Crysis countless of time and I have to say that its first part is in my opinion unsuccessive comparing to second. When I play first part I don't feel anything except what I imagine. I mean by that that if I load one of missions I can deciding how to approach my enemy. When even I want to be silent killer, or a Rambo which is good think and bad. The game lack of narrative dialogs that would make me feel like I was a part of special unit so I don't have to make up my world but feel the rules of army special forces approach. Yes it got some dialogs and dynamic change of actions but it's not as much as in Crysis Warhead. The game seems to be like open battlefield and I don't even have to do side or even main missions in order to get to my main campaign objectives. Crysis was make to give players as much control of the game as we can. So we can approach the enemy the way we want, the thing that is missing is the rules of game that would show me limits and give chance to break them so it could be more dynamic and dramatic. When it comes to Crysis Warhead its completely different story. I am drag there in to the emotions of the character I am playing. I get to lose friends, make bad calls which make impact on my feelings which automatically make the game interesting, more dramatic and better than its first part. Crysis Warhead is also set up to be a chase type of game. I get to feel that I have to be fast and move from objective to objective in order to capture alien artefact. Where in first part I was free to do anything and explore anything like it was morning walk.

Crysis Trailer

Crysis Warhead Trailer