2009 March | The VidZone Network Blog

March 25, 2009

Sunrise on the sunset coast

I’m in San Francisco for the Game Developers’ Conference. I’m sort of with my parents, but while I’m at GDC, they’ll be visiting relatives. After checking to the swank hotel, we took a trip Fisherman’s Wharf. Having wandered this center strip of town, I’ve noticed a few major things.

1.) Where’s the police presence? It wasn’t until I saw one drive by that I realized I hadn’t seen any others. So far I have a grand total of two.

2.) The city buses aren’t wrapped in advertising. All they have is a smallish billboard on the side. I wonder if there’s some strong advertising regulations here.

Also, it’s frickin’ freezing here. I brought two fairly light jackets and had to double up on them. Hopefully I can survive without having to spend “California money” on something heftier. I was also interested to see United Colors of Benetton still exists. I’d thought that died when we moved back to the US from Sicily.

Carl @ 3:42 am
Filed under: Personal — Tags: , ,

March 21, 2009

The New Hotness vol. 1

In this ongoing segment, I’ll narcissistically talk about things that I’m currently enjoying or think are cool.  I’ll plan on doing this once a week, rather than random ramblings about Dancing with the Stars or the latest failed attempt at pop music.

Music:

BoA – BoA (self titled)
This is Korean pop singer BoA’s big American debut album…although she’s been singing in English…and Japanese…and of course Korean…for many years now.  For better or worse, unlike Utada Hikaru’s big American debut album, this one doesn’t sound very Asian at all.  In fact, if you tried to pass this off as Britney’s latest work, no one would be none the wiser.  It’s a collection of above average, lightweight, catchy, current dance/”hip-pop” tunes.

Fashion:

Busted t-shirt
I posted this a little while back, but at the time it wasn’t officially a shirt.  However, it’s been approved and available for purchase.  I don’t know what it is, but artsy Pac-Man shirts are able to make me pay more than $12 for mere t-shirts.

TV:

Hana Yori Dango (Boys Over Flowers)
The live-action adaptation of the classic manga/anime series.  That being said, I wasn’t familiar with the source material, but somehow I stumbled on a recommendation to check out the TV show, so I gave it a shot.  And it sank its claws into me, causing me to watch mini-marathons each night that prevented me from going to bed before 4am.

In a nutshell, Tsukushi is a poor girl whose family is putting her through the most exclusive, rich-kid high school in Japan.  Her goal was to fly under the radar until graduation, but after defending a friend, she draws the the wrath of the school’s ruling power: the F4, a group of sons of Japan’s ruling elite in commerce, culture, and the “underworld.”  Refusing to back down from the teasing and abuse from the whole school and actually socking a punch to the F4′s leader Tsukasa, she earns F4′s respect and the admiration of their self-centered, young punk leader, much to the dismay of all the rich girls doting on the boys.  Of course Tsukasa has familial obligation to become heir to the throne of Japan’s largest financial dynasty, and his wicked mother won’t stand to have him fall in love with a peasant girl.  The side characters all have interesting side-stories that are reasonably explored, and the Cinderella story is not overly melodramatic or cheesy nor girly or sappy.  However, a certain level of over-the-topness is expected from any Japanese show.  It goes on for 20 episodes between the two seasons, plus a movie.

Books:

Watchmen
I picked up the book after watching and thoroughly enjoying the movie.  I’m about a quarter of the way in, and so far the movie’s been pretty damned spot-on.  Already knowing how things are going to play out (more or less given the tweaks to the ending), I am having lots of fun seeing hidden hints and clues in the crude 1980′s artwork.

Video Games:

House of the Dead: Overkill
It’s a non-stopbloody, funny, funky, dirty-mouthed riot.  Except for those annoying half-second freezes everytime you blow someone up to smithereens…which is quite often.  It’s easy to overlook that technical quirkiness, though when the game is just this much fun thanks to it’s incredible polish.  There’s location sensitive hit-zones that let you blow off individual limbs, grindhouse-style dirtied up image and audio filters, and a genuinely funny script despite the famously frequent f-bombs.

Buy it!  Buy it new, dammit!  Otherwise we’ll still be stuck with endless mini-game collections.  Sega is sticking its neck out by publishing all these “core gamer” titles like HotD: Overkill, MadWorld, and The Conduit.  If they don’t get any love and appreciation (read: money), then the word that’s being sent their way is that it’s not profitable to aim for the “core” gaming crowd.

March 18, 2009

A rose by any other name…

During the stressful development process, coming up with a title for your game is just about the least tangibly productive use of time.  And because arguements rage for what seems to be forever, certainly a lot of time is spent on the subject.  Just like the thought a parent should give to naming a child who must brave the school playground, a game’s title encapsules the whole thing’s identity in just a small handful of words.  Very powerful, very evocative words.  Or not if you do it wrong.

The original name of our game when it was first pitched was “Cardinal of Zephyr.”  “Cardinal” being the name of our ship and “Zephyr” being the name of our gaseous, almost land-less planet.  People are prone to split-second, gut reactions, and sometimes all that will ever be seen of a game (or company or anything else) is just a name on a long list of many other names.  So, that name chosen has the unenviable duty of having to grab attention and tell a little something about the thing that it represents.

The other team of our classmates had diverted their attention to coming up with a clever name for their project  seemingly got a good boost in self esteem out of it.  We weren’t in the same sort of developmenrut that they were in, but it was about time to start thinking of publicity materials and setting up a web presence, so four of us producers/designers took an afternoon break and looked for a nice place in downtown Orlando to chill out while talking business.  (In truth, we’d intended on talking about a completely seperate assignment but got totally sidetracked for the majority of our break.)  We found a small vegan tea house just off the beaten path and sat down to one of their house blends.

We needed to determine what sort of imagery we needed to convey.  Firstly, was there anything wrong with the existing title?  “Cardinal” brings to mind red birds or church officials.  Birds fly, but the closest our color palette got to red was a hazy dusk orange.  “Zephyr?”  It’s an interesting word.  It means the west wind.  Or the name of a Red Hot Chili Peppers song.  This single word was the subject of enormous debate.  One of the producers present was one of the two who presented the initial pitch; this game was sort of his brainchild, and he understandingly had a lot of passion for his vision.  His big arguement for keeping the word is that it’s unique enough for someone to see on a shelf and say “Ooh, I’m curious about this, so I’ll pick it up and take a closer look.”  My personal arguement is that people are stupid and scared of big words.  They’re more likely to see the word and think that it’s too weird for them to bother with.  They like simple action and visual words like: destroy, war, army, boat, battle, rage.  Words that immediately inspire an image in someone’s head without needing a moment to search the depths of their vocabulary.  On top of that, just how many people know what the hell a zephyr is?  It’s only a clever name if you 1.) know what it means and 2.) know what our game is about.  It only becomes significant after the fact.  As masters degree candidates, we are a rare <1% of Americans, so we can’t possibly expect everyone else to be on our same level of intelligence.  The simple fact is that if you want to be accessible, you need to target a 5th grade reading comprehension level.  Now, I agreed that the word was unique, but it needed support.

What was our game about?  What did we want people to know without having to read anything else or looking at a picture.  Well, there’s the role of being the ship’s captain, of commanding a crew.  There’s the vehicle: a ship, a boat.  That flies.  In the sky.  Using wings.  There’s the element of battle, war, combat, dueling.

Jokingly, I recommended that a great, simple, straightforward title would be “Shouting Ships.”  Or “Flying Seamen.”  The kids’ll eat it up.  Eww…

Stupid as it sounds, studies show people really respond to titles that include the word “of.”  Gears of War. God of War. Army of Two.  Call of Duty.  Pirates of the Caribbean.  “Of” identifies belonging, ownership, context.  It’s a cheap shortcut to place some object within some context.

Another odd little problem that many may not think about is alphabetical sorting.  It’s a simple fact that the letter Z is 25 letters after A, and when you add more letters these become words.  When you’re in a list, it’s best to be near the top because some people may just never get far down the rest of it.  Did you know the computer company ASUS was named after the mythical winged horse Pegasus?  They truncated their name so they could be at the top of lists of computer parts manufacturers.  Think about it.  How many companies do you know or see whose names start with the letter A? Or A1? Or 123?  It’s all about placement.  Since we were going to submit our game to the Independent Games Festival, this list placement was a concern, but the fan support behind “Zephyr” was just something that could not be bucked.

One strong candidate was “Skies of Zephyr.”  It was no secret (or shouldn’t have been but somehow was) that the premise of the concept was to take the turn-based airship battles from Sega’s “Skies of Arcadia” and build a whole real-time game around it.  Many felt it was just too direct, but I personally didn’t have too much of a problem with it.  It has the components of context (“skies”) and curiosity (“zephyr”) that would catch interest, and those well-versed in games would get the allusion.  Whether they’d  appreciate or dislike the directness was another issue.

When we arrived back at school we dedicated a whiteboard to shotgunning ideas and invited everyone to contribute.

After several voting rounds and cuts, we came to “Zephyr: Tides of Combat” as one of the leading candidates.  (Our lead designer is a big Halo nut, so this was a derivative of “Halo: Combat Evolved.”)  We retained the fan-favorite word “Zephyr” as the primary title and were able to affix a “for dummies” description, well.  “Tides” alludes to water, which makes people think of boats, but partnered with some description of fighting gives the reader a sense that the power over the battlefield is ever shifting.  The great part about this particular iteration was the resulting acronym: Z-ToC–or “zee-talk.”  Get it?  It’s a voice controlled game.  I personally enjoyed that last bit because it reminded me of the abbreviated label of a game I bought long ago at Electronics Boutique: Godzilla: Destroy All Monsters Melee (or: “God:DAMM”).  We had to revise it, though because “combat” is such a generic word.  For a short time we changed it to “battle,” but we were able to argue the same fault.  We landed at “war” because of the grander scale that the word imparts.  Rather than one little bout, this brought to mind a bigger picture.  Hence, “Zephyr: Tides of War.”

Carl @ 12:43 am
Filed under: Games,Techniques — Tags: , ,

March 13, 2009

Issues with speaking out

The big project I worked on during my time at FIEA (Florida Interactive Entertainment Academy) was a voice-controlled vehicular combat game that casts the player as the ship’s captain that we ultimately titled Zephyr: Tides of War.   (Follow that link to download and play it.  Requires WinXP, not Vista compatible.)  We were fortunate that the school believed in simulating a true working environment, down to the tools provided, so we were able to build on industry middleware including Gamebryo and Fonix VoiceIn.

I was leading the charge with voice-related design, including what commands would be available to the player as well as how the crew would respond to both your input and to things happening within the game world. One of the things we really aimed for was to make the most of using such a natural input as voice and not just make it a different way to push a button. To that extent, we labored to think of all sorts of variations and permutations of things that the player might say. For example, would the player use nautical terms like bow, stern, aft, port, starboard, etc? Or would they want to use layman’s terms like forward, back, left, right? How many ways can you say “move?” Go, forward, move, full speed ahead, set sail, etc. And of course gradations for different rates of movement or turning, etc.

I thought it would be a great opportunity to free up the player from the usual learning curve of memorizing what button does what. Look at a computer keyboard, there’s about 104 keys there, and modern video game controllers have almost 20 buttons and knobs. Who ever decided that pressing A would mean jump? It’s so arbitrary and it’s a dark art to cram in functionality onto a random mess of buttons. With voice, ideas are easily and instantly translated from thought. As long as we account for a fair amount of usual synonyms, we aimed to recognize any command by the third variation that a person might try. No tutorial would be necessary, and the software promised that no annoying individual voice-training would be needed.

Of course things never go according to plan. Despite the elaborate spreadsheets we made of various ways to say commands, the software just couldn’t process them reliably enough. One of our programmers created a tool that would run in the background while playing the game. It would listen to commands the players would issue and output a log of what command the software thought the player was saying (as cross-referenced off a database we fed to the game of phrases to look for), a numerical percentage of how close the match was, and if below a certain threshold, other phrases that sounded similar. Crushingly, our acceptable command list was chiseled down to something fairly bare-bones and far from robust.

How did this happen? Words are constructed from a collection of phonemes which dictate the individual sound components that make up a word. There’s a relatively limited set of them in any given language. So when you see spy movies like Mission Impossible, they carry a card with a pre-constructed set of sentences which contains all possible phonemes. When recorded and dissected, those phoneme samples can be fed into a vocal replicator that allows a spy to mimic someone else’s voice. Anyway, our software was tripping up and getting confused with many phrases. “Ascend” and “descend” sound like common words you should have in a game that requires you to navigate in 3D space, right? Sorry, they sound too similar. And unfortunately, if we told the computer to just make an educated guess, the two actions are direct opposites, so there’s an extremely high likelihood of the resulting action being not what was intended by the player.

As you can see above, since we had a much more finite list of commands, we put them on a slide-out bar that the player could toggle if they forgot what they could say.  It’s a shame; we were going for a more minimal and voice-based UI where the crew’s shoutings and the ship’s visual state would tell you all you would need to know intuitively.

Carl @ 2:25 am
Filed under: Games,Techniques — Tags: , , , , , ,

March 7, 2009

Pocketbook giving up the ghost

I’m not so hot on the old Pac-Man/Ms. Pac-Man video game.  BUT.  Pac-Man Championship Edition is one of my favorite Xbox Live Arcade games, and I totally dug the Pac-Man 2 point ‘n slingshot game on 16-bit.  He’s such a cultural icon that I’ve developed a sort of mini-collection of Pac-Man t-shirts within my wardrobe.  Unfortunately, being in the economic bind I’m in, I should cut back on buying any more frivolous graphic tees.  It’s a shame, though.  Just look at these cool Ghostbusters crossover designs! (Click images to go to their sites.)

Busted @ SplitReason.com
Busted design @ © SplitReason.com

Carl @ 2:15 pm
Filed under: Film,Games,Personal — Tags: , , , ,

March 6, 2009

A different sort of “economy”

Nintendo games always have been the gold standard, the benchmark for making quality games. Like any other benchmark, though, competitors can rank above and below. There have been plenty of video games that exceed or have more depth than the Nintendo version, but Nintendo can always be counted on for nailing the basics and making the most of simplicity.

Let’s think about Mario at the most basic level.  His original name in Donkey Kong was “Jumpman” because that’s what he did.  Not quite as super-heroic as Spider-Man having the powers of a spider, but a marvel in mileage economy.  With that single press of the A button, the character hops.  Translated into various contexts, though, there are myriad outcomes (especially when coupled with a single additional input of forward movement).  Let’s list them.

  • Jump over a tall object
  • Jump over a gap
  • Climb onto a platform
  • Dodge charging enemies
  • Attack an enemy from above
  • Strike a floating box
  • Collect a floating object

Man, that’s a lot of things with just one mechanic.  Of course there’s a lot of contextual under-the-hood work being performed.  Is the object Mario touched part of the environment?  An enemy? A power-up, a coin?  What part of Mario touched what part of the object?  The important thing, however, is what was exposed to the game player: A means jump.  Nothing more complicated than that.

Nintendo struck simplicity gold again with the WarioWare series of games.  The original version was once again a one-button interaction.  The team is doing the minimal-possible-inputs-maximum-possible-contexts thing once again with Rhythm Heaven Gold, coming in April on the Nintendo DS (available in Japan for some time on both GBA and NDS).  Using the touch screen, the player either taps, holds, or swipes.  Keeping it simple, you don’t even have to hit specific points on the screen; it’s just one large scratch pad for your gestures.  Take a look at some videos on YouTube, and you can see all the creative ways they make the most out of so little.  [ Just one series of many play videos available ]

No reason why I posted this video specifically other than I thought it was adorable.

Anyway, the reason I bring up this topic of simplicity is because an easy-access game will not scare off potential players.  When you watch an expert PC RTS or RPG player’s hands fly all over a 104-key+ keyboard, doesn’t it make your brain hurt a little.  That was Nintendo’s whole concept for the Wii: minimize perceived potential inputs.  In fact, it’s been a joke for a while, especially with the Gamecube’s giant A button, that Nintendo’s controller of the future will just have a single “press to win” button.  What’s wrong with that, if one doesn’t need to sweat, thinking of the appropriate arbitrarily mapped button to push?  I think many gamers sometimes take a little too much pride in mastering complexity that they have a hard time appreciating elegance.  A simple interface matched with a compelling game can appeal to all audiences, where a complex interface with compelling game still has that hurdle that will keep some away.  “There’s only one chance to make a first impression.”  This simple interface doesn’t mean that accomplishing the goals are easy or automatic.  It’s not actually the “win” button; the mastery of timing is still necessary.

Carl @ 5:13 am
Filed under: Games,Techniques — Tags: , , , ,

Carl’s Movie Mini-Review: Watchmen

Watchmen

(Note: I’ve never read the original graphic novel, so I can only judge the film on its own merits.)

First, a tangent: Chuck and I randomly decided to catch the midnight showing of Watchmen rather than simply purchase tickets for Friday.  Being that we’re pretty far from the college, it turns out that they hadn’t sold out of tickets.  In fact, when we returned to the theater after wasting a few hours in wait, there were still people buying tickets.  We finally let out right at 3am.  I don’t know whose crazy business decision it was to stay open and keep staff until past 3am for a single screen.  I mean, unless it’s a Friday or Saturday night, final showings are usually around 10:40pm, letting out around 1-ish.  That’s an extra 2 hours they had to pay staff!

It’s no secret that I’m no fan of director Zack Snyder’s previous work 300.  It was just a bunch of naked dudes screaming and yelling.  With no background on Watchmen, my only expectation/hope coming in was that it would be better than 300.

Watchmen was a stellar and tight effort.  There’s a small core cast, and there’s enough time spent on them individually and in pairs that you get a feel for the character and their chemistry amongst each other.  There are several extended vignettes for a handful of the characters that further delve into their backgrounds, but not all of the represented characters are given that same treatment.

Those who come looking for a wham-bam action flick will be disappointed…to a certain degree.  The story unfolds slowly and meticulously.  The plot itself is more akin to a mystery, but the significant focus is on exploring the characters.  How do certain people react to bad situations?  To distant partners, to break-ups?  To professional obligations?  To being “fresh meat” in a prison?  To the generational misunderstandings between parent and child?  To convincing people that contributing to the greater good means “cracking a few eggs to make an omelette?”  To impending global thermonuclear warfare?  That said, the action presented is intensely brutal with just the right amount of editing.  Cuts are made to make sure the composition remains dramatic, but the camera can, at times, be unflinching in presenting grotesque scenes.

I have a few technical issues with some of the effects work, notably the obvious wire-work assisting Rorschach’s prowling and the odd lack of shadow when compositing CG characters.

There is a tremendous focus on using 1970′s/1980′s media to date the setting.  There is plenty of TV-watching and perhaps overly prominent use of licensed songs.

Those looking for another dose of superhero action will be sorely disappointed; this film’s strongly in the drama category.  It’s a cerebral, meta take on masked crusaders as real people and something I will highly recommend.

After the movie Chuck told me about how things played out in the original book.  It seems to me it was a very wise decision to adjust the focus, trim down the cast, and avoid a likely awkward deus ex machina plot device that would make an already long movie quite clumsy.  I just ordered the book off of Amazon (on sale for $10.99!), so maybe I’ll have a different take on it after I’ve read the source material.  Chuck said that though he prefers the way things are handled in the book, as a stand-alone work, the film was great.

Carl @ 4:36 am
Filed under: Film,Reviews — Tags: , , , , ,

March 4, 2009

VZshow Episode 001 – DLC (Downloadable Content)

In this inaugural show, Carl and Chuck discuss video game DLC from a developer and publisher's perspective.  Topics include:

  • Extending product life 
  • Earning revenue from second-sales
  • Customer retention/Switching costs
  • Downloadable cheat codes
  • Games as a service, rather than boxed product
  • A case study of Burnout Paradise