Saturday, 8 February 2014

Shun Gokuy Satsu Assignment: 3D Environments

3D Environments
As we are modelling 3D environments for our Renpy game, I’m planning the designs in the scenes in  Elemental Wolves. So far during the coding I’ve calculated that there should be 9 environments that will take the story to where Faith gets transported to Crystal Dynasty and the real madness begins. Until there most of my backgrounds will be created around realistic scenes or landmarks.
About Chosen Scenes
The start of the game is created around Osaka and it’s streets as well as the famous Osaka Park, where a cherry tree festival is held every year. Along with that I’ve been looking down English alleyways, dead-ends and certain designs of housing structure that are around where I live. In a way I feel as though I’m not discriminating the Japanese with what happens to Faith if I throw in some English buildings, another good thing is that the gamers get a good mix of different cultures building structures.

Assets
As you can see in the nine scenes I hopefully plan to model a little for my Renpy game, a lot of the assets will be re-used for certain places. Osaka Streets, Alleyways, Deadend and maybe Dungeon will have relations with each other. Madame and Lord Smith’s room and possibly the corridors are going to be designed quite similar. Osaka Park is the only one that seems different from the rest, assets such as lampposts, bins, benches and maybe the odd vehicle will be used for this scene. I plan for all this to be presented below.
Copyright
Copyright can be a tricky situation when designing a level as most designs have been taken or we feel influenced to take pieces from them. In my designing I’m going to try and steer away from gaming environments and move towards a more realistic approach by taking into consideration what environments are like in real-life and then draw them in my style as I already have ideas of how things are supposed to look.
If however I was to take a piece of a gaming environment and use it in my game I would be breaching copyright by claiming it as my own. So in order to stop this I’m giving references to what I’m making, created a bibliography for anything in order to help create my scene and whatever I’ve created declare it as mine.
Representation
Most of my environments have been pretty much made up over the few years I’ve been trying to animate my story; Elemental Wolves. However I’ve done some more research, as shown above into how I can possibly add more of an authentic Japanese/ English style. Already I’ve sketched out all my scenes apart from the Deadend as one of the Alleyway sketches pretty much show how it’s going to be. Also because my backdrops are based off Japanese/English buildings I will have to change them so they don’t look exactly like the real-thing, which is where my old ideas for the scenes come in. So basically they’re half-representing the real thing and half from my own imagination which gives the assets and scenes a bit more creativity.
Polycount and Resolution
When making models we have to watch the polycount, as if it’s too high then it will disrupt the game as it will take too long for a model to render and if it’s too low then the model doesn’t look any good. For our Ren’py however, we don’t have a limited set of polycounts because we are only using a still image (JPEG), of what we’ve modelled which won’t affect Ren’py. On the other hand we have to take into consideration the resolution of the image, my Ren’py is set to 800x600 pix, meaning all my images from both modelling and Photoshop have to be that size in order for the image to fit correctly in my scene.









Shun Goku Satsu Assignment: Game Engines Part 2

Game Engines Part 2
For this part we had to create a Ren'py game and the document below features around what I created, however I don't want to produce the link of the game as it shall hopefully be for my last assignment.

Design
For my Ren’py game I’ve based it on Elemental Wolves, which is a story I’ve been working on for a few years; basically this is my personal FMP that I hope to make on the side.  Ren’py itself is mainly used for Japanese novel games such as: Toginu No Chi, Clannad and Kanokon Inc etc. As the story starts off with Faith (the main protagonist), wandering the streets of Osaka, Japan it does collaborate well with the program’s background giving almost an authentic Japanese anime/manga feel. Plus most (if not all) virtual novel games involve the manga art style which is what I’ve planned to stick to.  The perspective of my game is 2.5 D (closely resembling some of the Final Fantasy series) where I have the backdrops as a 3D modelled environment and the characters or certain assets like the sedative, for example, in a 2D format which not shows I can be capable of 3D modelling but drawing on Photoshop as well. In my game I wanted menus so the player can choose Faith’s motives, variables so that depending on what the player first choses, it might lead them back to the main menu and their last option blocked so they have no other choice but to choose something else. Then there’s sound, images and animation which should tempt the players into finding out more if the gameplay is more realistic and they have something else to interact or sympathise with the character- rather than just relying on the story/ dialogue alone.
In my game I’ve managed to do all this, two of the backdrops have been made 3D as I wanted to spend a lot of time into less models, than make loads of environments that don’t look anything like I’ve planned. One of them is based on Osaka’s streets where Faith begins to unfold her story, in there is a Ramen shop with the rafter’s containing a watercolour painting of a bird in a cherry tree and under that I’ve managed to create a tiny Japanese lantern which most shops or restaurants like that, have hanging up. Across the road are two other convenient stores and behind one of them are three red circular neon lights that are usually plastered around the whole city. In my modelling assignment I did say I wanted the environments to have not only a Japanese theme to them but possibly an English theme, hence why I created a town hall that looks a little like a bridge underneath. To be honest with this scene I did enjoy making it as I’m not the best at modelling, but once I was able to break pieces down my looking at certain photographs of the city and focusing on one picture at a time rather than looking at the bigger picture, the buildings started becoming more accurate and in time I felt I was able to make little things like the lantern, the neon lights and even the glass ‘oddly-shaped’ dome that sits on top of the town hall. I think what really done the scene a bit of justice was having the multiple lights lit around it, hopefully giving that night-time feel to player when they begin the story.
The other scenes were an alleyway and a deadend which were easier to do. Although I didn’t have enough time, I would’ve liked to have finished my graphite dragon texture that would appear on the building with windows. To be clear I still enjoyed this environment but I don’t think I could’ve added anymore models than what was already there. There’s a long building that has three windows which turned out ok, at the side is a brick wall leading onto another brick wall which behind that is cherry blossom trees. I made a random chair in one of my modelling sessions and felt really happy that it looked like something and imported it, into the scene and adjusted it to make a bench for that atmosphere. The only thing I had a problem with was the lightning and where I could put it. Above the windows I put three spotlights there so it would look as though there are security lights there and one just in front of the brick wall on the left-hand side to make out it’s a street light. There would’ve been lights amongst the trees but I felt that maybe might be too much for the player and look extremely messy so I decided against that.  When it came to rendering these pictures I did set them at a resolution of 800x 600 which is what my Ren’py format is set at and saved the pictures as a JPEG file, easy enough to code down and for the program to work with.
For the drawing which I found the easiest part, it did take me quite a while to first think about what actions and poses the characters would be doing in the game write a list and then create concept art and final drawings to be produced in Photoshop.  Already I had quite a bit of the coding done so I knew some postures that my characters would be doing like walking, becoming tired, angry or confused. I think what threw me off a little was one of the characters had already been re-vamped from the final designs I created a few years ago but only when Faith would arrive at Crystal Dynasty- not during the streets or Sukkusu house scene. Others like Lord and Madame Smith, Ichi, Suso and Diane hadn’t had their re-vamping yet and it was something that needed to be done so there would be a final design. Luckily when I finished that it was simply just drawing loads of different poses and scanning them into my computer to work on Photoshop, although I had the concept art and designs done I hadn’t coloured them in- so again I resorted to the final designs that were drawn and inked and had to colour them in before started these Photoshop pieces. Before I saved my images, again I re-scaled them to a size of 800x600 (which I thought I did) and saved them as a PNG file, so that when I did add them into the game there would be no backdrop and only the characters of what I’ve drawn. Sadly I didn’t save all my files to that size and it turned out during the coding I had to re-size most of my images by zoom 0.5- zoom 1, so that the player could see them correctly.
Animation and sound wasn’t that hard. Initially I did want voice actors to say the lines of my characters so it added a little more to the game, but a couple of the people already chosen for the roles couldn’t do it for certain reasons and there wouldn’t be enough time to find these people in under a week. The sounds I found on people who already collected them and have written this in a bibliography so the websites have been credited, once I got them I changed them into a .ogg file which is compatible with Ren’py. The animation though I did struggle with a little but I noticed if I show the images and then put with dissolve underneath, it would make a transition from one piece to the next giving almost a heart-beat change which is great  for adding tension which in the story, Faith does get caught by catchers and I wanted to add that tension for the audience as Ren’py doesn’t allow you to add cinematic animation to show the players but can allow you to add transitions that will change the player’s features if drawn correctly.
Production Log
The modelling itself had taken me about three weeks to be full UVed, textured, lightning/camera’s added. To be honest I didn’t really record down what I had completed in what lesson as the Alleyway I worked on at college, looking back I remember creating a proxy scene and started working on the building in one lesson, another trying to UV all my models and having a go in Mudbox and another doing texturing and lighting which was my last lesson (3.12.13). In one of my Game Engine lessons I modelled a chair to be put in UDK and decided I wanted it to be in my scene, so in the last modelling lesson I added the chair, UVed and textured it.
For the drawing I started on 19.11.13 with creating the concept art for the characters. After a week a later I spent two full days doing the drawings of different poses and week after that putting them in Photoshop and adding the line art. Only on 29.11.13 did I colour in my characters and started making some of my backdrops on Photoshop like another alleyway and the Sukkusu House. The sounds I found on 1.12.13 and spent the night adding them into my coding.

The coding itself I started not long after our interim deadline and did leave it at points to do other things for other FMP groups like concept art, or work on other assignments or to see to things at home. During the last two weeks though I really got into the coding and added more in like music and menus trying to picture how I would want my game to pan out. On the 4.12.13 I added in variables and had a huge problem trying to get them to work, unfortunately I have forgotten to screenshot this and show what I’ve done but in the end after some help from my tutor I did finally get them working and make the game do what I want, where if the character chose to ‘flee’ they would eventually be brought back to the same option and the ‘flee’ button would be disabled. Below though are the errors that came up when I tried to load the game, and I’ve shown how they can be fixed.

Problem 1
My first problem was I forgot to type in the music’s format so that when my game played, it couldn’t find the music files I had typed in my code. Basically all I had to do was write down the music to mp3, but later I changed this to .ogg  format as Ren’py didn’t pick up mp3/wma formats. Later in the code I had found out you had to write :
Play music (or sound) “Sounds/tiresscreeching.ogg” fadeout 0.3. This is basically what you had to type in your code for the music to appear. The fadeout 0.3 will be how long it will allow your music to play before fading out, this sound only lasted 3 seconds so I set the fadeout to that.

Problem 2

If we look above you can see that I’ve typed my image files as JPEGs when in fact they are PNG files, all I had to do was change the file format on the Ren’py, and so the program could find them in my “Images” file. 
Problem 3
The problem I had here was I had given the program too much to take in with the images, so what I had to do was cut the phrases into lines so the program didn’t get confused.

Problem 4


As the ‘and’ phrase didn’t work I decided to take this out and stop confusing the program, so that’s what I did and it finally worked.

Problem 5



This is where the trouble started, as you can see here  I didn’t put a gap between my = sign and the True, which was my first problem. After that the problem was I had assigned ‘failure’ as a variable in the wrong the place.


Problem 6

If we look after the “Leave it here~” I didn’t put a colon in there, so the program didn’t quite know what to do. Below you can see I put the colon in and the game re-worked again.


Problem 7


The problem is here, I’ve made my image too big to fit properly on the screen. This is a pretty simple problem so all I had to do was change it to : zoom 0.5 as shown below.


Evaluation
Personally I felt my game did lack in a couple of places after I compiled it into a zip file and re-played it a few times. By looking at my Beta testers who tried both ways of ‘fleeing’ and ‘fighting’ I have noticed that the characters did need more work on them. The reasons why I made my characters bland was because I believed I wouldn’t have the time to finish this Ren’py if I spent too much time making the art look like the rest of pictures by adding shadows and light rays and the line art being cleaner. For next time though I would spend more time making the art look like what I would do for Deviantart instead of panicking about finishing after the deadline.
Another problem was because I didn’t carry on the story any further to where I wanted to, in all honesty I would’ve carried this on if again I didn’t panick about not finishing this in time. Finally the last thing that seems to bother a couple of people was the animation being too fast and sending them ill. In order to stop this I will have to put: with dissolve fadeout 0.5 which will slow down the transition time so people can see the images.
So what can I do for next time?
Not panic and rush my art so it seems messy, but instead put in the same level of detail as I do for my other assignments. Make sure I keep the coding going to the last couple of days so the story will stay on and the animation be slowed down so people can see what happens clearly or make people sick. Otherwise I really enjoyed this project and if I were to continue to make Elemental Wolves it will be on this program.

Shun Goku Satsu Assignment: Game Engines Part 1

Game Engines Part 1
Introduction
Everybody loves to play games and enjoy features like the story, art or even combat mechanisims, but then there’s others like to reflect on how well the game’s been produced in terms of graphics, sound and maybe even non-playable characters. In reality we are too consumed in the game itself to even dwell up the masterpiece of the game engine itself and how it can be considered the heart of the game?

The Purpose
So what exactly is a game engine, its purpose and how it differs from a ‘game’ itself? Basically a game engine is a system designed for the creation and development of video games. The leading game’s engines provide what’s called a software framework that developers use to create games for various platforms like consoles, computers and mobile devices. An engine is a set of tools and mechanisms prepared separately to add in eventually as the engine is being built, meaning that every engine’s code and scripting is unique and can’t be re-used- hence why game engines take a considerable amount of time to develop. Now the framework is a code base that handles important aspects of games such as hardware interfacing and input, always coming with a predetermined rule set. A game however is a piece of media entertainment that runs from a game engine, but includes other pieces as well like design/story/art design features and can be played as well.

For example we can’t start making a game engine until we actually focus on the concept (or more like the game design document/pre-production document) of what the game is going to be about. Until it’s decided and both documentations have been completed and cleared it’s then we can move onto modelling and assets and then onto building up the game engine itself, which is why there can be a huge debate on what could be considered as the heart or the most important piece of a game.


Difference between Engines
As we know gaming itself, has developed a lot over the years, which means the game engines themselves have come to produce more realistic effects and have branched out to other devices that’s been urbanized, e.g mobile phones, tablets.
One of the earliest game engines is NovaLogic’s Voxel space engine. It managed to combine volumetric and pixels, thus creating 3D bitmap images rather vectors. In the early 90’s it was used mainly for flight simulators, also managing to render command and conquer vechiles. A good example of a game that used this engine is games like Quebert and even Minecraft.

 In 1996 ID Tech produced the first amazing 3D engine that was brilliant at rendering methods, allowing pieces like brushes and z-buffering to be visible. It also used a certain scripting known as QuakeC, again another game that used this is Team Fortress. However the company decided to develop their engine further. In 1999 they introduced shaders, curved edges and network capabilities meaning that rendering itself became increasingly difficult but more of a masterpiece until 2004 when ID Tech 4 appeared. Back then it was considered to be a groundbreaking engine development, able to last through code overhaul and switching from C to C++. ID Tech has so far managed to bring out a number 5 of their series that allows volumetric lighting, post processing, virtual texturing and HDRR (High Dynamic Range Rendering). Upcoming games using this are Wolfenstein: The  New Order and Doom 4.
It also managed to add more realism to the graphics itself with the lightning and depth compared to an equally successful engine called GameByro (developed in 2003). GameByro was a successful multi-platform engine that had created a great dynamic collision detection and particle system- in which games like Fallout 3 and Oblivion took hold of.

In 2004 two powerful engines were produced known as Source and CryENGINE. Source became the follow on from GoldSRC( known in 1998 for its written C++  to make a cross platform features in Half-Life and Counter Strike), adding more shaders, dynamic lighting, reflective water and real time motion blur. It was though heavily modded meaning it had to be constantly updated. As the original Half-Life and Counter Strike used its predecessor, there’s no surprise as to why Source became the target engine for their sequels. CryENGINE compared to Source became a very demanding piece of technology reliant on high visuals and hardware, which added more beautiful graphics to players maybe being the reason as to why Far Cry and Crysis where big hits back in that time. Nowadays CryENGINE has become an even bigger success, unlike Unreal the engine is addictive adding more to the level design and world of the game rather than hindering it or simply taking away the ‘perfect’ effect.  CryENGINE 3 uses a WYSIWYP approach which is what most game interfaces use adding more of an advanced lighting, particle system, normal maps and modular AI system.
Even though CryENGINE has seemed to have won the battle of the better gaming engine, Unreal 3 was not something to be frowned upon in the 2007 era. Considered to be the most popular and well-known game engine, known for its multi-platform and its DirectX 10 compatibility games like the Mass Effect series, Devil May Cry and Batman Arkham City used this. Since then the Unreal engine series has a number 4 that promises to use real time global illumination and voxel cone tracing soon to be present in games like Fable Legends, various MMORPG’s, Project Awakened and Fortnite.

Speaking of famous titles if we look at Battlefield 3, Medal of Honour and Need for Speed,  we can see the engine company known as: Frostbite, uses a heavy shader engine making it graphically impressive giving off multiple shaders. It also allows players to witness destructible environments as well as being multi-platform compatible since 2008. Upcoming titles that plan to use this engine still are Dragon Age: Inquisitor, Mirror’s Edge 2 and a Mass Effect game. Compare that though to Anvil/Scimitar’s engine (famous for the Assassin’s Creed series) it gives the game that much more. One minor drawback is games that use this engine usually need to be built from the ground up, because of it being a multi-threading engine allowing dynamic world creation techniques. It also influences more middleware components that not many engines had during 2008. Some of these components are programs like Autodesk series, HumanIK and Euphoria animation mechanics.

 Looking back at most of these engines we can see even though they work for different devices they’re mainly console based engines. Unity game engine is the opposite and used mainly for games that rely on Web and Mobile platforms. Using interfaces and codes like Open GL, Open GLES, Direct X and proprietary API support it can accommodate for a number for platforms. It’s also dedicated to scripting language and a powerful toolset including middleware inclusion.
Functions in an Engine
Five key subjects are important to include in a game engine as it can be the difference between your game being a huge success, or an amazing flop to gamers and your investments.
Rendering:
Rendering is the process of creating a model from an image using computer aided programs such as the Autodesk Collection (Maya, 3D Max, Mudbox ect), giving more realistic detail where performance is paramount. It’s also the final part of the game and being one of the most important, allowing us to see characters, environments and even art designs being the first thing a player observes when the game is even being loaded.  Yet  there are a number of stages that people have to go through in order for the visibility to be perfect, meaning that it may limit the CPU/GPU usage which is where techniques like culling will come in. Rendering can be integrated or dedicated to a game engine middleware component, able of processing a number of actions like normal/texture mapping, radiosity, shading and reflection among many others. Nowadays 3D games often require real time rendering where the engine itself is placed into a constant update cycle where the CPU allows the game to keep running, yet if it does not work harmoniously with the GPU then the routine of the update cycle will be executed stopping the game from running entirely or severely glitching.
When rendering there are two main types of illumination: Direct illumination gives a very flat, unnatural lightning scenario which may attempt to create a realistic and natural light using a number  of sources, meaning the programmers have to really consider where they put these lights otherwise it could look like a mess. Sometimes the lightning may not bounce effectively off reflective surfaces as the radiosity may not be able to work as well. It also means lightning and shadows are diffused within the graphics.
Ray tracing though gives a realistic approach to the game where the radiosity can work at its best, where people can actually witness where colours meld into one another making the visual seem more rich. It even allows for better lightning and reflective effects but one major drawback is its heavy usage on the GPU and being costly. Another important thing to mention is Ray Casting, which is where the light can be reflective,  effectively but can never trace secondary rays which is why people avoid putting in a house of mirrors in a game, for rendering, the light rays will ‘break’ the GPU and be very time consuming.
Now I mentioned earlier about culling, it’s where it removes parts of a scene that does not contribute to the final image. So during gameplay part of the environment might fade into the background by some mysterious fog. For example in Kingdom Hearts: Dream Drop Distance, as you advance through worlds you’ll see the environments are simple looking shapes until you walk up to them, then they become something like a castle or some trees. Compare this to Legend of Zelda: Twilight Princess where a mysterious fog won’t just appear in the game, the previous backdrops will appear/disappear on an opacity scale which is quite common in most games.  This is so the CPU and GPU don’t have to work overtime with models that players aren’t going to see/need to see saving effort and time. There are various culling techniques in which people use to rid unnecessary assets in the rendering and can take place at the application, geometry or rasterizer (provided it’s hardware assisted)

Binary Space Partitioning (BSP)
BSP is a way for subdividing a space into convex sets, the subdivision itself will give a rise to the representation of objects within a  the space by means of a tree data structure. The tree allows 3D information about the objects in a scene considered useful in rendering such as their ordering from back-to-front at a given location, to be accessed rapidly as well operations with shapes in a CAD, collision detection in models, ray tracing or other computer applications that involve handling of complex 3D scenes.

>View Frustum
View frustum is a region of space (in the shape of a frustum, hence name) in the game’s environment that potentially appears on the screen. The planes that cut the frustum perpendicular to the viewing direction are called the near plane and the far plane, anything close to the camera view point however is clipped, the rendered when the player view (e.g the frustums planes) come into contact with them objects. 

>Back Face Culling
Back-face culling decides whether a model/mesh is visible, testing whether the object will appear clockwise, anti-clockwise or counter-clockwise order when visible to the player, if however the object is projected as counter-clockwise winding it will have to be rotated to face away from the players perspective; not being drawn.
This methods helps reduce the number of polygons for the program to draw, as an example if we look at Grand Theft Auto’s city designs, there wouldn’t be any point of modelling meshes for the sides of the buildings that face away from the camera’s perspective within the game as they’re obstructed by the sides of the environment that face the camera.


>Occlusion Culling

Another similar technique to Back Face and View Frustum is also known as Occlusion culling, which tends to skip the drawing of models which are hidden from the viewpoint by other visible models. The technique will only work however, with single-sided polygons whereas double-sided polygons are rendered from both sides meaning they don’t have to be culled by other methods such as Back Face. Occlusion culling does use z-buffering and can be dependent on an object, only if that object isn’t discarded from the rendering pipeline.

>Portal Culling
This technique divides the scene with portals and manipulated camera angles. During the rendering stage, a camera view will be in one of the rooms that’s rendered normally but for each portal that’s visible to the player, a View Frustum is set up for the size of the portal then the room behind it is also rendered, meaning it will be like having two mirrors where one is underneath you and the other perpendicularly above so that when you look in one you see the other? Hence why these are used in indoor scenes, however they can be FoV dependant.
>Contribution Culling
Finally the last technique is used when objects are too far away they do not contribute much to the final image, especially if their screen projection is petite. So instead additional features are thrown in to give the sense of illusion on distance, which could be the reason why we see mists or fog during gameplay.
Texturing, Shaders and Anti-Aliasing
So far we’ve been through quite a bit about rendering but there’s plenty left still to learn, for example the games and mods wouldn’t be very detailed if it wasn’t for the fact we texture these models, for different things like putting a certain colour on them or turning them into fire, glass, distinguishing the difference between body parts and clothing. Textures always need to be rendered to the power of two, so that it’s not putting the modelling program on over-drive, will be equal and better to work with when UV mapping and won’t look a mess when rendered, this texturing can add a lot of realism to a game and obviously will change to suit a certain theme or style of the game. If we compared the first Legend of Zelda to its later sequel Twilight Princess, you’ll see the texturing has added more of a realistic and adult approach.

Legend of Zelda gameplay
Legend of Zelda: Twilight Princess gameplay

Another great thing about texturing is that it ties in with culling, is the ability to create shadows and fog within the game, as it gives an immersive sense of realism to the environment by using a variety of techniques and shaders; to produce high quality shadows.  Shadows are produced using shadow mapping which a process of where shadows are added to 3D models, used in both pre-rendered and realtime scenes. They’re created by testing a pixel from a light source and comparing it to a z-buffer or depth image of the light source’s view then stored in a form of a texture. Without it that asset could look unreal or maybe people would think there’s a constant light around the object. One the easiest methods of shading is called Stencil Shading, which is where an outline of, let’s say a body, is projected onto the ground as a shadow like it would be in real life around 12pm.

Now with that in mind shaders give the pixels themselves colour and additional attributes which adds more for the player to see, combined with shadows and lighting effects (plus texturing) we can see very realistic objects that will be displayed during the game, hence why when a new generation of game or console is brought out people always like to compare the graphics.


Anti-Aliasing is basically smoothing/ removing jagged edges within the game. To be honest not a lot of objects or pieces take part in the process because even it gives a high performance, it does lower the FPS and contains an intent code. Without actually looking for it people can’t see the difference between what is ‘AA-ed’ and what isn’t. Below is a scene taken from Final Fantasy 14 where you can clearly see the difference of the edging with AA involved.
Collision Detection:
This term refers to the computational problem of detecting the intersection of two or more objects. Objects in games interact with the player, the environment and each other and are represented by two meshes; one being a highly rendered model to the player’s eye. However the CPU will only recognise it as a simple shape. For example a treasure chest will appear as a cuboid, making it easier to insert another mesh that will collide with the other. Usually these simple meshes are collision geometery- maybe being a bounding box, sphere or convex hull. Engines using these as a final shape for collision detection are considered simple and can narrow the number of collisions set on a costly mesh.

Artificial Intelligence (AI)
In video games AI is the behaviour of NPCs, however it can be used to refer to a set of algorithms. AI can be centred on appearance of intelligence a d amazing gameplay, being a different approach to traditional AI; workarounds and cheats can be acceptable and in cases, the computer’s abilities must be toned down to give human players a sense of fairness.

Constraints and Boundaries on AI
So we know AI is the behaviour of NPCs but what exactly restrains them in a game? NPCs relate to different things, differently meaning they’ll have dynamic responses depending on how well people have animated to respond. Another thing is certain NPC’s might stay in one place of the level, could accompany playable characters throughout the game or are basically everywhere. What I’m referring to with this is those that stay in one level/part of the game could be a member of a village? For example in Abe’s Oddysee, Paramites (known to be enemies/ friends) only appear in Paramonia platforms and their response to Abe depends on how many of them is around at once.  If on their own they tend to help the protagonist or moreover leave him alone fleeing to the rest of the pack, if in a group they tend to hunt you down through the platforms until you reach higher ground or have been killed by them or something else. 
NPCs that accompany the main playable character could be companions or have relations with the protagonist. In Okami, Issun is Ammy’s companion and stays with her until she reaches Celestial Plains. He’s an NPC that’s basically helps you throughout the whole game compared to another NPC Waka (slight guardian role) who comes and goes throughout the level and challenges you along the way, so his limelight was restricted until you were supposed to meet him in the story whereas Issun was never really restricted in being around you, but had to stay on Ammy’s head-unless in cutscenes.
My last idea of NPC’s being everywhere would be enemies or ‘friendly-enemies’ like guards for instance. Their paths would be set a certain way, where if you stepped near them they surround you or follow your path through the game. In Kingdom Hearts: Dream Drop Distance, enemies would pop into existence as soon as you stepped foot in a certain area of the dream lands and then disappear if you ran away from them as they couldn’t leave a set space.

 Compared to Legend of Zelda: Twilight Princess, where in some places these foes would spot you and continuously follow you around, grouping together until you’ve turned round and defeated them before they get you, so basically how do creators make these characters have set paths to follow within the game that the game engine can understand?

Waypoints
Objects placed on waypoints are extremely limited in functionality and don’t allow your characters dynamic adjustment, as they’re placed on a fixed route. The polygon is placed on a navigation mesh allowing the bot to move only in them areas, if they were to be on a bridge that’s blown up, when they got to the end of it they couldn’t find way around the hole or return.  All that will happen is they slight glitch then respawn back where they started or advance over to the other side of the bridge to carry on the waypoint. This wouldn’t be very effective or realistic but was used in early games, hence why some games you play nowadays still do this.

Path Finding
This is another way for your NPCs to move around, since this is a more updated version it’s therefore likely to work the opposite of waypoints and more effectively. Path finding will allow a character to move ‘less-constrained’ within given areas so they have a more dynamic response to things. Going back on the bridge idea, these objects would probably find a different way to get around the hole to carry on between locations or simply return to where it started, you might even get a certain reaction from some of them meaning movement isn’t a problem. Still there are certain limitations to this as it can put a constant strain on the CPU/GPU usage.
Physics
Physics are extremely important in games, by taking physic laws from reality into the gaming world people will feel as though they game itself is better. We need physics in games for everything that needs to move, move which is what animation is there for and even that’s limited by physics laws. We wouldn’t allow characters to simply walk through heavy wind without being slowed down or blown away, or if they have a high jump it can only be used for certain ledges not every tall ledge. In the Spyro the Dragon series, Spyro could only fly a certain distance as a young dragon and do a quick hover to get across ledges in order to get treasures, eggs, orbs ect As he was only a young dragon they wouldn’t have developed the muscles in their wingspan to carry them for long distances which limits the players to certain actions but challenges them to get to certain places by finding another way or completing side-quests adding more of a natural effect.
Two well-known game engines called HavoK and PhysX are basically physics engines designed for games allowing real time collision and dynamics of rigid bodies in 3D. HavoK itself provides different types of dynamic constraints between rigid bodies by using what’s known to be a dynamical simulation, creating more realistic virtual worlds in games. Their sub-company known as Havok Animation provides the user with efficient playback and compression of animations for characters in the games, featuring inverse kinematics. Games that use this engine are: Darksiders 2, Ni No Kuni and Super Smash Brothers Brawl.
Now PhysX is classed a proprietary real-time physics engine middleware SDK. Games that support hardware acceleration by PhysX itself can be sped up by either PhysX PPU or a CUDA-enabled GPU, allowing physics calculations from the CPU to be off-loaded, whilst the CPU can perform other tasks instead-giving a smoother gaming experience and space for additional visual effects. Usually middleware physics engines will let game developers avoid writing down their own code, to see to complex physics interactions that appear in modern games, hence why PhysX is  vastly popular among game engines and is available for Microsoft Windows, Mac OS X, Linux, PlayStation 3, Xbox 360 and the Wii, Games that have used this engine are: Borderlands 2, Mirror’s Edge and Alice: Madness Returns.

Sound
Game sounds are extremely important to the player as it helps make the game seem more genuine and can give a set of codifiers to help in the game. For instance, people who have played Zelda always know when they’ve opened a chest or found something useful as the tune goes: ‘den-nah-nah-nah’, compared to when they’ve found a rupee in a chest or when an enemy is about to attack, as instant alarming music will immediately take over the original soundtrack pieces set in each part of Hyrule until it fades away again.
It can also give characters a voice which is why voice-acting is important to games like Personna, Final Fantasy, Professor Layton ect as their games contain cinematic/anime cut scenes triggered throughout the game. Sound can define our actions and the games reactions so we don’t get confused between rules.

Networking
Usually we like to keep updated with the world and tell everybody we know what we are doing throughout most of the day, also hearing what our friends have done through social networking sites. Since most consoles now allow us to connect to the internet and even have famous networking sites like Facebook, Twitter, Bebo integrated into the system we can still play games and keep updated. Networking can handle game interaction over the internet easily nowadays which is what MMO and MMORPG games like World of Warcraft, Howrse and Pottermore rely on. It means players across the world can control their personal avatar to interact with others, so the game doesn’t have as many NPCs as it normally would in a console game. It also means we are susceptible to recent upgrades that give us DLC, help our consoles/ games and receive messages from across the world.

Shun Goku Satsu Assignment: Critical Approaches Part 2

Critical Approaches Part 2
For part 2 we had to complete an interview where we got asked about the affects of how video games influence us.


Interviewer: Welcome Dr. Buccheri and thank you for joining us on this cold winter morning.

You: You are most welcome; it is an absolute pleasure to be asked here again kind Sir.

Interview: Yes, you have become almost an annual guest here at Massive Media Magazine, the readers love to hear your input on today’s media, so it is too, a great pleasure having you with us again.

You:  N’awww bless them!
So you’ve been doing this for some time now, what is it that ever brought you down this route in the first place?

You: Well I’ve always had a strong fascination into the human psyche, and what makes people tick so to speak. Hundreds of years ago, had I wanted to pursue a similar career I would have been studying the effects of religion or cults perhaps. I would have been addressing how people co-exist in a small community and how authority or respect was earned and maybe given. I might have even been charged with researching the differences in social behaviour between urban and rural civilisations. But given that today, media has become a huge part of our lives and our exposure to these increases on a frankly staggering rate each year, it falls to conclusion that such an area is ripe for dedicating one’s life to studying.

Interview: I see, so one of the areas you bring up quite a lot when you’ve been here in the past is ‘Audience Theories’, would you mind explaining a little more about this, what is this stuff about responses?

You: Different people and therefore audiences will respond to games differently depending on their situation, upbringing, beliefs etc. The Hypodermic Needle Theory is where people tend to absorb information from various places like the news, television, radio and governing bodies which I explained about earlier. The Uses and Gratification Theory is again where people absorb information, but it’s pre-existing and usually comes from gossip-like media for from word of other people that don’t tend to have a huge influence over people. As discussed before people tend to believe games are bad for the society, because of the violence, drug references, sex, ethical/religious issues, people wanting to do nothing more than play on them and become messed up where they are dangerous to society. This is mainly what the media has conjured up but again I have said I do partially believe in some of this but I’m not against games.
For ethical and religious issues in gaming it’s one huge subject that can be extremely hard to overcome as many games can be offensive to people, for the characters or situations they’re in for what’s in the game itself. For example in Grand Theft Auto you can play as the coloured guy and he’s the only one that can get drugs or the first mission with him is to steal a car. This is because of stereotypes and although creators don’t mean offend anyone people do tend to take it to heart- however this doesn’t mean it can’t be corrected. The best way is not to take it to heart but it can really hurt sometimes, but the best way would be to make a change to that situation. For example a white guy could do the same kind of thing as the coloured? Or for example in Legend of Zelda: Twilight Princess the one coloured woman is Telma and she runs a bar in Castle-town being slightly revealing at the top half of her body. So fair enough the only coloured person isn’t sitting in a huge protagonist role, wears slightly revealing clothes and had a slight ‘crumby’ job. However throughout the rest of the game you find she’s saved your best friend, looked after then village children, saved a Zora and helped you find people who were willing to look for the rest of Midna’s Shadow Pieces, and they were part of a group called the Resistance- which Telma organised. In this way it shows Telma’s amazing attributes to the story and how much of a hero she is when she had to suffer against the creatures of Twilight- creators can help these situations by doing this kind of thing.
Finally about drugs, violence and sex all games have to go through a rating system where people like PEGI and ESRB go through the game, note down what’s in the game and take into consideration what age people should be mentally-able to take in the content of the game and not be effected. They then display an age rating of how old a person should be to play that game and also include why the game was rating that way- just like film, book or even music CD- it’s all there. With young children playing rated 18 games and become disturbed is not the creators/distributers fault. It’s purely and simply the parents fault for either letting their child play on that game or buying it for them at such a young age. I believe if parents were to look at the contents in the game and ask around like they would do before giving it to a 7-year old, the world would be much more easier and people be slandering the gaming industry.

Interviewer: How is fan culture created and how does it affect games and its audiences?

You: Fan Culture is created when people really admire a certain pieces of media like films, games, books and gives their opinion to the creator or demand pieces that they want bringing into that piece of media. Usually the creators do take into consideration what the public wants and tries their best to please them so the fan-base they already have will stay and continue to flourish. How this affects the audience is it makes them feel special and heard about. Examples of fan-culture could be in Harry Potter, J.K Rowling did actually want to kill off Harry when Voldemort murdered him but because of the fan-base she made sure she kept him alive otherwise J.K would have lost a lot of fans. This is also the reason as to why she’s making an 8th Harry Potter book because her adult book: Casual Vacancy was such a disappointment to Harry Potter fans, that she wants to make them happy again and reward them for their loyalty.
Another example would be in Naruto the creator Masashi Kishimoto, wanted the main characters Naruto Uzumaki and Sasuke Uchiha to be gay and he openly admitted this in an interview. Sadly because a lot of his fan-base didn’t want them turning gay and the anime show Naruto was aired on Disney XD and Jetix channels, his main idea was refused and he had to set-up a false trail of Naruto falling in a relationship with either Hinata or Sakura to please some of his fan-base. After admitting this though it made the yaoi fans more happy knowing he was against the idea of this and collects anything Sasunaru.

Interview: That’s really interesting stuff, I’ll try and pretend that I understand everything you said (laugh). So one of the areas which I know you’re quite experienced in is advertising and the effects thereof. In your professional opinion, do you believe that advertising can have a manipulative effect on the audience?

You: Yes because as a consumer we sometimes believe in too much of what the tv is saying or who is advertising the product on tv. For example a lot of companies bring in celebrities to advertise certain products so that us as an audience feel as though we are purchasing the same brand as what the celebrities are and we will look like them or have/use the same things as them. Another thing relates closely to what we are being shown, for example in some games there will be advertisements like join the army which in a way makes you believe that the creators of the game think this is a good thing to do or get in life, which all relates strongly to the Hypodermic Needle Theory.

Interviewer: Do you feel that the ‘Uses and Gratification’ model is still relevant in today’s society?

You:  Yes as anyone in the world will use the media and exploit it for their own reasons whether that be, to have social communications with someone or gain more knowledge or relax upon hearing certain media pieces like the news. People who tend to use this theory without realising are more passive than those to respond better with the Hypodermic Needle Theory as they don’t soak up all what the media says but it instead choose who or what to believe if anything.

Interviewer: The Sims game is known for having adopted Maslow’s Hierachy of need as part of its Game Mechanics. What’s your view on this?

You: As someone who used to play this game addictively I believe it’s very unique and gives the player a sense of being a ‘God’. Your basically giving life to characters and making them as people you know, or characters you admire and choosing what you want them to do or how you want to live including how there house is going to look like. I personally feel there is nothing wrong with this as each individual reacts different to Maslow’s theory where we may feel that we would prefer to have the confidence to make friends or have partners and others would argue they would rather have acceptance of facts to have a secure job. It depends on the individual so if anything The Sims is a virtual doorway to how the children feel, think or what they want to happen to them. If there’s anything I think they should change is make a Sims specifically for children so there’s nothing in there that relates to sex, drugs or inappropriate behaviour and put that into a Sims that’s more related to adults.

Interviewer: Do you feel that the current governing bodies that control the ratings on video games is adequate to control what people interact with?

You:  In some respects yes because the age ratings are there for a reason, meaning that kids playing rated 18 games is an irresponsible act made by the parents who will then blame the game as a scapegoat for not bringing their child up properly. Don’t get me wrong I do understand that some games can have a serious effect to people’s mind as I explained earlier but they are not all negative. Getting back to the question though, there are children who are at a young age but they’re more mature and level-headed than others and may be able to take certain things from a game and handle them better than what another child their age could but also depends on a child’s circumstances and upbringing. For example my little brother is very mature for his age of 8, yet under supervision with me with parent’s permission I’ve let him have a go on Shadow The Hedgehog and Okami- both of which are rated 12 games that include quite a lot of reality violence but he took it in his stride and knows the difference between right and wrong as well as the fact whatever happens in these games are the creator’s creations.

Interviewer: There are often stories in the papers about incidents because of video games and the effect they have on us, do you feel that there are health concerns associated with this form of media?

You:  Yes as it can not only affect a person physically with health concerns like damaging the body with eye problems because we’ve been looking at the screen too much, but because we aren’t moving our joints enough so we develop arteritis in our hands or lower backs from playing too many games sat hunched  over. Then there’s also the fact that people play too many games and have a poor diet so they put on a lot of weight and as they can’t face reality because games take them to a fantasy world then people don’t want to lose the weight and become bigger. The mentality effects again depend on the person’s maturity, upbringing and perspective on the world, there are games that can affect others more than what it can affect other people.

Interviewer: Ok, well it’s always fantastic to hear your view on things to do with media, but now if you don’t mind we’re going to talk a little bit about the game

You: Ah yes that sounds good.

Interviewer: So we sent you Legend of Zelda: Twilight Princess a couple of weeks ago for you to look at and give you some time to have a play around so you could let us know what your thoughts. Of course, your review of this will be a little different from the norm and involve quite a bit of detail I imagine.

You: You have rather successfully imagined correctly my good fellow.

Interview: Brilliant, so perhaps you could give us an introduction on the game?

You: Most Zelda games start of the same where it’s simply your Link, he’s a normal boy who works in different situations throughout Hyrule (in Twilight Princess he’s a goat herder, in Ocarina he’s forest child and in Spirit Tracks he’s a train driver), until one day madness descends in his area or he has to deliver something to Zelda and something bad happens and it’s up to him to defeat the evil doers (e.g Ganondorf in Wind Waker, Twilight Princess, Ocarina of Time, Ghirahim in Skyward Sword, Vaati/Dark Link in Minish Cap and Four Swords) and rescue Princess Zelda using his part of the Triforce which is courage and Hyrule is saved meaning the endings aren always linear compared to other games like Pandora’s Tower and Oddworld series, as they focus more on how you’ve played the game and interact with others which depend on what ending you get. Usually throughout the Zelda games you visit 5 temples and collect lots of weaponry that look the same to the previous games. The only things that differs from each game is the art style of cel-shaded, cartoon to more realistic approaches, methods of transport for Link (train, boats, horses, birds ect), environments (but with the same names e.g Faron Woods, Hyrule Field), characters and sometimes names otherwise everything is pretty much the same.

Interviewer: Great stuff, so what did you manage to find out?

You: Well, if you don’t mind, it also means the genre of game hasn’t changed as it’s always been an action-adventure type game. When looking at semiotics they do tend to focus on the main signs we would pick up or apply to in any situation. For example you know when a boss battle or an ambush is about to appear as you’ll see the room is darker, depressing or coated in blood, bones or a different piece of music will overcome the original soundtrack. In Twilight Princess when a Bokoblin goes to attack you, instantly the music changes to a morbid and rushed sound so it gets you on your toes. In the Zelda games there are a few other signs you learn along the way and it leaves you remembering the tunes and applying it to your life, when you’ve opened a chest in a Zelda game an uncanny theme tune will appear when the item in that chest is something useful compared to when you find Rupee for example.
Colour can also be a sign with the game and links closely with representation. Enemies are usually coloured in rich, dark, melancholic tones like black, dark hues of red, purple blue, grey ect and then the protagonists are designed with bright optimistic colours and relate to their role within the game. For example the colours on Link in Twilight Princess aren’t dark bold colours they’re quite relaxed. Verdant could be symbolised with for yes or go because these words are usually in this colour giving us the clue yes he’s a hero, but he could be one of the main hero’s as he has the get up and ‘go’. Green could also be associated with meadows, fields and life meaning Link gives people life or gives people a better chance at living which he does. For the meadows idea you could think he lives somewhere in the countryside, possibly a farm boy or someone shoved into conflict perhaps?
Finally the last subject is the representation of characters and how they’re portrayed. Already I’ve given a reference to Telma in Twilight Princess, in Wind Waker another protagonist is Tetra who’s also coloured or tanned. She basically runs a pirate ship and the crew seeming devious and cheeky to Link which I don’t think many people would get too upset about, finally near the end when she’s been captured by evil forces we find it’s actually Princess Zelda and Tetra turns into a white girl again which could give different responses off. Some may say why change the colour because we find out she’s the princess but my argument to that would be Zelda’s been a white-girl with blond hair throughout the whole Zelda story and it wouldn’t be the same if it was changed. Therefore the creators of Nintendo have shown Tetra to be a good protagonist in the game and no matter what the skin colour or name Tetra was still Princess Zelda throughout the whole ordeal. To be honest I don’t believe there are many stereotyping or negative responses in the Zelda games on the characters (whether that’s personal opinions unless I do more research other than my friends), because Nintendo have kept the game clean in that way and even though there’s a couple of dodgy bits with a couple of characters they’ve put a positive reinforcement towards them and public’s thinking.

Interviewer: Excellent, thank you Doctor. I noticed you made a few comparisons to other games, but do you feel this type of game could exist on different platforms, are there other games that have tried to do the same?

You: If you mean platforms as in the genre of the game then no I don’t think Zelda would be better as any other genre than action-adventure as that’s what it has been for years and it’s what the fans have been used to. If you mean platforms by changing from consoles then yes it has worked where you have the Zelda franchise on pretty much every Nintendo consoles from 1980s to 2013, all of which have worked effectively well. Although yes there has been games that have tried to change the genre as for example, Professor Layton is based on problem-solving with puzzles and riddles but in the latest version: Miracle Mask they added more of an action-adventure touch to the game which I believe made that game a little more special and more fun to partake in other than trying to solve puzzles. What I would question though would be if the creators transferred it to a WiiU as I personally believe the game wouldn’t be the same and the gameplay go the ‘Rayman’ route of solving puzzles or there would be more action-adventure features which would ruin Professor Layton.

Interviewer: Do you feel that narrative structure changes the way you choose to play the game?

You: No because the narrative structure has been set where you as Link, are thrown into conflict because your village has been raided, or you have to save someone or something has made you choose to go and see Princess Zelda and you find out it’s up to you to save her from the antagonist, by going to 5 different temples representing certain elements that will give you special tools to scale through the next puzzle until you reach the end of your quest. Compared to Pandora’s Tower where, as the player you choose your motives which will reflect on one of the games multiple endings being good if you’ve made a relationship with Elena or bad if you refuse to have anything to do with her- Zelda seems quite linear and repetitive. On the other hand I think more of the fans would prefer the game to be that way because even though they know it’s up to them to save Zelda, they want to know what this new Link may be and how he’s going to react to this situation that requires courage, wisdom and power.

Interviewer: Could representation of certain aspects or areas within a game change whether someone will want to play that game?

You: Again it depends on the fan-base behind that game and what type of audience are playing/willing to play it. For example Okami was a smash hit across the globe and was rated a 12 for fantasy violence, dark themes and slight references to sex which did upset a younger target audience with them not understanding parts of the game or being scared by the monsters and the story within the game. Basically because the main character was a wolf a lot of parents believed the game would be ok but it wasn’t for some, so Capcom a few years later, released another game called Okamiden which was a ‘chibi’ version of Okami and aimed more at a younger target audience as well as the old Okami fans making the game another success.

Interviewer: That’s excellent Doctor. Thank you so much for your time today and we hope to see you again soon.

You: Thank you very much!







Shun Goku Satsu Assignment: Critical Approaches Part 1

Since coming back at college the style in how we receive our assignments have changed for the better. Beforehand it used to be we would multiple assignments handed to us at different times about different subjects, very rarely where they link together in a sense and all had to be completed by the same deadline. Nowadays we get one big assignment where the different subjects all collaborate with each other so not only are they easier to hand in but mark as well, this means sometimes the subjects get spilt into two where I'll now have to upload a part one and part two for the same assignment/subject.

So here we go....

Critical Approaches Part 1

How Are Audiences Defined for a Game?
One of the most important things we tend to forget about when creating a game, is not to put too much of our own personal preferences in but to learn and accept what the public would want and what our target audience is to be. When we look at defined audiences we take into consideration stereotypes, so for example boys are supposed to enjoy games that revolve around bloodshed and violence, then girls are to enjoy ‘fairy’, brightly coloured games with loads of ponies in it. However this theory is not always true as some girls tend to enjoy games with heavy violence or some violence in it, and some boys don’t mind playing softer games that don’t contain bloodshed or have a huge amount of realistic violence like Kirby or Pokemon.
Stereotypes are, as human, created so we can group certain people together so in a way it seems easier to have an understanding about the world, yet some people can’t be grouped as they show more than one group trait and that can scare people, which this could lead onto why we as game makers reference what’s similar in our productions with other well-known games that have a huge fan-base behind them.
Another way to look at a defined audience would be to look at what we call a proxy audience. This audience is based more on stats and facts than stereotyping which more opinionated and biased. By looking at a proxy, game makers are able to establish what the target audience they’re aiming at, wants from  a game and why- making selling points easier to talk about when the game later on.
Research Methods
Obviously when designing a game there’s no point in making one if we don’t know what the audience wants, or could possibly enjoy from our game. There are plenty of research methods available to gain information from the public:
Primary- Primary research is where you collect the data yourself by doing questionnaires, interviews, and experiments or experience/observe things.
Secondary- This goes by looking at what data other people have collected from their primary research, plus there’s more ways to gain secondary research and habitually it’s classed as one of the easiest ways to gain data. Internet, books, magazines and articles, games, forums, charts, TV, tales and memories (of someone else), posters/ advertisements, shops, power points are all types of secondary research.
Tertiary- Tertiary is the final way of researching types; it’s where you get information from a secondary research like bibliographies, TV, sometimes books and internet other times it can be from discussions with people who’ve taken quotations from what the original person has said to them.

Data is considered to be under two categories known as quantitative or qualitative and is what we gain from either taking part in primary, secondary or tertiary research. Quantitative data is considered to be questions that allow people to make stats and facts from the data collected, these questions are not always numerical and can be yes or no- although this can be considered as qualitative data.
Qualitative questions are mainly physiological with them being more sentences, than quick word answers. At times they do come across more opinionated, biased or based on a point-of-view. The questions are subsequently subjective and can turn into a binary as I’ve explained earlier.
Finally another way would be to look at what people have achieved in their games, as some like to complete challenges or side-quests whereas some like myself, don’t really bother going off to do these kind of things and like to stick to the main story as the story itself is what I enjoy the most about gaming.
Governing Bodies
In the early 80s gaming was frowned upon as many didn’t class it as a job and thought the concept itself was useless. Eventually more and more people started getting addicted to games and thus the industry they grew, spreading more and more across the country and still do today. However what can ruin the industry is the governing bodies and the media which people usually listen to. Over the years we’ve heard gaming can ruin children and turn people into something of a monster where the attack society as well as people becoming lazy because they would rather play games than work. Most of these suggestions have been brought up by the radio, newspapers/articles, TV and I entirely understand people have to make a living by taking a piece of information and adding hyperbole to the situation instantly jumping to conclusions and making something seem more negative than looking at the positives- which is a shame. Of course this can scare people and turn them against things like the gaming industry but I believe that’s where the governing bodies step in as they to people, they seem to have more of an authority because at the end of the day the news isn’t always trustworthy on certain subjects and have been paid to as I said earlier focus on the negative side of things. Although the government’s words are not law but also as opinionated they do run the country and can have a massive effect on any business in any country.
For years now governing bodies have discussed the effects on games and what it can do to people, coming up with more negative attitudes than positives and it has turned some of the public against the industry. However it’s also been said to help people in a number of different ways like learning to relieving pain, for example a new mind game has been brought out for those who’ve suffered severe burns from bombs in the army, and when changing the dressing of their wounds it’s obviously painful. So to reduce stress and pain they allow the patient to play this game where you shoot snowballs at snowmen when the nurses are tending to their wounds, and it been proved it has helped them.
How are Games and Content created for a Specific Audience?
Already I’ve discussed quite a bit for this topic as we’ve looked at defining an audience for game and how to research can help show what an audience wants in a game. For example if we look at the Legend of Zelda series, comparing Twilight Princess’s Link to Wind Waker’s Link we will see the Wind Waker version  is designed to be cel-shaded giving a more cartoon approach as well as coloured in bright ‘bolder’ colours that contain very little shading and appeal to a younger audience. Whereas Twilight Princess was aimed at an older more adult target audience to draw them back into the Zelda franchise, for its more realistic themes, darker styles and emotional story than contain quite a bit of violence compared to other titles like: Four Swords, Oracle of Ages/Seasons, Spirit Tracks and Phantom Hourglass.
It’s reasons like these that we create games or make new sequels of games, to suit a certain audience so we can either draw in another crowd or our older crowd and various franchises have tried/succeeded in doing this which not only gives them a good reputation but much more money and followers. However it can also ruin a game and character’s reputation. My example for this is the Spyro series including Skylanders. Before Skylanders was even a thought the Spyro series, was one of the most loved franchise that appealed to children and teenage audience for it grew up with many people. The first six Spyro games were more based on children for once again the colours, the designs of characters, environments and story situation but also because of the protagonist’s attitude- especially in Spyro the Dragon: A Hero’s Tail. Spyro was a young a dragon which a very cocky attitude but daring, brave and good-willed nature to the rest of the dragon realm. Compare this though to the last three Spyro the Dragon games (thought to be prequels), where Spyro’s attitude is more grown up and adult like as well the game itself with darker themes, concepts, storylines, designs ect. A lot of people thought the last game was a good ending for such franchise until they brought out Spyro with Skylanders, this appalled many people who Spyro fans and put them off the whole concept of Spyro. The game itself doesn’t lead off from the last Spyro games and the character designs are once again based on a young target audience which has made (in my opinion) Spyro and Cynder look very deformed.
Can Feedback Be Used to Create a Product?
Depends as feedback is where the customer reports back to the creators of any business/product giving their opinions on what they thought was good, bad and can be improved. The reason why I’ve suggested it depends is because if the feedback is mostly negative then there would be no point in selling a sequel/prequel because the product would’ve already gained a bad reception from people which then banks wouldn’t give out loans to create a another one as there would be no point. One way to possibly get out of that hole would be to make a HD version and give out demos of the game which giving something free to the public, can allow them to play the game and alter their decisions about the game because the creators were influenced by their feedback.
The positive idea behind this would be feedback can allow companies to make prequels, sequels and HD versions, because so many people internationally have enjoyed the products so much they demand to know more about the story/characters or just simply wish for another similar game to come out-hence why games like Final Fantasy, Assassin’s Creed and Pokemon for example, are huge hits throughout the world.
Audiences Response to Games
Different people and therefore audiences will respond to games differently depending on their situation, upbringing, beliefs etc. The Hypodermic Needle Theory is where people tend to absorb information from various places like the news, television, radio and governing bodies which I explained about earlier. The Uses and Gratification Theory is again where people absorb information, but it’s pre-existing and usually comes from gossip-like media for from word of other people that don’t tend to have a huge influence over people.
As discussed before people tend to believe games are bad for the society, because of the violence, drug references, sex, ethical/religious issues, people wanting to do nothing more than play on them and become messed up where they are dangerous to society. This is mainly what the media has conjured up but again I have said I do partially believe in some of this but I’m not against games.
In my opinion I believe that games can be blame to some problems, for example I know quite a few people that would rather sit and play games instead of doing work and either staying at home relying on parents or becoming poor and homeless depending on benefits. In one way this is purely people’s choice of lifestyle and they can be to blame but on the other hand it come mean something deeply physiological has hurt them and therefore they can’t bear to deal with the real-world, as games take you away from reality making you feel invincible like you can do anything in that world, or the person could just be lazy.
For ethical and religious issues in gaming it’s one huge subject that can be extremely hard to overcome as many games can be offensive to people, for the characters or situations they’re in for what’s in the game itself. For example in Grand Theft Auto you can play as the coloured guy and he’s the only one that can get drugs or the first mission with him is to steal a car. This is because of stereotypes and although creators don’t mean offend anyone people do tend to take it to heart- however this doesn’t mean it can’t be corrected. The best way is not to take it to heart but it can really hurt sometimes, but the best way would be to make a change to that situation. For example a white guy could do the same kind of thing as the coloured? Or for example in Legend of Zelda: Twilight Princess the one coloured woman is Telma and she runs a bar in Castle-town being slightly revealing at the top half of her body. So fair enough the only coloured person isn’t sitting in a huge protagonist role, wears slightly revealing clothes and had a slight ‘crumby’ job. However throughout the rest of the game you find she’s saved your best friend, looked after then village children, saved a Zora and helped you find people who were willing to look for the rest of Midna’s Shadow Pieces, and they were part of a group called the Resistance- which Telma organised. In this way it shows Telma’s amazing attributes to the story and how much of a hero she is when she had to suffer against the creatures of Twilight- creators can help these situations by doing this kind of thing.
Finally about drugs, violence and sex all games have to go through a rating system where people like PEGI and ESRB go through the game, note down what’s in the game and take into consideration what age people should be mentally-able to take in the content of the game and not be effected. They then display an age rating of how old a person should be to play that game and also include why the game was rating that way- just like film, book or even music CD- it’s all there. With young children playing rated 18 games and become disturbed is not the creators/distributers fault. It’s purely and simply the parents fault for either letting their child play on that game or buying it for them at such a young age. I believe if parents were to look at the contents in the game and ask around like they would do before giving it to a 7-year old, the world would be much more easier and people be slandering the gaming industry.
In some places games have helped people, like the medical example but other ways as well. In Guitar Hero I’m usually the vocalist and I have no singing talent, but before I played it I sang when no one was around and after playing this game I grew confidence to sing anywhere and everywhere in my house. Another prime example would be after I had a terrible fall from my horse and sold them, then had a couple of worse examples afterwards I became really scared to climb on a horse and ride which seems really stupid as I was confident being on the ground with them. The problem was as soon as I got up there and asked to walk on, I couldn’t stop the shaking, nor get the image of when the last horse bolted off with me and squeezed really hard with my legs (which makes the horse go) and freeze up when we went to the trot. Again I took a few months off riding then eventually decided enough was enough and I wanted to gain that freedom feeling of riding again. Before I went for another lesson I decided to play Legend of Zelda: Ocarina of Time and make Link ride the horse than go into Link’s eye-view perspective so you could see and imagine what the atmosphere around you would be like at a walk, trot, canter and gallop. To be honest this really immensely and I found instantly I wasn’t as scared as when I got back on months previous, even now that I have my own horse again I still do this on Twilight Princess when you make Epona jump so I can see what it could be like when myself and Cleo (the horse) start going over poles.
Another way to oppose certain negative elements in the game industry is to look at a game’s fan-base and how popular it is to other people. A lot of audiences enjoy games because it’s their life, their passion or something to meet and interact with new people. At conventions like MCM, J-con and E3 we can see loads of people dress up as the characters, or people of Deviantart, Tumblr, Facebook like to post pictures of fan-art, or write about the characters on Fanfiction.net, Wordpress and Blogger or collect franchise because they enjoyed that game so much they want to do more until the next prequel/sequel/HD version comes out. The gaming industry has connected so many people globally and it’s amazing that people don’t realise this. I can honestly since starting a gaming college and being able to attend cons in cosplay I’ve met so many people and became good friends with them that I’m glad I had the chance to play these games- same goes for Deviantart and Fanfiction.Net
Again an audience shouldn’t instantly dislike or shun an industry, object- anything unless they’ve had a personal experience or at least hear two sides to an argument instead of listening to others and taking the media as ‘gospel’. In conclusion I remain in the middle as I do believe in some bad things that games have caused but I do see and agree with some of the arguments that oppose to that and games can help people.
Chosen Game Product
Personally I’m going to stick with the Zelda games as I believe this is one of my most favourite franchises and it was the last thing I’ve played recently, other than Pokemon Mystery Dungeon. Most Zelda games start of the same where it’s simply your Link, he’s a normal boy who works in different situations throughout Hyrule (in Twilight Princess he’s a goat herder, in Ocarina he’s forest child and in Spirit Tracks he’s a train driver), until one day madness descends in his area or he has to deliver something to Zelda and something bad happens and it’s up to him to defeat the evil doers (e.g Ganondorf in Wind Waker, Twilight Princess, Ocarina of Time, Ghirahim in Skyward Sword, Vaati/Dark Link in Minish Cap and Four Swords) and rescue Princess Zelda using his part of the Triforce which is courage and Hyrule is saved meaning the endings aren always linear compared to other games like Pandora’s Tower and Oddworld series, as they focus more on how you’ve played the game and interact with others which depend on what ending you get. Usually throughout the Zelda games you visit 5 temples and collect lots of weaponry that look the same to the previous games. The only things that differs from each game is the art style of cel-shaded, cartoon to more realistic approaches, methods of transport for Link (train, boats, horses, birds ect), environments (but with the same names e.g Faron Woods, Hyrule Field), characters and sometimes names otherwise everything is pretty much the same.
This also means the genre of game hasn’t changed as it’s always been an action-adventure type game. When looking at semiotics they do tend to focus on the main signs we would pick up or apply to in any situation. For example you know when a boss battle or an ambush is about to appear as you’ll see the room is darker, depressing or coated in blood, bones or a different piece of music will overcome the original soundtrack. In Twilight Princess when a Bokoblin goes to attack you, instantly the music changes to a morbid and rushed sound so it gets you on your toes. In the Zelda games there are a few other signs you learn along the way and it leaves you remembering the tunes and applying it to your life, when you’ve opened a chest in a Zelda game an uncanny theme tune will appear when the item in that chest is something useful compared to when you find Rupee for example.
Colour can also be a sign with the game and links closely with representation. Enemies are usually coloured in rich, dark, melancholic tones like black, dark hues of red, purple blue, grey ect and then the protagonists are designed with bright optimistic colours and relate to their role within the game. For example the colours on Link in Twilight Princess aren’t dark bold colours they’re quite relaxed. Verdant could be symbolised with for yes or go because these words are usually in this colour giving us the clue yes he’s a hero, but he could be one of the main hero’s as he has the get up and ‘go’. Green could also be associated with meadows, fields and life meaning Link gives people life or gives people a better chance at living which he does. For the meadows idea you could think he lives somewhere in the countryside, possibly a farm boy or someone shoved into conflict perhaps?
Finally the last subject is the representation of characters and how they’re portrayed. Already I’ve given a reference to Telma in Twilight Princess, in Wind Waker another protagonist is Tetra who’s also coloured or tanned. She basically runs a pirate ship and the crew seeming devious and cheeky to Link which I don’t think many people would get too upset about, finally near the end when she’s been captured by evil forces we find it’s actually Princess Zelda and Tetra turns into a white girl again which could give different responses off. Some may say why change the colour because we find out she’s the princess but my argument to that would be Zelda’s been a white-girl with blond hair throughout the whole Zelda story and it wouldn’t be the same if it was changed. Therefore the creators of Nintendo have shown Tetra to be a good protagonist in the game and no matter what the skin colour or name Tetra was still Princess Zelda throughout the whole ordeal. To be honest I don’t believe there are many stereotyping or negative responses in the Zelda games on the characters (whether that’s personal opinions unless I do more research other than my friends), because Nintendo have kept the game clean in that way and even though there’s a couple of dodgy bits with a couple of characters they’ve put a positive reinforcement towards them and public’s thinking.