Learning from other media

With the recent debate of what the definition of a “game” is, I thought I would write this post up. Video games are not movies. VIdeo games are not books. Video games are video games. But at the same time, I find it valuable to learn from other media to empower the medium that you are woking on.

Many game developers, including myself, get angry when studios, especially triple-A, try to develop video games with this hollywood-esque movie format (i.e. quick time events, lengthy cutscenes). Instead of playing a game and experiencing a story through the gameplay, we are subjected to play a game, watch a video for about 10-15 minutes, than go back to playing. This pattern pretty much goes throughout the entirety of the game. This is a very common format in video games these days, and I feel as if we’ve hit a wall in this regard. We need to learn and experiment with new ways to represent the stories and experiences in video games.

Video games are going through an identity crisis. We don’t know what we are, consequently sucking up all parts of different types of media into one cesspool. This isn’t necessarily a bad thing, if used wisely. There have been amazing games that have incorporated music videos, and animations quite nicely (go take a look at POP).

It’s organic in a way. We look at the past to try and improve the present. This viewpoint can be directly linked to video games. Game developers are looking at past media, and trying to improve upon it. If we can learn about what makes movies good, and what makes books good, maybe then we can learn what makes games good. For the game I’m currently developing, I’m looking at a certain movie opening (For the curious, the opening scene to the movie Enter the Void) that I’m trying to incorporate into my game. The difference is that instead of just copying the opening, making it into a video, and stick in as the intro of the game as a cut-scene, I’m trying to “gamify” it. In other words, make it video game-like, somehow. This is where the challenge comes, but a welcomed one.

Lots of developers. including myself, bash games for having too many elements from other media, especially movies. After some thought, I disagree. Instead of completely removing aspects of video games that aren’t games, let’s try to gamify other media!

Let’s take the movie Lion King. It’s a great children’s movie with some important themes that are good for children to be taught at a young age. If one was to go about and make a video game about Lion King (SNES!), and Instead of just using cut-scenes and cinematics, we should be looking at the important themes present in the movie, and try to make those themes into a game, somehow.

This all may seem a bit idealistic, but I do believe that we can learn from other media in a positive way. The problem is that it’s simply hard because of how new video games truly are. The reason I make games is because it’s the only medium where everything feels new, where there’s plenty of untapped potential. So with that pioneer spirit, let’s make some cool games in weird ways!

Decided to temporarily call the game Robot + update

So I’ve been hacking away at Robot this past weekend. Did a lot of programming, and got the tilemap and collision working pretty well (which took me a while to be honest). The character can move around, as well as jump and animate. I still have one big programming problem I need to figure out, and that is the player’s special abilities. (Oh, and Robot will be a puzzle-platformer by the way)

The player will be able to change the center of the character’s gravity with the push of a button, and the center of gravity will be floating globes in the map. This may seem a little tough, but there are plenty of physics based engines out there for flash, and flixel handles a lot of it too. I’m pretty excited to program that aspect of it since I love solving weird programming problems like that. The other special ability the player will have is still in the works.

These special abilities directly feed into the story. I’ve been writing a little script of the story, and it’s coming quite nicely. I’ve been putting a lot of work into this game, and it seems much larger in scale compared to Inner VIsion. I’m excited to where it will lead!

This project will have much more art assets than Inner Vision, so I’m a bit worried since that is my weakest skill. With that said, I still enjoy myself while drawing out the sprites, so we’ll see what happens.

I don’t want to get into the details of the story in this post, but in short, there are two robot races with different values. There isn’t one “bad” race and one “good” race of robots, like most games tend to have. These are some mockups/sketches of one of the races. Just like Inner Vision, I hope to make Robot meaningful and not just serve as game “candy”. Until next time!

Block Head Sketches 2

Back in gear

Well, time to get back to working on my flash game. Yeesh, what a long break that was. You know, it was just one of those “oh god what am I going to do with my life I’m going to be poor because I’m not a good enough programmer to make into the gaming industry”  kind of breaks. We’ve all been there.

Here are some sketches/mockups of the main character of my game. Whenever I make sketches, it means I’m working towards something that I’m going to finish. This time around, my game will be a lot more positive and upbeat:

Robot Sketches

 

Still don’t know what the game’s title is yet. Until next time!

This is my blog

This is a place where I can lay everything I have out on the table. The problem is that I feel as if I’m not using my blog to it’s fullest potential. Starting soon, I’m going to upload not just my games, but any artistic work that I create. This includes my poetry, short stories, music, etc. I got inspired after reading one of my favorite indie game dev/artist’s blog: http://aliendovecote.com. She goes by the name of “Porpentine”, and I highly recommend checking out her writing and work, they are very unique and inspiring.

More to come soon.

Dropping Gravity

I’m breaking one of my rules. Instead of pushing forward and trying to complete Gravity, I’m going to shelf the prototype completely. The only reason is because I created the prototype without thinking of what the actual game would be. When I created Inner VIsion, I had the intent of creating an interesting visual novel. When I started prototyping Gravity, I had no idea what I was making. Big misstep on my part.

So, I’m currently trying to create something new. This time, I’m planning a lot more things in advance, then jumping in. Times like these I am reminded I am a complete newbie sometimes… So, until next time!

New game prototype: Gravity (Intro + Movement)

So I made a bit of progress.

My second game is called “Gravity”, and to be honest I don’t know what the hell it’s about. It’s crazy, and I still have to implement an actual “game” to it. So far, you can see the mockup of the intro, and the environment of the first level. Also, no sound at all.

I added parallax scrolling!

Controls: Arrow Keys
Gravity

I should probably go to bed.

Gonzo

I read a Che Guevara manga biography a few nights ago. I always had a general idea of what he’s done (i.e. Cuban Revolution), but was unaware of his other feats and the general specifics of his personality. The manga did a great job of encapsulating the emotions that Che felt through each event of his life. I finished the entire manga in one night, and by the end of it I felt really moved.

The next day I started to think about my own life. I’ve been making these small scale games, hoping that my games do something other than serve as game “candy”. I’ve been working on my second game for the past month, and I have made quite a bit of progress. My only fear being that it won’t be nearly as moving as Inner VIsion. Nonetheless, I’ve been still pushing on, getting closer to the end of it. My only issue with it is that the game isn’t as “political” as I would like it to be. It still evokes important issues, but I’m still hungry for making an experience that sheds light on the shady things that are going on in today’s world. As corny as this sounds, I want to make a game that will truly make a difference.

I then started to think about my third game for the future. Making games is hard, and doing it by yourself is even harder. As I look around the indie game community, I see groups of, at least, 2 people going at it. It’s hard for a programmer such as myself to make art and music for games. Sure, there’s always the exception to the rule. There are phenomenal indie games out there all made by one person, and that’s quite impressive. But for me, I think it’ll be best if I work with some other people.

So with these two driving forces of making a game that can make a difference and wanting a group of people to collaborate with, I decided to start a game development group on campus, codenamed: “Gonzo”. My plan is for this group to meet at least once a week, gather the most important news around the world from that week, and make a little game expressing the ideas behind the selected news. The games won’t be objective, but rather subjective, but at the same time the games will inform the players of what’s going on in the world. In other words, it will be the political comics of video games. Honestly, it seems a bit too ambitious, but I still have to try.

The idea came after I finished up a documentary about, one of my heroes, Hunter Thompson. For the curious, the documentary was called “Gonzo: The Life and Work of Dr. Hunter S. Thompson”. I highly recommend it, as it shed a new light on him that I never really realized before. His works and writings really exposed America for what it truly is, and that really struck a chord with me. I know it seems silly, but what if video games can reach the came caliber? Why aren’t there any video games about political issues? Sure, there are “simulations”, but it still seems to me that game developers are too scared to take a strong stance and truly say something about what’s going in.

So back to my group, yesterday I made flyers and spread them all around campus. I went to the busiest areas where students meet the most, and taped up the flyers there. So, here I am, waiting if anyone will read my silly flyers and want to make games with me. I’m a bit nervous if anyone will care enough to join me, but I’m still hopeful.

So that’s an update on my life at the moment. For the time being, I plan on working away on my second game while waiting for responses to the Gonzo group. I attached below the flyer that I used. Until next time.

Flyer pdf

Take the Plunge

Tackling controversial topics is a scary thing. Whether it’s the fear of being disingenuous  or the fear of failure, it is universal. When it comes to video games, this fear is especially prevalent. We’re scared of what people will think, and we’re scared of how people will react and play the game. This is the problem.

Art is a powerful tool. It can touch you in ways like no other. It will directly hit you in the heart, in ways that feel good and even in ways that feel uncomfortable. Video games have this power, especially so since we have that unique dimension of interaction from the player.

So why don’t we use this awesome tool that we have to the fullest? I may be taking an artistic stance here, but our job as game developers should be making the players of our games feel something they haven’t really felt, or thought about, before. You should be able to take away a new way of thinking, or a new feeling you haven’t felt before. Something unique and special that you can call your own.

With that said, don’t let fear bog you down. Go head first, and make a game about something you don’t really understand. That’s okay. The important thing is you learning from that experience and growing as a game developer. You’ll learn from your missteps and make a better game in the future. Promise. So be naive and make games.