In mystery stories, one commonly used
plot device is the red herring, which involves false information that
diverts the audience's attention away from something important. This
method is often forgiveable, especially when it is easy to make
incorrect assumptions despite the truth being available. Human
emotions can easily distract, so when these are emphasized in a story
and key elements are overlooked, the audience will appreciate their
discovery of the truth later, especially when they can look back and
see what they missed. However, bad writing sometimes involves a red
herring that is not paired with any useful information at all, so
when the big surprise is revealed at the end, people will be angry if
they never had even a small chance to figure it out in the first
place.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Wednesday, July 31, 2019
Tuesday, July 30, 2019
Plot Devices: Should we use them? (part 2)
It is often the case that an author
creates so many problems and so much tension in a story that it is
nearly impossible to write a believable, satisfying resolution.
You've seen it happen before—the villains are about to triumph and
just when there is no possible way for the protagonist to recover,
some hero arrives unexpectedly out of nowhere, just in time to rescue
everyone. This kind of plot device is the type that will sour an
audience that might retaliate with bad reviews and complaints,
possibly even starting a petition demanding that things be rewritten!
Plot devices that cause the audience to lose their suspension of
disbelief should obviously be avoided, but not all plot devices are
bad. Some of these techniques are useful in conveying a side of the
story you might not otherwise be able to enjoy, and some create a
sense of mystery...
Monday, July 29, 2019
Plot Devices: Should we use them? (part 1)
Have you ever tried writing a story and
run into problems that are somehow preventing you from advancing the
plot? When the narrative stalls or comes to a complete impasse, the
solution to moving forward again might involve the use of a plot
device. Simply put, a plot device is a technique that is used to help
move the plot forward. What is the technique, though, and how is it
used? There isn't just one specific technique that can be used,
because there are a number of different problems that can emerge when
writing, and each of these might require the use of a different plot
device. As an example, however, a fairly common plot device is known
as “deus ex machina,” which involves something improbable
happening that resolves all problematic situations and allows the
story to conclude with a happy ending. However, this type of plot
device sometimes results in the audience crying foul, and acceptance
levels for the convenient happy ending vary among the audience.
Friday, July 26, 2019
VR Report (part 5)
Spiderman: Far From Home is a VR game
trial that is free to download. No news of a full VR game release
yet, but after playing this “demo” of sorts, I have to say that
I'm ready to buy the game when it's ready. The graphics were sub-par,
admittedly, but honestly, I didn't care very much because being
Spiderman was an absolutely incredible experience! Jumping off that
first skyscraper and falling towards the ground is a literal rush as
you feel your heart jump into your throat, but this is soon followed
by reaching out and shooting a web strand to a building. Suddenly you
are swinging at tremendous speed between buildings, reaching out your
other hand to shoot another web strand, and then another! Sometimes
I'd shoot strands simultaneously, pull my arms in and vault myself
straight up into the air. Other times I'd bring the strands together
to create a giant, sticky web. And in some situations, I'd shoot
flying drones out of the sky with little bursts of web from my wrist.
It was all an incredible experience, and it further convinced me that
THIS is what VR games should be about—being a different person and
doing something incredible that you can't experience in real life (or
maybe wouldn't want to risk!) As kids, we all imagined being someone
else and pretended to be a police man, a cowboy, an astronaut, a
knight, a superhero, a giant, a dragon, an alien from outer space, or
anything else that felt impressive or fun. VR is the chance for us to
pretend again, so game developers, please! Don't pump out another VR
version of an existing game, and don't give us yet another wave
shooter. I bought a VR headset because I wanted to immerse myself in
new worlds as another person doing amazing things that aren't part of
my normal, everyday life!
Thursday, July 25, 2019
VR Report (part 4)
Though I complained about initial
prices for the previous two games being too high, I was recently
given a gift card that I decided to use for an expensive ($40) game
called “Focus on You.” The price might feel too high for some,
especially considering that the game is on the short side, but the
production quality and the innovative concept of the game drew my
curiosity. Focus on You (no spoilers) is about your encounter as a
teenage boy with a teenage Asian girl in a coming of age experience.
You can adjust the spoken language to either Japanese or Korean, and
English subtitles will be displayed (which did break my immersion a
little, sadly.) This “snapshot” of life really captured the
experience of a first crush in a way that brought back memories of my
own high school and early college dating before I was twenty. The
shy, awkward, cute exchanges, the subtle nuances in expression and
body language, and the exciting build of hope that interest is
shared—all of this brought back those innocent memories of a first
girlfriend. The game focuses on shared experiences, such as that
first meeting at a coffee shop, a moment in the school stairwell, and
even a trip to the beach. As a player, you can actually speak the
dialogue choices presented and your voice triggers the
choice—something I'd like to see in more interactive games. You can
also manipulate objects around you, like filling a cup with coffee,
taking pictures with your camera, or interacting with your smartphone
to deter an annoying friend from disrupting your date. The short
romantic story involves some light-hearted emotions and to date,
shows the most realistically acted/animated VR character I've seen
yet. It might all seem a bit cheesy to some, but if a VR game can
capture this level of nuance and create this level of immersion, I'm
excited to see more games involving characters with realistic voice,
facial animation, and motion acting like this! And to be honest,
going through this game in VR has placed the entire VR-simulated date
in my memory as if it actually happened to me in the past!
Wednesday, July 24, 2019
VR Report (part 3)
Batman: Arkham VR is another VR game I
bought on sale for half price that was priced, in my opinion, too
high when it was released when the PSVR hit the market. The game is
short, but there are plenty of unlockable incentives if you'd like to
keep playing, such as solving the Riddler's riddles and unlocking
different character models you can look at in 3D. The part I liked
most about the game, however, was the feeling that I was Batman.
Looking at myself in a virtual mirror and seeing me, as Batman,
moving exactly as I'm moving...that's an experience that really
enhanced the immersion when I was flinging batarangs around at
objects. I also really enjoyed using Batmans various gadgets, but the
thrill of pretending to be someone else and seeing the represented in
the game—that's something I really want to see more developers
focusing on! I do wish the developers had done more with this,
because there were a lot of missed opportunities like riding in the
batmobile, gliding down from roofstops, or getting pulled rapidly
upwards with a grapple-cable. I wanted to engage in a fist fight
using Batman's martial arts moves, but at least I got to watch a
recorded replay of Nightwing fighting a villain. I understand,
though, that at the time of the game release, a lot of developers
were being very careful with movement to avoid making a player sick
and dizzy. These days, developers have found lots of alternatives and
tricks for player comfort, and many of us have found our “VR legs,”
so I hope to see another Batman game that further explores what being
Batman is all about.
Tuesday, July 23, 2019
VR Report (part 2)
Superhot is a VR game I bought recently
when it was on sale for half price. The game released on PSVR only a
few months after the PSVR itself hit the market, but I didn't want to
support the bloated pricing strategies developers had initially for
anything that had even a small VR moment included. Thankfully, prices
for VR games have settled into reasonable and fair ranges in most
cases these days. When I tried out Superhot for the first time, I was
not thrilled with the low-detail graphics, but the graphics were not
the point—the game was immediately immersive. In each scenario I
found myself in, there were different objects I could grab and use
against my enemies, who were often armed with firearms. I soon
learned that their attacks and the bullets speeding towards me only
moved if I did, at a rate mirroring my own rate of movement. If I
moved slowly, so did the bullets, but if I fired a gun back, the
bullets sped up. I felt like I was Neo in the Matrix, using a
“bullet-time” slow-motion approach to dodge bullets, grab guns
out of the hands of enemies, throw knives and bottles, and even block
attacks with whatever I had on hand. This extremely innovative game
made me feel like I had time-bending abilities, and I could affect
the flow of time like a superhero, such as “The Flash,” moving
around like I was in a slow martial arts ballet of death.
Monday, July 22, 2019
VR Report (part 1)
As you may have gathered from some of
my posts in the past, I'm a huge fan of Virtual Reality. I have a
PSVR headset and I've bought a fair amount of games for it. One thing
that I try to do is sample a variety of VR game genres, because I'm
very excited to see how VR is changing the future of entertainment.
This technology is still only a few years old, so there is a lot of
room for futher growth and development. What has been
disappointing—for me, at least—is that there are a lot of
developers that seem to think we all just want to play games in 3D
when we play VR. Don't even get me started on how tired I am of wave
shooters and FPS's in VR already, and I've probably only played 5% of
those available! Many developers have been missing the potential VR
creates for the player to be someone else, physically participate,
and experience a game in a way they never have been able to before.
However, I'd like to share my experiences from a few recent games
I've played recently that do explore the potential of VR...
Friday, July 19, 2019
The Cinematic Visual Novel (part 5)
Cinematography in a visual novel is not
only used to create emotion and nuance, but to involve the viewer
more actively in the story and keep their attention. Films have
changed over the generations, and one very significant change is the
amount of edits used in a scene. Old, black-and-white movies often
approached filmmaking as if they were plays, where actors would
sometimes deliver large amounts of dialogue for 5 to 10 minutes
without a single cut to another angle. Modern filmmaking often cuts
back and forth to different angles multiple times in a single minute.
Perhaps our attention spans have become shorter over the last couple
generations, but whatever the reason, we respond to movement and
shorter amounts of information that is presented at a quicker pace.
The visual novel is a very interesting medium for conveying a story,
and I've been happily surprised by the artistic options that are
available through this particular genre. I'm working hard to innovate
and present you with a meaningful, fun, and exciting story through my
visual novel design, so you can expect to see some elements of
cinematography in The Star Legation!
Thursday, July 18, 2019
The Cinematic Visual Novel (part 4)
A variety of camera techniques can be
used to create tension and emphasis during the storytelling in a
visual novel. Zooming in and out at different times can help guide
the viewer towards focusing on an important character or development.
A quick slide to the left or right can increase the pacing of a
conversation, bouncing back and forth between two characters who are
in a heated argument. Adjusting the camera framing to accommodate a
newly arrived character subtly emphasizes the new presence. Even
depth of field can be simulated for the 2D environment of a visual
novel by placing some character sprites closer and others smaller and
behind to suggest more of a 3-dimensional distance. I've played one
visual novel that even adjusts the facing of the characters by
including a direct facing, profile view, and rear-facing version of
each sprite. This allowed the developer to essentially “move” the
camera around the group of conversing characters, creating the
illusion that you're standing behind the group or seeing everyone
from the side. But what is the reason for using these techniques?
Wednesday, July 17, 2019
The Cinematic Visual Novel (part 3)
An important aspect of any story is
pacing. One of the downsides to visual novels is that the
piece-by-piece presentation of a few dialogue lines at a time can
become monotonous. If the character sprites don't highlight or have
animation, it can even require extra attention to figure out who is
speaking, looking over to the name above the text to be sure. The
static positioning of the sprites, the stationary background art, and
the clicking can make for a dull experience if the story isn't
incredibly engaging, and as stories go, not every moment is going to
be absolutely riveting. However, cinematography can help mitigate
some of the repetitive nature of a VN by creating more movement for
the viewer. For example, special emphasis can be given to a character
by suddenly zooming in on their sprite to show the character's
expression up close. There are also other techniques that can further
enhance the experience...
Tuesday, July 16, 2019
The Cinematic Visual Novel (part 2)
Typically, a visual novel (VN) is
comprised of several different layers. There is the background art,
the character art (called sprites), and the text field where you read
the characters' comments. Many VN's are just that, and the character
sprites come and go as characters leave or arrive on the scene. It is
common that the character sprites have several different expressions,
and sometimes the sprites even have a small level of animation to
them, such as blinking eyes, swaying hair, and moving mouths when
speaking. Voice acting is sometimes included for bigger-budget VN's,
and this definitely brings the experience closer to that of a movie
or a play. However, it is less common to see much camera work
involved in visual novels, because backgrounds are static, though I
have played a few VN's with some animation in the background art. But
how does camerawork enhance the visual novel experience?
Monday, July 15, 2019
The Cinematic Visual Novel (part 1)
Visual Novels are a unique blend of
storytelling, art, and music. However, another aspect of this genre
of video games involves cinematography, which is the use of movement
through camerawork, framing size, and lighting. Although not all
visual novels take advantage of these options, the experience of a
visual novel can be significantly enhanced through cinematography,
evoking a range of emotions to create feelings of happiness, despair,
humor, or even fear. It so happens that I've had a year of training
in film and video production, and have made a number of short films
in my past. My background in film has inspired some of my ideas for
the storytelling process. This week, I will explore some of the
techniques I'll be using in The Star Legation visual novel to add
another layer of depth to this visual novel experience!
Friday, July 12, 2019
Complexity and Simplicity in Games (part 5)
If you’re a new game designer, what
should you do? If your game is simple, then you should focus on what
makes it fun and appealing and try to make it easily accessible to
pick-up-and-play casual gamers, probably the type of game that would
be available for phone apps. You can always move from there, if it
generates a following, and look to PC and console systems next. If
your game is complex, you’ll probably want to go in reverse order,
targeting PC gamers first, then consoles, then the phone app market.
Know your game genre best, though, and go where that genre has the
largest following. There is no surefire formula for building a game,
but if you’re just starting, avoid too much complexity if you can.
A steep learning curve will often turn away potential buyers who are
unfamiliar with your game IP. Once it’s established and you have a
bit of a following, though, you may have the freedom to develop a
deeper, more complex game with less of a marketing risk. Don’t be
deterred from pursuing the development of a complex game, but keep in
mind and understand what lures people to simple games, and implement
some of the same tricks as you win their favor towards your game.
Thursday, July 11, 2019
Complexity and Simplicity in Games (part 4)
Know your trends. Complex games with
steep learning curves can be extremely successful, but it might be
less common these days. The tabletop role-playing game, Dungeons and
Dragons, has been through a number of different rules editions over
the last few decades, and some of the most successful editions were
infamous for being the most complex (3.5 edition rules, anyone?) Yet
D&D had an established user base that had been loyal and familiar
with the various systems for years. Most tabletop RPG’s these days
are trending away from heavy, complex rules systems. Why? It’s hard
to be certain, but factors such as personal time limitations, a
surplus and wider range of game products to choose from, and a
generation of more distracted, ADD-type players are a few likely
reasons. In the video game market, new games are released every week,
so if a gamer hasn’t managed to settle into the rules within a few
days and have fun playing the game, it’s likely that something
simpler will quickly take its place to serve the craving for instant
gratification.
Wednesday, July 10, 2019
Complexity and Simplicity in Games (part 3)
Gameplay is key. Do the rules bog down
the process or enhance the game? If you have a tutorial for your
game, is it quick and streamlined, or is it so involved that the
player might need to reference it again later? One effective way to
teach rules is through a learn-by-play scenario, so if you can
incorporate your rules presentation into the actual gameplay at the
beginning of the game, gamers will more likely be drawn into the game
and be able to transition smoothly into the full game when the
tutorial finishes. If your game is simple and doesn’t need a rules
presentation at the beginning, make sure there is a menu option
somewhere for the uninitiated, just in case they don’t know the
basics. It is easier to get someone playing a simple game, but
keeping them with it is more difficult. Simple games often capture
their audience through intuitive gameplay, and rely on various
incentives to keep people playing, such as frequent rewards and
customization options. Advancement in a simple game is often achieved
through playing, so time invested translates to rewards earned. It is
more difficult to get people past the initial steep learning curve of
a complex game. Complex games can still be extremely successful, but
there are a few things to keep in mind…
Tuesday, July 9, 2019
Complexity and Simplicity in Games (part 2)
Understanding your target audience is
crucial to the success of a game. If you are designing a tabletop
tactical war-game, then a certain amount of complexity is
assumed--the hardcore crowd that makes up most of that community will
be less interested if your game feels as simple as
rock-paper-scissors. If you’re designing a family card game to be
played by kids and adults together, then keeping your rules simple
enough to fit on a single page is ideal. Consider also the age group
you’re targeting and the time they might have to play your game; if
your game is designed to be played by 3-6 adults, keep in mind that
while they sometimes have the attention span for involved rules, they
have limited time and are unlikely to be able to gather together
frequently for more than a few hours—most adults have jobs and/or
kids, which can seriously restrict time available for gaming. If
you’re targeting teens, they will have much more time for your game
and some might thrive on the complexity, but they tend to quickly
move on to something new unless the game is frequently supported with
new content. Casual or hardcore gamers are found among both teens and
adults, so do some research on your game’s genre and the
demographics of that genre’s supporters.
Monday, July 8, 2019
Complexity and Simplicity in Games
Whether you are sitting down to play a board game or a video game, there is always a personal preference regarding the game’s level of complexity or simplicity. Some games have a steep learning curve and require a fair amount of reading or time in a tutorial before you can begin playing. Others are so simple and intuitive that you can jump right in without any briefing on the rules. Whether a game is complex or simple, it can succeed or fail either way. It all depends on your targeted audience, how the rules are presented, and knowing general trends in the game genres these days. There are always outliers that perform better than expected, but if you’re considering game development, it’s usually less of a risk to tone down complexity. How do you like your games?
Friday, July 5, 2019
A Faster Earth (part 7/7)
Ultimately, the
possibility of our planet's spin increasing is very low. In fact, the
Earth has already been slowing in its rotation at a rate of 3.8
mph...every 10 million years. Most of this slowdown is due to the
gravitational pull of our own moon. It seems unlikely that the human
race will still be around 10 million years from now—I think we have
other, more pressing concerns than our planet speeding up or slowing
down in its rotation. However, it is still fascinating to consider
how precarious our existence is and the balance that maintains it.
Just a little faster or slower, and life on this Earth would totally
change or even cease to exist. Understanding all these details,
though, does help science fiction writers to imagine other worlds and
how they might be different from Earth. It also makes me wonder how
alien life on other planets would be different from us, and how their
physiology might develop as a result of faster or slower planetary
rotation.
Thursday, July 4, 2019
Happy 4th of July, America!
Enjoy some intergalactic fireworks from NASA: The beautiful outburst of the unstable high-mass star, Eta Carinae, which will eventually supernova 7,500 light-years away from us.
Wednesday, July 3, 2019
A Faster Earth (part 6)
It is believed that the
moon formed after something huge crashed into the Earth. If this type
of event were to happen again, with a large object crashing into the
Earth, our planet might be distorted into a more elliptical shape
rather than a round sphere. It could potentially spin so rapidly at
that point that a day might only be a few hours long! However, this
would be the least of our concerns, because if an object large enough
to influence the Earth's spin crashed into the surface, we'd all be
wiped out anyway!
Tuesday, July 2, 2019
A Faster Earth (part 5)
The Earth's rotational
speed is actually in constant fluctuation. Earthquakes, melting ice,
tsunamis, and large air masses are all influencing the Earth's spin,
though only by milliseconds. Imagine an earthquake collapsing a
portion of ground—this produces a change in the Earth's
circumference, reducing it slightly and essentially speeding up the
planet's rotation. A large air mass, however, can have an opposite
effect, slowing rotation just like you'd slow yourself down in a
spinning chair by extending your arms and legs. Are there any events
we should be concerned about that might cause a more noticeable
change in the Earth's rotational speed? There has already been such
an event in the Earth's history...
Monday, July 1, 2019
A Faster Earth (part 4)
If the Earth rotated at a
speed that matched its gravitational constant, it would be spinning
at 17,000 mph, which is 17 times faster than its current speed. If it
rotated any faster, we would see reverse rain at the equator, with
water falling up into the sky. All of the water at the Earth's
equator would be pooled in the atmosphere, and humans would have to
migrate to the poles to find enough water to survive. If the Earth
spun even faster still, the very shape of the Earth would eventually
change, with the poles flattening and the center of the Earth
bulging outward. This would also cause massive earthquakes as the
tectonic plates shifted around. Life on Earth would likely come to an
end. Did you know that the Earth's rotational speed is actually
changing? Should we worry?
Subscribe to:
Posts (Atom)