Wednesday, July 31, 2019

Plot Devices: Should we use them? (part 3)


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.

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?