Saturday, August 17, 2013

MolyJam Pt.2


Cool Games

Now that I am looking on the Games section of MolyJam, some of the games that I thought were most interesting are not featured. There was a realtor text based game and another game that had the player resize distorted photos to their correct size that I cannot find. One of them that I did find was "MolyNews". Moly News is a game in which the player plays as Peter Molyneux and has to choose different jumbled sections of actual Molyneux quotes to make complete responses to a journalists questions. Check it out!

"Limbo-esque"

At MolyJamDeux there were several teams that used the term "Limbo-esque" to talk about the game they had made. This bothered me for several reasons. While I think Limbo is a good game I am annoyed about how people talk about it. When people hear that I like freeware, downloadable, or "indie" games people often say, "Oh, have you played Limbo?" This is notable because Limbo has had a clear impact on people outside of the indie community. What I often hear about what people thought was interesting about Limbo was primarily the graphical style. People label it as artsy because the depictions are in black and white, cartoony, and vague. Though the primary gameplay mechanics are never elaborated on and the graphics were very stylish, I still enjoyed the game.

I enjoyed the game for the way story was incorporated with gameplay mechanics; this is not what the people who described their games as "Limbo-esque" meant. I have a problem with this because it equated black and white graphics, platform mechanics, and mood to things that make good games.

Friday, August 16, 2013

MolyJamDeux!


MolyJam2013

Game jams are something I have been aware of since I high school. I was always really jealous of people who lived in bigger cities (New York, places in Canada, places in Europe) because they had game jams and there is not that big of a game making community in Dayton. Now that I have finished college I saw this game jam as a chance to meet people in the game making community, and get experience making a finished game. What we made was "Molyneaux Slope" from a team of programmers, Clint Levijoki and Mark Michaels.

What Happened?

The team changed a few time during production which was difficult. We first started out with Clint, Mark, and I and then three others joined our team. Working with six people seemed to be far too complicated at the start because everyone wanted to design the game. We did a lot of back and forth and just settled on Clint's idea to make a dog park simulator. We settled on his idea because he was the most persistent and had the most tangible idea. Before we settled on his idea we had basically two really solid ideas that we were fighting against. We broke for the day and met the next morning.

By then two of the members from Columbia University had dropped out and we were left with four people. I was on the art direction and left all of the code to the other members. All of the other members of the group work professionally as programmers and none of them had made games on their own (outside of a company) before as I recall. There was a bit of a struggle between what language was going to be used but they all just followed what Clint was doing because during the night Clint had set up a framework for the game. The rest of the day was mostly Clint trying to set up multiplayer and the others trying to learn the language that he was using. I got a bit nervous because our game did not look like much. I had made the character and dog animations as well as some of the background assets but not much was implemented.

The final day was trying to wrap up text commands. Everything became implemented and we finished a little early. In the end we just made a bunch of extra character sprite sheets so not all of the players would look the same.


Tomorrow I will write about some of the games I played at The New School's hosting of MolyJamDeux and what I thought.


Wednesday, August 14, 2013

In Between Two Games/Where Should I Live?!


Where Should I Live?

So, for the past month I have not had a job in order to finish "Breaking Bread", a few comic book projects left from school, my general portfolio, and to figure out what I want to do career wise. I am now at the dilemma of either staying in Brooklyn, finding a new job, and new place to live, or going home, finding a job, finishing my computer science degree, and then a new place to live afterwards. Either path I take I will either be in Dayton or Brooklyn only for the next year or so because by then I will hopefully be at graduate school (which is something I need to figure out too). I would like to continue making games and such, but for the next few weeks I need to work like crazy because my feeling right now is to stay in New York just because of the amount of jobs, opportunities, and experiences. I have a fear of going back to Dayton because I do not want to go back and become stuck.

The thing is, either place I go I will still continue making games. In Ohio I will possibly have more free time, but the environment will not be as conducive to the process due to the lack of critically thinking people to interact with. In New York, there will be more people to talk to about critical subjects, but there are plenty of distractions, money is harder to make and to keep. Also, the idea of studying computer science again leans me to going back to Ohio, though I could easily study it on my own enough in order to make games.



Finishing My First Game!

I have made plenty of games with my friends from home, but I never finished anything. People would always become busy, or we would not make progress on something for a while, so things would just die off. It feels exhilarating to have finished a game, though made in Klik & Play, a game made by myself in a sense, without a team or partner to directly work with. There was a part near the end of the development where I got caught up and frustrated with some of how the game was working, but it was just a hump I had to get over. That hump was the sort of thing that stopped past projects from being finished, so it felt like a big thing to overcome.

How I Overcame the Hump

"Breaking Bread"'s interaction is mostly dialogue tree based, so things became confusing to edit. My mistake was to only write the dialogue and how the dialogue interacts in the program. During the end of development I started writing down all of the dialogue and drawing out lines to see how things connect. This helped me see how things connected easily! It also helped me write things and edit things in a way where I would not be afraid to edit things just because of how difficult it would be to change them later. This way of working also makes it a lot easier to troubleshoot if I did something out of order or forgot to add in some dialogue. I am starting a few other dialogue based games that are similar in interaction, and I am definitely going to start writing them down beforehand!




Tuesday, August 13, 2013

Finished: Breaking Bread


So, I just released the final working version of the project I have been working on for the last month or so, "Breaking Bread". I feel a bit relieved now that it is finished because now I can work on some ideas that I came across while making this game. So far only two people that I know of have played it and the reception was positive. The game is pretty inaccessible being made in Klik & Play, so it can only be played on a Windows machine, and only in something XP or before, and it is about a TV show that not everyone has seen.

I hope you enjoy this and future games! :-)

Thursday, August 1, 2013

The Effects of Video Games


Found a paper I wrote a little while ago.

The Effects of Video Games

When was the last time you have played a video game? If you have played Mario, Halo, Madden, or Tetris you have been influenced by the music, the graphics, story, and even the graphic design. Interactive media has taken over the entertainment industry. Kids aren’t the only ones playing games today either, adults are too. Due to the media coverage of video games, they are being condemned. People now think, "Are games going to hurt me?" "Are my children affected?” “I've heard they are violent." "I'm really not into video games; none of them really interest me." Being an avid video game player and a video game designer, I know a lot of the answers to these questions and statements. Video games may be looked down upon by the mass media because of many negative effects, but video games have just as many positive effects. 

Most "gamers" (those who play video games) from the turn of the century were eight to fourteen years old according to Michael Brody in his article, "Playing With Death." In a summary of "Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy," Dudley Barlow states that most children in the 8th and 9th grade spend more and more time playing video games. Girls of this age group play around 5 hours per week and boys play around 13 hours per week (Barlow). Around this time of growth for a child, the child has a "transitional space" in which a child finds his or her self or purpose (Brody). In this transitional period children are filling this time with video games (Brody).

Games like Halo, Final Fantasy, Gears of War, Metal Gear Solid, and Call of Duty are all very popular games among children as well as adults. All of these games have astoundingly realistic graphics and unreal fantasy settings. It is hard to picture why anyone would not be attracted to such fantastic wonders. Though these games are popular with children they are all filled with violence, blood, gore, and negative portrayals of women. A study in 1996 that says popular games among children were mostly violent (Barlow). In most games women are rarely the main character, but objects of desire like princesses in castles or seductresses (Brody). In games like Counter Strike, Halo, Gears of War, and other popular shooters, the main objective is to kill.

Violence is in 80 percent of games (Brody). This percentage of video games cause physical and mental symptoms related to aggression (Barlow). According to an article from BBC News, some effects are "auditory hallucinations, repetitive strain injuries and obesity". High blood pressure and aggressiveness (Brody) are others that have been seen for short and extended periods of time (Barlow). Video games cause a lack of charity and a surge of aggression in those who play violent video games (Barlow). Psychologist, Jane Healy, says, "Habits of the mind become structures of the brain," inferring that playing violent video games give the players aggressive tendencies (Brody).

According to a study by Iowa and Kansas State Universities, video games are correlated to aggression, but the study couldn't find if aggression was related to the violence in the games or not (Aggressive Behavior). It was also found that the length of time someone plays a video game does not change the effects (Aggressive Behavior). People who play violent video games aren't necessarily violent either (Economist). When a criminal is known to be a gamer the media goes wild. If half of Americans play games, why is it such a big deal (Economist)? 

In the past rock and roll, movies, comics, and certain books were looked down upon. Just as video games are today, those forms of entertainment were accused of turning people into "devil worshippers" “and "drug addicts" (Economist). Even in 1816, waltzing was labeled as an infectious disease (Economist). In 2005, The Watchmen, a comic book, has made the Times All-Time 100 Novels list. Movies are now used for educational purposes and artistic expression. Now, people who read a lot of books are deemed "smart." If history repeats its self, video games will be just as accepted as books in the future. 

Even though some people view gamers as anti-social, video games teach good team working and social skills. I know from firsthand experience that video games promote team work. When playing Halo 3 online, I know that I have to constantly communicate with my team-mates about our location, enemy location, and strategy. I also know from my friends that play massive multi-player online games, such as World of Warcraft and Final Fantasy XI, teamwork is required to make it through any raid or mission due to the large groups of people involved. It is surreal hearing friends talking about having to get around language barriers just to finish a dungeon raid. Apparently Japanese speaking people do not like to be in the same party as an English speaking person, because of language and cultural barriers. To get around such an obstacle is a great learning experience on its own.

Will Wright, creator of The Sims, Sim City, and Spore wrote in his article “Dream Machines”, "Through trial and error, players build a model of the underlying game based on empirical evidence collected through play." Problem solving has evolved because of video games (Wright). Such new skills were taught to professionals by video games as kids. Their skills have not been used only on dragons, robots, and aliens, but used in their real lives (Lewis). Those professionals have probably played games that are devoted to problem solving, point and click games. 

George Lucas, creator of the Star Wars movies, founded Lucas Arts in 1982. Back in the 1980's and 1990's, when Lucas Arts did not only make games based on Star Wars, they made point and click adventures. They were one of the best companies at it. They made fun, funny, creative games like Day of the Tentacle, Sam and Max, and Grim Fandango. These games were not just “fun and games” they were difficult and they required a lot of problem solving skills. Sierra also made the impossible to beat Kings Quest series. I remember when I played Kings Quest VI, I had to get a bunch of wall flowers (not a bunch of shy people, but shy flowers) to dance so I could capture a hole in the wall (yes a portable hole in the wall) so I could look inside a castle in which a princess was held captive. If those are not some advanced problem solving skills at work, I do not know what could be.

The dying genre of point and click games, does not typically have twitch game play that relies on the players’ hand-eye coordination to progress through the game. People who play fast paced action games not only get better at slaying Grunts in Halo 3, but they form an "increased visual attention capacity" for situations that require concentration (Chatham). This can be related to the lessened attention blink (Chatham). Attention blink is when gamers eyes are opened longer so he or she can keep focus on objects longer. While some skeptics say that hand-eye coordination skills learned in games can only be used in combat, other jobs also require such ability. For instance, surgeons who play games don't make as many mistakes as those who don't play games (Oak).

It is not typical to associate video games with the player becoming more and more creative, but in the gamer community creativity is a huge part of gaming. Will Wright has said, "Games aren't just fantasy worlds to explore; they actually amplify our powers of imagination." This statement especially applies to his game Sim City. Mr. Wright originally made a helicopter game called Raid on Bungling Bay, but he thought that creating little cities for the helicopter to fly around in was more fun than actually flying it. In turn, he made Sim City out of his personal level editor. Sim City is a game where the player can not only sustain a city's economy, but build the city from ground up. This single game has influenced other games like it called "sand box" games. Sand box games are basically games where the player can do what he or she wants to. Some such games are Crayon Physics, Gary's Mod, and Line Rider which leaves the game play up to the gamers' imagination.

Though games have all of these great aspects, the negative media coverage on video games are there for a reason. Most video games are violent and most video games are non-artistic. Jason Fagone from Esquire magazine says, "Game companies have spent so many years trying to make skulls explode complexly and water ripple prettily that they haven't invested any time in learning how to make games that are as emotionally dense as the best novels and films." There are actually a few people trying to make artistic creative games to help shape the way we look at games, one being Jason Rohrer. In his game Passage the player can have an experience driven by emotion like no other. Without giving away any spoilers, the player can learn a lesson about life and death the few minutes it takes to complete the game.

After evaluating all of the positive and negative reasons video games are simply a fun form of escapism. Video games are not passive media, so the interaction that gamers have with games make video games a better alternative to television (Oak). Computer games can be just as stimulating as sports. Research by Mark Griffiths, a professor of gambling studies at Nottingham Trent University, says that video games can distract patients with sickle cell disease who are going through chemotherapy (BBC). While computer games can be a healthy activity, it is best that they are played in moderation.

To conclude, video games may deserve the negative media coverage because of the content and aggression effects, but the same thing has happened to every new form of entertainment. Video games teach players about team work, sociability, problem solving, creativity, and good hand-eye coordination while providing a healthy alternative form of entertainment. There are plenty of video games in stores and for free on the Internet so I would advise you to look up whatever interests you, whether it be problem solving games, shooters, or creative things like Passage. Afterwards, you should look at game reviews to see if the games content best suits you. Lastly, play in moderation and have fun!

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