Archive for the 'Random' Category

GIANT ROBOT SCHOOLGIRLS.

Friday, May 23rd, 2008

Hey Spwug readers!  (oh wait — what? — it’s not Wednesday?!  Whoa and last week’s post didn’t post after all!!! Dang it!)  *ahem*

You read that right.  Giant. Robot. Schoolgirls. But I bet she wouldn’t stand a chance against a fearsome looking Maid Guy.  He has x-ray vision, levitation and nightmarish mental projection powers.  In a few days though, I’ll be spirited away to fight devil dogs and collect skulls instead, or at least that’s what I’ll hear.  But wait! Never fear!  George Washington (NQSFW) will save us! 

Office of the Don #06: Moving and the Geek

Thursday, May 15th, 2008

Greetings, Replicants!

First, a quick shout-out to Aqws.  He knew what it was to be roasted in the belly of the Sloar that day, I can tell you.  Good job, man!

Second, today’s installment will be shorter than you are used to.  There, there.  No need to get upset.  I’ve got a good reason, I promise.

 
I’m moving.

 
Yep.  My wonderful, geeky wife and I are moving on up to the east side, out of our current dregs and into our first purchased home!  We’re leaving that silly apartment life behind, I tells ya!  Goodbye mile-walks carrying groceries and noisy neighbors, hello quiet suburbia and Dijon ketchups!

So, you may be wondering, “Does this rambling have a point?”  What I want to pretend you are wondering is, “How is moving different for a fine, upstanding geek like yourself in comparison to some sad, deprived dude who never knew the joy of Saturday Supercade?”

I’m glad I pretended you asked!

For a 33 year-old (shaddap) geek, moving will look slightly different to an outsider.  Let’s take a look at how:

Geek Move

 See you again next week, when I’ll be writing from my new home!

 

The Don likes the way you move.  Out of his neighborhood.

Indy films.

Wednesday, April 9th, 2008

Oh sure, a new anime spring season is upon us…  But sometimes, it’s the nuts and bolts of the industry that’s the most interesting and rewarding part.  Just a quick entry this week to show what this blogger’s been watching lately.  Some recent, some not; but it’s always inspirational to see animators both professional & upcoming work, talk and show off their stuff.  

Kings of Power 4 Billion %“, by Paul Robertson (Pirate Baby Cabana Battle Street Fight 2006), recently completed in January

“Altitude Adjustment“, a student film by Nick Butera at CalArts, May, 2006

God Slayer“, by Johnathan (PersonaSama) Kim from his CalArts presentation, May 2007

Brad Bird (direction, Pixar — Ratatouille, The Incredibles, The Iron Giant) for ThinkTank.com, Jan. 2008

Glen Keane (supervising animator for Disney),  in an interview & discussion over his work on Tarzan

More to come!  See ya’ll next week!

Report from the work site, 032608

Wednesday, March 26th, 2008

A clarion call for fan works (and money!) has sounded for this columnist, so I share a few bits from some projects in progress!   This is from what hopefully will become a print collection; characters from the popular SRPG Disgaea below:

This is better than a rant, methinks.  See ya’ll next week!

MOAR ART PLZ K THX BAI

Wednesday, February 27th, 2008

Dispense with the pleasantries! Bring more art! I’ll probably have a rant of sorts regarding the state of our image-consuming (read: .jpg DEVOURING) Internet culture next week. But there’s the distinct feeling of being kicked in the back. By a pro wrestler. Oww.

Panel Break

Wednesday, February 20th, 2008

Happy Valentine’s Day everyone!!! — uh..?  huh? wha– Oooooooooh, it was LAST WEEK.  Dang.  Oh well, better late than never, right?  I’d have had a good one, but lately the “love” shown by migraine headaches had me swooning.

 I’ll spare long discussions in favor of random artwork.  Everybody likes art!

Rediscovering old tools with new methods is exciting! (MS Paint)

[Demon Mage Tess, original character brought to you by Angry Viking Press]

And there’s nothing like that New Program Smell. (OpenCanvas)

[Casper, from a new arcade game, Deathsmiles] (c) 2007, CAVE/AMI.

But then, there’s always room for traditional fare. 

[”Ciel“, a mage character class in the Disgaea series] (c)2005-2008, Nippon Ichi Software.

And that’s it for now.  See ya next week!

Feel the Sprouting #7: Alien Jones Meets Akiba

Thursday, February 7th, 2008

There is a long tradition of Hollywood stars going to Japan to make commercials that would be hideously embarrassing for them to make in the West (Lost in Translation dramatizes this process, along with being a very good movie about alienation and isolation). These range from Arnold Schwarzenegger plugging energy drinks to Sean Connery talking to a bunny puppet about yogurt. There are plenty more out there, but few of them have tread into our Sprouting territory, until Suntory coffee decided to raise the ante.

Behold, Tommy Lee Jones as an alien in Akihabara.

Does this mean that Tommy Lee Jones is maid moe? You make the call!

What? Another post? It can’t BE!

Monday, February 4th, 2008

Wait, what? An essay that is sensibly feminist, and by ‘feminist’, I mean ‘stands up for the rights of both men and women to take responsibility for their own damn selves, and the twin right to enjoy their life and the products of their work.’ How is this geeky? well, how’s this for you?

The cure, for the record, for being a football widow or Xbox widow or whatever is often not to bemoan the fact that your partner doesn’t spend all his free time entertaining you. It’s to cultivate interests outside of your husband, to be an individual unto yourself who also needs some time to pursue her hobbies. And if he really is withdrawing into his hobbies to the exclusion of ever interacting positively with you, to take advantage of the newfound feminist right not to be in a marriage with someone who doesn’t really love you.

Now excuse me, but I’m going to drag my childish ass over to play the Xbox. Wonder if Lopez knows that you don’t actually need a penis to work the controller.

I actually really enjoyed this article (written by Amanda Marcotte,) as it made several perfectly sensible points using actual sound logic. Common sense, people. She wrote this as a response to another article, and I’m going to go read that now- and I won’t get irritated because I’ll be secure in the knowledge that it’s already been very well addressed.

Then I’ll fire up the PS2 and play some video games. I’ve got several waiting for my attention- WoW has been taking up far too much attention lately. ;)

Lazy geeky Sunday

Monday, February 4th, 2008

“Ding! Well, ding a while ago, it turns out. I somehow failed to notice.” said I from the sofa, my laptop being particularly useful for lazy sofa gaming. “Grats, hon! I should run you through Deadmines. Lots of cloth.” came the reply from the desk, where my S.O was playing something completely different.

Sundays are made for being kinda lazy, mostly cozy, and getting back to the family thing. In our case that meant a day long pajama-based game day. While I played WoW and he played something else (I forget what) (probably lots of things) we left the TV on as background noise. At one point he put in a fantastic compilation of giant robot anime opening themes, and we got to listen to 2 hours of background robot evolution from the 60’s onward. It’s honestly trippy to watch the Transformers opening and not hear ‘Transformers! More than meets the eye!’ Cool, but very trippy. Then some bad movie goodness from Deathstalker 2 (if you like B movies, really. Check it out. It’s got Queen Kong in it!) and later, when the games had lost their appeal for the day, Haruhi came in to round out our lazy geeky day off.

I have to say it was a fabulous day and I really rather enjoyed it. The fact that I got the final score of the Superbowl from the trade channel in Stormwind pretty much says it all, I think. How do you spend YOUR lazy days off?

Games +/- Art: Stage 1-1: The Game of Art

Wednesday, January 16th, 2008

So, in a very clumsy play of devil’s advocacy, I proposed last week that games are not art.

“Games aren’t art! Hah! Poo-poo to you! And your opinion!” -your author, last week.

Well, without getting into the hazy world of art philosophy (not yet anyway), I thought I’d spend this post stacking the deck with reasons to argue for the legitimacy of games as art.

I’ll do my best to be impartial & fair, but remember folks, this is just a blog post. :P

*Ahem!*

STAGE 1 ===================================================

-Video games, as they’ve evolved till now, still fundamentally depend on the input of a user (player), and within the structure and rules of the game itself, interact (play) within this virtual space (levels, boards, stages, areas, etc. etc.) Ultimately, said player attempts to complete a specified objective (reach the flag at the end of the run, defeat other players, collect X number of items, etc.)

For example, the player in Tetris, organizes seven arranged shapes to fit seamlessly together as they fall from the top of the stage to the bottom, and [every horizontal line created is automatically cleared, as long as the stage remains clear enough for the player to place more shapes. When there is no more room, the game is over.]

The player in Halo 3 utilizes a selection of weapons and vehicles, with the aid of non-player characters to navigate an area of space, defeating enemies to [reach the next area checkpoint and/or complete the particular mission’s objective.]

You can fundamentally break down almost any game out there into a sequence of player & environment/parameters of play/[objective.]

So… what happens if you remove this dynamic? What happens if one of the links in this chain disappears? What if there’s no “reason”, no [objective] to achieve?

STAGE 2 ===================================================

The player in the Grand Theft Auto series is introduced to the virtual city through opening cutscenes, given a brief instructional tutorial on how to navigate the area, and is free from then on to choose missions, collect items, explore and open up new areas of the map, and interact with characters. The player can approach the game at any time, in any way they see fit, and can ignore even narrative-based objectives with no consequences that would end the game.

There’s no hard defined way for a player to fail the game of Grand Theft Auto. The narrative opens up only when the player chooses to interact with that aspect of the game. “Sandbox gaming” encompasses this idea. A player loses a match in Tetris if they fail to clear lines of blocks. A player loses in Halo if they are defeated by the enemy before they reach their mission result. But that aspect of gaming without borders, leaving the player free to approach it as they wish, is what makes this and similar titles truly notable. Let’s explore that further, and take the player ***out*** of the virtual world…

STAGE 3 ===================================================

In the MTV Music Generator series, the virtual studio space allows the importing (and exporting) of samples into a series of sound channels, assigning a sequence of notes on a scale. [Musical compositions ranging from classical, modern, to experimental ones can be created, saved and even used as non-copywritten stock in a professional production.]

While there is a “virtual studio”, there is no player avatar. There’s no representation of a character or facsimilie of the player, unless one counts the cursor that allows a player to select their options & save their work. There’s technically an objective of creating sound or music, but this is a game devoid of a mascot or symbol that directly interacts with the game enviroment. Furthermore, the enviroment remains fixed, no matter what the player does. There’s no destructable walls, there’s no timed event scripts where a secret passage opens or a non-player character appears. A creator in Music Generator can plug-and-play with samples, and script out music, but there’s no way for that user to alter the interface directly. Mario smashing bricks with his head, obtaining powerups from question blocks and kicking turtle shells into enemies and obstacles *and defeating or destroying said obstacles* is a drastic influence of player + environment – a hallmark of interactivity.

So, let’s complete the trinity, and take the environment ***out*** of the equation — or can we?

STAGE 4 ===================================================

Magic Pengel & Graffiti Kingdom allow you to virtually construct new avatars, and remarkably accurate player characters completely from scratch… that won’t work…

Fable offers [drastically changing sequences of objectives] and influence over other non-player characters, as well as the effect on the player themselves… no…

Now, in the realm of homebrew & doujinshi gaming… Fraxy allows the player to craft an array of enemy machines, assigning weapons and power cells, and even affecting their schemes and frequency of attack. The player is only able to select their own weaponry loadout and is largely attempting to defeat their own creations. Though there is an “environment”, it’s extremely loose in definition — there’s only a backdrop that the player can select from (up to three.) [There’s no obstacles outside of the enemy and projectiles themselves, and as long as the enemy creation remains within range of the player’s ‘radar’, the game ends only when the player or enemy is destroyed.]

The SimCity series gives the player an absolute blank slate or at least a raw “environment” on which they attempt to attract citizens, assign and build city zones and provide resources for this virtual city to grow. External factors such as riots, disasters, bankruptcy and disrepair affect the city, but [the starting wilderness given to the player is up to them to forge into a metropolis], and they have a fair degree of control over excavating new areas or building up natural resources as well.

Interesting, isn’t it? There are games that can eschew the ‘fundamental’ structures of their design; games that don’t depend on or rely on all three aspects of a player, a set of rules or an environment in a rigid definition. But then, all these games still have an arguable structure in place to maintain their interactive nature. But…

STAGE 5 ===================================================

Imagine a game of Mega Man wherein he fights the enemy robots without ever setting foot in ANY stage. They tumble endlessly in a gray void, where only their attacks separate success or failure. Any attempt to navigate just moves them around in aimless directions. No environment, no level structure, not even a stage selection.

Imagine a game of King Of Fighters where there are no fighters. The player has control over the foreground and background elements… but can’t directly interact with another fellow character. Even in a less extreme case, how about a vs. fighting game where you only watch two selected player avatars fight and have no direct control over the match. (Many genres of games actually have a mode dedicated to this, or at least have an option wherein two ‘bots’ could be posed against each other.) A game that has no players (can it play itself then?)

Think of a Sonic the Hedgehog game where there is no enemy, no Dr. Eggman to antagonize or Chaos Emeralds to collect. Sonic has the ability to run and jump seamlessly across ALL his levels at any time, limited only by the player’s choosing (and the speed at which Sonic can tear through a level.) Because the environments themselves are highly dynamic, there’s still an element of interaction, but with no objective, that clearly would change how the game is approached — or regarded.

Metroid and Castlevania are built more around the exploratory aspect of gaming, but they still function with a clear objective. Even a series of subquests in those games drive the player to an endpoint. A game without an objective at all, becomes observation and experimentation instead of narration.
A piece of art however, only needs a viewer to interpret the sensory signals (sight, sound, touch, smell, taste) given. Art easily has a participant (player), and be it a canvas or sound stage, has a place or time in which it’s displayed (environment.) But does the Mona Lisa have an end-of-stage marker? Does Duchamp’s installation of a toilet seat support multiplayer or online play? A player could set up an HDMI TV and a PS3 in a Franklin Lloyd Wright house, but the consequences of destruction and death in the latest Warhawk only go as far as the screen and not in the real world…

STAGE 6 ===================================================

Interaction in the arts is a realm of postmodernism, where the creators challenge the nature of a gallery space (allowing visitors to actually “invade” the secure distance between works, forcing the viewer to be a physical part of the piece, etc. etc.) But there’s a de-emphasis of any sort of narrative goal. Instructions and or definitions of the “rules” in an interactive gallery space are left to the viewer to stumble through and determine on their own terms. Games do offer options to customize and craft their own control schemes, levels of difficulty, and more… but a game that eschews a cohesive virtual world for a nebulous, subjective one? Is there such a thing? Ever played a “game” that was entirely up to the “player” to interpret, their actions impacted the nature of the “game” itself — defining the parameters in real time? Or maybe seen a “game” that eschews all manner of player/environment/rules — a game that refuses to be played, conquered or interacted with? (A doujinshi flash game, “The Life Ending Adventure” is pretty close…)

Sit back & think about this for now. The Art of Games is next week.


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