“The abundance of choice is not a concern, it is an asset. It provides our community with a more varied, more specialized toolbox, allowing us to select the optimal platform for the problem in front of us.” A great post from Jack Shedd.
Pokemon illustrated next to humanised representations of themselves. Cute, silly.
“Any resemblances to geeks living or dead are coincidental.” Seen many of these, both in real life and in software design. Probably been guilty of one or tow in my time.
“Skittle-based beat sequencer, a tangible and edible music interface. This is a prototype developed over the course of two evenings, with a webcam and Processing.” Fun!
Lovely. A flash game that combines point-and-click with KS2 revision problems, made by the people who build Samorost. Actually fun; actually educational. And just beautiful to play and listen to.
“Users need to see results before they can ask better, more detailed questions. These feedback loops provide critical learning. Users need to get to data as quickly and easily as possible. A screen without data is delayed progress.”
“The people responsible for note tracking … aim to reproduce the way that the song is played on a real guitar to the greatest extent possible within the confines of the guitar controller’s limited repertoire of moves.” Which is what I assumed.
“The thing about Harmonix is that even though they strive to bring total non-musicians closer to music, they still mark a clear boundary between playing music and not.” A much better explanation of this than I tend to give; lovely article.
“Your bewilderment suggests you are not be familiar with the new vi assistant.”
Galactus is real.
Junot Diaz on GTAIV in the Wall Street Journal. Excellent writing, on the nature of good vs. great and great vs. seminal; on what art does to us; on how it needs to go farther. Smart, engaged, written by someone who gets culture and who *plays*.
Pat Redding is Narrative Designer on Far Cry 2. This is his presentation from GDC 2008, with full notes. It’s very, very good: all about designing story in an open-world environment. Lots of detail. Designers: you need to read this.
10 July 2008
Iroquois Pliskin has an excellent blog post from a while back about the way Grand Theft Auto IV is torn in its characterisation. It’s a great post, and well worth a read. And it also made me think:
In GTAIV, Niko Bellic has the option to socialise with the friends and acquaintances he meets throughout the game. These have little bearing on the plot, but are entertaining minigames, with some fun dialogue trees: darts, bowling, pool, drinking, and dating girls. Being friendly to certain characters may also have benefits in the long run – neat little tools and tricks you can summon with a call from the in-game mobile.
These games are totally optional, of course; you can happily play the game without seeing too many of them. But Iroquois’ piece made me realise that these “friendship games” aren’t just there for entertainment value, or for the neat bonuses you can get later in the game.
They’re there for characterisation – and a very specific kind of characterisation.
Niko is violent, Niko does bad things. You have a choice: you can temper that, by saying “but my Niko is also a good man: he’s nice to the girls he dates, he hangs out with his friends, he’s a good cousin to Roman“. Or you can turn you back on your friends, and a healthy, sensible social life, and focus entirely on the life of crime.
To play the game as it’s meant to be played, you can’t avoid the life of crime. But the player has a choice as to how much they temper the life of crime, and their malevolant sandbox antics, with the social-simulation aspects. If Niko becomes, essentially, psychotic – only focused on completing mission objectives, and not living the life – then who’s to blame but the player? To quote Iroquois:
There are some advantages for cultivating these relationships, but in general you get the idea that they are put in the game in order to give you a better perspective on your character. The portait of Niko that emerges is very well-drawn, and he emerges as a violent but ultimately sympathetic figure, a decent man who has been drawn into a life of expert violence against his own best efforts.
I think Niko is much more likely to emerge as “ultimately sympathetic” if the player makes the effort to round out his character. The cut-scenes and plot points the player is railroaded into go someway to providing that characterisation, but they provide that characterisation in dialogue and narrative. When the player helps create that characterisation through behaviour and gameplay, then the effect on the player’s understanding of Niko is much more deeply embedded.
Developing characterisation not through narrative but patterns of gameplay elements. I like that.
(Also: I can heartily recommend Iroquois’ blog, Versus Clu Clu Land)
Awesome: you’re a tank. You can’t die, but you are the weapon – so you ricochet around the screen from explosions trying to bump into enemies. As you level up, you increase the *number of enemies* which makes big combos easier. Silly, addictive, fun.
“the more sophisticated applications of interactive data visualization resemble games and toys in many ways, and… game design can contribute to the solutions to several design issues … in the field of data visualization.” Kars on top form at NLGD.
09 July 2008
Just a quick note to say that I’ll be talking at Skillswap Brighton tonight. The talk is a re-work of a talk I gave at LRUG in London a month or two back; it’s called “Settling New Caprica“, and it’s about how to get that pet project off the ground:
Pet projects: everybody’s got them. But how many of them never see the light of day? In this talk, Tom Armitage looks at some of the obstacles that impede such projects, and how to get over them. The talk also considers some ways to streamline the process of releasing software when you’re your own client, and perhaps might give some ideas to improve not only your personal projects, but your work projects as well. There should be plenty enough time for a healthy Q&A session after the initial presentation.
The talk isn’t hugely long – about 30 minutes – but I’m hoping there’ll be some healthy discussion after it, on topics as diverse (to give you an idea of what’s coming) as personal project management, version control, deployment, and building Twitter bots for fun and profit.
“TrailRunner is a route planning software for all kinds of long distance sports like running, biking, hiking, inline-skating, skiing and more.” Imports data from Nike+, apparently.
Eric’s written a command-line interface to Basecamp. Very nice.
“When I listen to music I see colors and shapes and when I watch visual art I hear sounds. I wanted to express my sensing of shapes, colors and music in this short animation.” Delightful animatino from Michal Levy. Made me grin a lot.
“There’s only one problem with this theory of depression: it’s almost certainly wrong, or at the very least woefully incomplete.”
“Designed to be simple and compact yet flexible, it allows you to focus on what matters most: the content.” Probably my favourite NNW theme of them all; legible and pleasant.
“More than anything, I wanted a design that stayed out of the way. Reading posts via feeds instead of actual sites lets me consume more data. Having a simple, highly legible style makes it much easier.” Another great NNW theme that I’m warming to.
“MGS4 is the game that contains everything Hideo Kojima knows about game design and storytelling – and that is precisely what’s so thrillingly right and so damnably wrong with it. Faced with a myriad of choices […] Kojima chose not to choose. “
“I’m not terribly interested in proving Kojima a genius, but I believe we can accurately call him an auteur, and it’s this aspect of his nature as an artist that has me thinking about D.W. Griffith and some interesting parallels between the two.”
“Big Contrarian is a weblog by Jack Shedd, a designer and a developer in the process of moving to Chicago, IL.” Beautiful, and full of great – and varied – content.
“These rules were obtained from the text Designing the User Interface by Ben Shneiderman. [they] are derived heuristically from experience and applicable in most interactive systems after being properly refined, extended, and interpreted.”
““It’s only a game” is a phrase that agrees with all of those who ever looked down their noses at the medium… who want to promote the kind of prejudice that will keep games from ever achieving widespread respect for everything they are.”
Regarding the Pain of Others is a long-form essay by Susan Sontag, examining the representation of suffering (and notably warfare) through the display of photographs. Published in 2003, in many ways, it is a follow up to some of the ideas examined in her earlier On Photography.
On Photography is one of my favourite books on the subject; it made a deep impact at university, and I’ve been meaning to reread it for a while. Regarding the Pain of Others is interesting if only because (as later illustrated) Sontag revisits some of her arguments in that set of essays and questions them again, even disagreeing with her younger self – something that I’ve rarely seen a critic do.
It’s a slim book – around 100 pages – but it’s written very densely, with long, unbroken sentences and many subordinate clauses. At times, it feels like the book as a whole could have done with its screws being tightened, but Sontag’s language is clear and efficient; it was hard to quote short passages simply due to the number of themes being rammed together in single constructions. It clearly also took me time to get into it – most of my dog-eared pages are in the latter half of the book, even though there’s almost as much I could quote from the first half.
A worthwhile read, anyhow; lots of thought about the current media landscape, especially in America, even if at times Sontag is somewhat pessimistic about Western society as a whole. Despite it not being the easiest – or clearest – book to read on the train to work, it had a lot to say that resonated, and it provided much-needed historical context for the media of today.
On to the quotations:
p.60, on the similarity of “shooting a subject” and “shooting a human being:
“War-making and picture-taking are congruent activities: ‘It is the same intelligence, whose weapons of annihilation can locate the enemy to the exact second a meeter.’ wrote [Ernst] Jünger, ‘that labors to preserve the great historical event in fine detail.'”
p.67, on the contradictory nature of photography-as-reportage and photography-as-beautiful-artefact:
“The concern is that the images to be devised won’t be sufficiently upsetting: not concrete, not detailed enough. Pity can entail a moral judgment if, as Aristotle maintains, pity is considered to be the emotion that we owe only to those enduring undeserved misfortune. But pity, far from being the natural twin of fear in the dramas of catastrophic misfortune, seems dilute – distracted – by fear, while fear (dread, terror) usually manages to swamp pity. Leonardo is suggesting that the artist’s gaze be, literally, pitiless. The image should appall, and in that terribilità likes a challenging kind of beauty.”
p.70, on Sebastião Salgado’s portraits:
“It is significant that the powerless are not named in the captions. A portrait that declines to name its subject becomes complicit, if inadvertently, in the cult of celebrity that has fueled an insatiable appetite for the opposite sort of phootgraph: to grant only the famous their names demotes the rest to representative instances of their occupations, their ethnicities, their plights.”
p.76, on the familiarity of certain photographs as cultural artifacts:
“…photographs help construct – and revise – our sense of a more distant past, with the posthumous shocks engineered by the circulation of hitherto unknown photographs. Photographs that everyone recognizes are now a constituent part of what a society chooses to think about, or declares that it has chosen to think about. It calls these ideas ‘memories’, and that is, over the long run, a fiction. Strictly speaking, there is no such thing as collective memory – part of the same family of spurious notions as collective guilt. But there is collective instruction.”
p.79, on the nature of memory (and with an awkward opening line, to say the least):
“Even in the era of cybermodels, what the mind feels like is still, as the ancients imagined it, an inner space – like a theatre – in which we picture, and it is these pictures that allow us to remember. The problem is not that people remember through photographs, but that they remember only the photographs. This remembering through photographs eclipses other forms of understanding, and remembering.”
“In the first of the six essays in On Photography (1977), I argued that while an event known through photographs certainly becomes more real than it would have been had one never seen the photographs, after repeated exposure it also becomes less real. As much as they create sympathy, I wrote, photographs shrivel sympathy. Is this true? I thought it was when I wrote it. I’m not so sure now. What is the evidence that photographs have a diminishing impact, that our culture of spectatorship neutralizes the moral force of photographs of atroicities?”
p.100, on the danger of juxtaposing images of suffering:
“…the Sarajevans did want their plight to be recorded in photographs: victims are interested in the representation of their own sufferings. But they want the suffering to be seen as unique. In early 1994, the English photojournalist Paul Lowe, who had been living for more than a year in the besieged city, mounted an exhibit at a partly wrecked art gallery of the photographs he had been taking, along with photographs he’d taken a few years earlier in Somalia; the Sarajevans, though eager to see new pictures of the ongoing destruction of their city, were offended by the inclusion of the Somalia pictures. Lowe had thought the matter was a simple one. He was a professional photographer, and these were two bodies of work of which he was proud. For the Sarajevans, it was also simple. To set their sufferings alongside the sufferings of another people was to compare them (which hell was worse?), demoting Sarajevo’s martyrdom to a mere instance […] is intolerable to have one’s own sufferings twinned with anybody else’s.”
p.103, on the problem that photographs suggest that as a society, we should “never forget”:
“…history gives contradictory signals about the value of remembering in the much longer span of a collective history. There is simply too much injustice in the world. And too much remembering (of ancient grievances: Serbs, Irish) embitters. To make peace is to forget. To reconcile, it is necessary that memory be faulty and limited.”
p.105, on the frustration of viewing images of suffering throughout the media:
“The frustration of not being able to do anything about what the images show may be translated into an accusation of the indecency of regarding such images, or the indecencies of the way such images are disseminated – flanked, as they may well be, by advertising for emollients, pain relievers and SUVs. If we could do something about what the images show, we might not care as much about these issues.”
p.108, on attempting to display photographs:
“Much of the current skepticism about the work of certain photographers of conscience seems to amount to little more than displeasure at the fact that photographs are circulated so diversely; that there is no way to guarantee reverential conditions in which to look at these pictures and be fully responsive to them. Indeed, apart from the settings where patriotic deference to leaders is exercised, there seems no way to guarantee contemplative or inhibiting space for anything noww.