In my last post, I explained why I felt that video games should be covered by mainstream media as a proper medium. I sent a link to the BBC as I believe they could do a program, I even suggested including it in the Radio 4 programme, Front row.
So you can imagine how pleased I was when last nights episode of Front row included an interview with Shigeru Miyamoto. You can listen to it here, it is at the end.
My only complaint is that the presenter called other companies Game manufactures (as opposed to developers or even producers). Other than that, it was really quite good. I am sure it wasn't down to my letter, but hopefully it will lead to further coverage. If they are looking for additional people to interview, they should try Peter Moleyenux (a keen advocate of pushing the boundaries of game design rather than graphics).
Mr. Miyamoto was fantastic as well, quick to defend the accusation that games and films will merge. All in all, I am very happy and hope it continues.
Thanks BBC, you guys are awesome.
Showing posts with label Other. Show all posts
Showing posts with label Other. Show all posts
Wednesday, December 9, 2009
Wednesday, November 11, 2009
The perception of games and why it needs to change
It is my belief that the general perception of video games is that they are exclusively aimed at children. In this post, I hope to challenge this view, explain why it is damaging, examine the causes and outline what you can do to change this view.
The Perception is Wrong
Before going any further, let us be clear what I am saying. I believe that video games as a medium have as much potential for depth as any other media (film, books, music etc). I am not saying that all games are mature pieces of artwork, but, this is the same for any medium. Film has great thought-provoking movies, like Shawshank Redemption, but it also has Final Destination 4. Books have Lord of the Flies, but they have Tom Clancy's Rainbow Six. Do any of these less mature titles mean that the rest of the medium is childish? Of course not.

Games can provide a unique way of telling stories that involve the player; not only can they immerse the player, they can let the player effect the story and the whole experience becomes more real. It even goes beyond this, games don't have to be a linear traditional story, but an abstract experience. It is beyond the scope of this post to discuss this fully, but games have a near infinite capacity for making players feel a huge variety of emotions. I think this means they qualify as a mature form of art.
Why it matters
I care because I have a true passion for playing games. When playing a really good game, I experience a truly fulfilling enjoyment and it saddens me that so many people dismiss it on the basis it is different. However, there is a real danger when parents take a games-are-not-for-me attitude.
Typically, parents do not get involved in the process of choosing and playing games, hence they are not best able to make judgments of what may or may not be suitable for their children. I am not going to deny that games can be damaging to a child's welfare, like every other medium. However, like movie ratings, game ratings are guidelines. Some children are going to be able to play 15s when they are 12 and they aren't going to grow up to become murderers. It has to be done on a child by child basis.

Films have a PG rating which means that younger audiences may require an adult to watch it with them. I think the same applies in games, sometimes having an adult take an interest in the game and discussing the more mature themes with the person may help them to understand the game in a sensible way.
What causes this perception?
The games industry itself is, in part, responsible for this perception. Not only has the industry promoted the clichéd image of teenagers mindlessly shooting people, but until recently it has not addressed the "controller" issue which, to many adults, can be highly intimidating.
However, there is another element contributing to this perception - the main stream media. The only stories covered by the popular press are when either financially significant games are released or scare stories saying that games are turning children in to dysfunctional slobs or mass murderers.(see this video for the other side of the story).

I feel the problem is that there are no programs on television or radio dedicated to indepth discussion of games. This reinforces the idea that games are for children. There are programs on the BBC for films, music, books and plays. However, there is nothing for games, even though programs such as Front Row could easily cover it under it's remit of:
What can be done
It is all very well me criticizing, but what do I think should be done?
I genuinely believe the BBC has a responsibility to host a program that facilitates informed discussion of games. (This means more than a quick review of the latest releases). Games now have a larger market share than DVD purchases; it isn't a niche market anymore. I will be sending this post to the BBC and, if you agree with what I am saying, I ask that you do the same . Likewise, repost, link, retweet and spread the word.

However, there is something we all need to do; talk to people who hold this negative view of games. Don't call them a n00b, try to engage them in a meaningful conversation relating video games back to a medium they enjoy, such as films or books.
If you feel you are getting somewhere, there are 3 games which I feel are both accessible for anyone to be able to play and also demonstrate the potential of video games to engage, entertain and stimulate the player.
If the skeptic player is still in any doubt that video games are a serious topic suitable for serious discussion, then encourage them to read about a game designed by Brenda Brathwaite called Train or listen to the aforementioned Three Moves Ahead podcast.
Conclusion
Thank you for reading. To summarize:
The Perception is Wrong
Before going any further, let us be clear what I am saying. I believe that video games as a medium have as much potential for depth as any other media (film, books, music etc). I am not saying that all games are mature pieces of artwork, but, this is the same for any medium. Film has great thought-provoking movies, like Shawshank Redemption, but it also has Final Destination 4. Books have Lord of the Flies, but they have Tom Clancy's Rainbow Six. Do any of these less mature titles mean that the rest of the medium is childish? Of course not.

Games can provide a unique way of telling stories that involve the player; not only can they immerse the player, they can let the player effect the story and the whole experience becomes more real. It even goes beyond this, games don't have to be a linear traditional story, but an abstract experience. It is beyond the scope of this post to discuss this fully, but games have a near infinite capacity for making players feel a huge variety of emotions. I think this means they qualify as a mature form of art.
Why it matters
I care because I have a true passion for playing games. When playing a really good game, I experience a truly fulfilling enjoyment and it saddens me that so many people dismiss it on the basis it is different. However, there is a real danger when parents take a games-are-not-for-me attitude.
Typically, parents do not get involved in the process of choosing and playing games, hence they are not best able to make judgments of what may or may not be suitable for their children. I am not going to deny that games can be damaging to a child's welfare, like every other medium. However, like movie ratings, game ratings are guidelines. Some children are going to be able to play 15s when they are 12 and they aren't going to grow up to become murderers. It has to be done on a child by child basis.

Films have a PG rating which means that younger audiences may require an adult to watch it with them. I think the same applies in games, sometimes having an adult take an interest in the game and discussing the more mature themes with the person may help them to understand the game in a sensible way.
What causes this perception?
The games industry itself is, in part, responsible for this perception. Not only has the industry promoted the clichéd image of teenagers mindlessly shooting people, but until recently it has not addressed the "controller" issue which, to many adults, can be highly intimidating.
However, there is another element contributing to this perception - the main stream media. The only stories covered by the popular press are when either financially significant games are released or scare stories saying that games are turning children in to dysfunctional slobs or mass murderers.(see this video for the other side of the story).

I feel the problem is that there are no programs on television or radio dedicated to indepth discussion of games. This reinforces the idea that games are for children. There are programs on the BBC for films, music, books and plays. However, there is nothing for games, even though programs such as Front Row could easily cover it under it's remit of:
"Live magazine programme on the worlds of arts, literature, film, media and music"If the BBC or any other mass consumption media want proof that interesting intellectual discussion can be had about video games, Three Moves Ahead, a real time strategy podcast, is a good start. (Try episode 8).
What can be done
It is all very well me criticizing, but what do I think should be done?
I genuinely believe the BBC has a responsibility to host a program that facilitates informed discussion of games. (This means more than a quick review of the latest releases). Games now have a larger market share than DVD purchases; it isn't a niche market anymore. I will be sending this post to the BBC and, if you agree with what I am saying, I ask that you do the same . Likewise, repost, link, retweet and spread the word.

However, there is something we all need to do; talk to people who hold this negative view of games. Don't call them a n00b, try to engage them in a meaningful conversation relating video games back to a medium they enjoy, such as films or books.
If you feel you are getting somewhere, there are 3 games which I feel are both accessible for anyone to be able to play and also demonstrate the potential of video games to engage, entertain and stimulate the player.
- Portal: This game is available for both the PC, Xbox 360 and PS3 and has modest PC specifications. This game has a beautiful and very funny story and the best puzzle design I have ever seen. It shows games to be an intellectually stimulating pass time. It has a very gentle learning curve and does not require first person shooter skills to get started.
- Fable 2: This game is very easy to pick up: the combat system only requires one button and death penalty is minimal. However, it demonstrates the power of story telling in games. Encourage them to let go of themselves and become their character. Tell the player not to feel self-conscious and make the decisions as they actually would. If they do this, they will be treated with the kind of emotional depth that few books have achieved
- Bioshock: This game demonstrates a world to explore - one of the things that games excel at. This game also has very little punishment for dying (although I would recommend letting them have a little experience with first person shooters such as Portal first, you can get both games on the PC, Xbox 360 or the PS3). It also has an absolutely fantastic twist that a book could not pull of due to the nature of games.
If the skeptic player is still in any doubt that video games are a serious topic suitable for serious discussion, then encourage them to read about a game designed by Brenda Brathwaite called Train or listen to the aforementioned Three Moves Ahead podcast.Conclusion
Thank you for reading. To summarize:
- Games are not just for children
- Games are a serious medium and have as much potential for emotional depth as any other medium
- Main stream media should be encouraged to devise new programs to cover games
- Parents - get involved in games. Only you can know what is right for your children, and you might even enjoy it!
Sunday, July 26, 2009
Twitter - Not Just Jumping on the Bandwagon
Technologies come and go on the Internet and I like to think I only sign up for technologies which I can actually think of a use for, rather than just what everyone else is using.
For example, with Twitter, I wanted to use it to post updates on the development on Frozen Kangaroo. I often found that I had made progress in its development and wanted to keep a record of this, but it was not nearly enough for a blog post. In that sense, Twitter was ideal.
However, today I found another use for it. I can't work out if Twitter is actually any good at this, or whether this is basically what forums have been doing for ages. Basically, there is now a #gamedesign tag where frequent discussions about different game design topics take place. Its been going for a few weeks now, but I only really got involved today (discussing professinal gaming as a public sport, after I watched some of the Star Craft final live). It was then I realised how fantastic it was.
I think the reason it is good is because it forces people to express short points, which means it is easy to keep up with it, instead of having to read pages of text, as is often the case at Gamedev.net. Also, Tweetdeck does live updating, meaning you don't have to keep using F5. As a result, any games designers or wannabe games designers, if you are looking for an excuse to join Twitter, here it is.
(Oh, and make sure to follow me @thk123)
For example, with Twitter, I wanted to use it to post updates on the development on Frozen Kangaroo. I often found that I had made progress in its development and wanted to keep a record of this, but it was not nearly enough for a blog post. In that sense, Twitter was ideal.
However, today I found another use for it. I can't work out if Twitter is actually any good at this, or whether this is basically what forums have been doing for ages. Basically, there is now a #gamedesign tag where frequent discussions about different game design topics take place. Its been going for a few weeks now, but I only really got involved today (discussing professinal gaming as a public sport, after I watched some of the Star Craft final live). It was then I realised how fantastic it was.
I think the reason it is good is because it forces people to express short points, which means it is easy to keep up with it, instead of having to read pages of text, as is often the case at Gamedev.net. Also, Tweetdeck does live updating, meaning you don't have to keep using F5. As a result, any games designers or wannabe games designers, if you are looking for an excuse to join Twitter, here it is.
(Oh, and make sure to follow me @thk123)
Tuesday, February 3, 2009
London Global Game Jam 2009
Last weekend, I took part in an event called the "Global Game Jam" in London. As the name suggests, it was part of a much wider, global event. Basically, you go along, teamed up with some people and then have 48 hours to make a game. This time includes time for sleeping (heh! like anyone did any of that) eating etc. Despite this, the quality of the games produced was incredible. It was a truly fantastic event and I am so pleased I went along, everyone was nice and incredibly talented.
Here is how it went:
Day 1 (Friday)
We arrive and meet up. There is a lot of expensive equipment just lying about, it was stunning. There were TVs, 360's, piano/keyboards and obviously hundreds of laptops. I have no idea how these people got this stuff here on the tube. We then received a couple of interesting key note speeches. The key message: Keep it simple! I have (some what embarrassingly) forgotten the names of both the speakers. One worked in a game development company where he programs console games. The second speaker talked about quick turn arounds and then admitted that "quick" normally meant three weeks rather than 48 hours!
Then we got a third keynote speech delivered by the wonders of Youtube. The speaker was Kyle Gabler who created the successful indie game World of Goo.
Then, we were given the restrictions and theme for our game. These were:
In the end we settled on a fish based game. I would like to point out, for my egos sake, that it was me that originally, right at the start, suggested the idea of a chain linking two things together. None the less, most of the credit for our idea goes to Yanhua, an undergraduate at Metropolitan University of London. From there, Jon, our genius programmer, showed us some actionscript physics type thing which was awesome, and we went from there.
Day 2 (Saturday)
Day two was largely spent programming away. Or in Chris's case, our musician, coming up with the amazing sound you find in our game. His trust worthy bucket and him spent many an hour recording sound effects to give the impression of the tranquil underwater. We also prototyped some of our sea creatures - in plasticine!

Day 3(Sunday)
Crunch day. What was really frustrating was at about 2 o'clock, Jon had got the game pretty much working. Then, in an attempt to do some minor change, he some how managed to break some other, unrelated, thing (so often the way with programming). In the end, the three o'clock deadline was a bit of an anti-climax. The upload failed (and did for a number of people) So, we carried on working on it till about 4. Then we watched, demonstrated and played the games. I videoed the demonstrations of all the games (except one - I ran out of memory) My personal favourite was a game called "MA", built in Unity (a 3D game making bit of software costing £A,Lot). In essence, it was a maze game. The clever part was, you couldn't actually see the walls of the maze at all. Instead, you had little particles which you could send out which would bounce off the walls. I liked it because it was a neat mechanic and it just worked really well. Anyway, here are the videos:
I strongly recommend that you check out these games (especially ours - the Deep) If you can't be bothered to download the zip, you can also view it here. You may want to restore your web browser, it can be quite processor intensive (there is a lot of physics going on!)

Finally, just want to say a huge thank you to all my team, you guys were awesome! It was amazing to be in such a talented and nice team, thanks for letting me get involved. I hope all of you do it next year. If you didn't do the Global Game Jam this year, make sure to do it next year. It doesn't matter what you do or even how good you are, come along it is great fun and you will meet some really cool people!
Until next time Game Jammers!
Here is how it went:
Day 1 (Friday)
We arrive and meet up. There is a lot of expensive equipment just lying about, it was stunning. There were TVs, 360's, piano/keyboards and obviously hundreds of laptops. I have no idea how these people got this stuff here on the tube. We then received a couple of interesting key note speeches. The key message: Keep it simple! I have (some what embarrassingly) forgotten the names of both the speakers. One worked in a game development company where he programs console games. The second speaker talked about quick turn arounds and then admitted that "quick" normally meant three weeks rather than 48 hours!
Then we got a third keynote speech delivered by the wonders of Youtube. The speaker was Kyle Gabler who created the successful indie game World of Goo.
Then, we were given the restrictions and theme for our game. These were:
- A complete round must last no longer than 5 minutes
- Your game should use this theme: "While we were together, there shall always be problems"
- Your game should use on of these three adjectives: "Grow", "Hurry" or "In-between".
Day 2 (Saturday)
Day two was largely spent programming away. Or in Chris's case, our musician, coming up with the amazing sound you find in our game. His trust worthy bucket and him spent many an hour recording sound effects to give the impression of the tranquil underwater. We also prototyped some of our sea creatures - in plasticine!
Day 3(Sunday)
Crunch day. What was really frustrating was at about 2 o'clock, Jon had got the game pretty much working. Then, in an attempt to do some minor change, he some how managed to break some other, unrelated, thing (so often the way with programming). In the end, the three o'clock deadline was a bit of an anti-climax. The upload failed (and did for a number of people) So, we carried on working on it till about 4. Then we watched, demonstrated and played the games. I videoed the demonstrations of all the games (except one - I ran out of memory) My personal favourite was a game called "MA", built in Unity (a 3D game making bit of software costing £A,Lot). In essence, it was a maze game. The clever part was, you couldn't actually see the walls of the maze at all. Instead, you had little particles which you could send out which would bounce off the walls. I liked it because it was a neat mechanic and it just worked really well. Anyway, here are the videos:
I strongly recommend that you check out these games (especially ours - the Deep) If you can't be bothered to download the zip, you can also view it here. You may want to restore your web browser, it can be quite processor intensive (there is a lot of physics going on!)
Finally, just want to say a huge thank you to all my team, you guys were awesome! It was amazing to be in such a talented and nice team, thanks for letting me get involved. I hope all of you do it next year. If you didn't do the Global Game Jam this year, make sure to do it next year. It doesn't matter what you do or even how good you are, come along it is great fun and you will meet some really cool people!
Until next time Game Jammers!
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