Showing posts with label kill screen. Show all posts
Showing posts with label kill screen. Show all posts

Monday, September 29, 2014

Blips: Historically Low-Poly


Source: A Comprehensive History of Low-Poly Art, Pt. 1, Pt. 2, Pt. 3
Author: Tim Schneider
Site: Kill Screen

If you haven't had the time to read through Tim Schneider's extensive treatise on low-poly art, I'd like to humbly suggest that you carve out some time to do so. It's a 3-part essay, but reads like one long piece broken into three sections, so I'd recommend taking in as much as you can in one go as possible. Schneider's main thesis here is the exploration of why so many contemporary game makers are opting for the low-poly art style, and the answer in most all cases comes down to emotional resonance. Low-poly art, like the bear shown above, doesn't try to exactly replicate real world objects, but reveals the material of its making while also leaving gaps for viewers to fill in. Schneider relates these artistic moves to Modernist painters, who when faced with extinction at the hands of the photograph, took a turn toward painterly-ness as expressiveness.

Schneider references so many great examples from the contemporary games space and from Modernist painting, and really captures the thinking behind these methods now while grounding them historically. Still, my mind kept wandering toward the actual construction process of low-poly art which has the most in common with sculpture, a medium that goes unmentioned in the article. When I look at the low-poly bear at the top of this post, I think of the subtractive processes of whittling. The flat surfaces mimicking the cuts made by a handheld blade given quick, gestural strokes. It's interesting that low-poly art aesthetically looks most similar to wood-carving when the act of 3D modeling more directly relates to wireframe armatures and applying skins on-top of them, a notably additive method of sculpting.

There's probably another whole essay that could be written here juxtaposing low-poly art with sculptural movements, and I actually credit Schneider's work with spurring this line of thinking in myself moreso than me pointing out that something was missing from his own. I can't recommend strongly enough giving the entirety of his essay a read.

Monday, August 25, 2014

Blips: Previously On...


Sources: Charting the edges of avant-garde videogames, Keeping the Cold War quiet in CounterSpy, Twitch gears up to conquer the final frontier: mobile
Author: Dan Solberg
Site: Kill Screen

Just wanted to pop in and quickly plug three (!) articles of mine that popped up on Kill Screen the past couple days. First is a feature on DePaul professor Brian Schrank's new book Avant-garde Videogames, which frames experimental games in an art historical context. The chart above is an image from the book, detailing the categorical field that serves as the basis for many of the book's chapters. As you'll find out from my article, I think it's a tremendously useful book, especially for someone looking for that art context. I have so many avant-garde games to seek out now that I had never even heard of before.

Next up is a review of the Cold War-inspired side-scrolling stealth game CounterSpy. It's a game I quite enjoyed, but found the design to be pretty unforgiving if you don't play it very well going into the final run-up. It's stylish as all get out though, and now that I've got a handle on what to watch out for, I'm actually pretty eager to dive back in and play through again. I do wish that you could hide incapacitated guards and avoid firefights more frequently that the game allows. It is supposed to be a stealth game after all.

Lastly is an article about Twitch's mobile broadcasting aspirations. This article was written a while ago, but other bigger Twitch news kept popping up. Glad it finally got out the door because mere hours later, the Amazon buyout news hit. I think the challenges of bringing broadcasting tech to mobile platforms is pretty interesting, but I wholly expect the story to get buried amongst all the other news surrounding that company. Ah well, maybe someone will click it by accident.

Monday, August 4, 2014

Blips: Television X


Source: Revisiting the gxTV, a “television for gamers” from 1997
Author: Dan Solberg
Site: Kill Screen

One aspect of video games that often gets overlooked is the TV. We tend to focus mostly on what happens on a screen and occasionally delve into the physical act of interaction on the part of the player, but almost always ignore the device that houses the screen, the object we perform in front of. To some extent, this is because TVs are seen, more or less, as constants. It's assumed you have a TV if you're playing video games because you can't play them without one. But different TVs provide different play experiences, both on a technical level and an intertextual interpretive level.

My most intense, most free time spent with video games was playing them on a gxTV in my bedroom during middle school and high school. The gxTV was billed as a "TV for video games," which meant that it provided a particularly appealing platform for games (especially in the audio department), but also that it was not meant to be the primary family television. Thus, the gxTV was mine and mine alone. It was in my room and it's unique style and functions made it non-interchangeable with other TVs in the house. Other TVs are just plain boring, even moreso with modern TVs that seek to hide that the device is anything but a magic floating rectangle.

It was with this nostalgia and profound appreciation for what the gxTV was and is that I wrote the above-linked article, detailing what made it special to me and in the industry. Also, I wanted to share some more pictures of the gxTV that didn't make it into the article because my mom was kind enough to take them for me, and I think they're pretty great. See below:




Monday, July 14, 2014

Blips: Crowdplayed Out?


Source: Was Twitch Plays Pokémon an anomaly or the way of the future?
Author: Dan Solberg
Site: Kill Screen

My apologies for the extended absence on this blog, but moving halfway across the country will shift your priorities around for a while. But now things are near back in order and actually looking quite promising. With any luck I'll have some exciting announcements forthcoming on Low Cutoff in the near future. Until then, let's get to the blips.

Gonna lead this off with a story of mine that was published on Kill Screen during my hiatus. It's about Twitch Plays Pokemon and the phenomenon of crowdplay. I'm not convinced that crowdplay is the way forward, but I do think it could be a way forward for thinking about play structures on a larger, sociological scale. Many of the tools being put in place to make crowdplay development tools more accessible feel aimed at recapturing TPP's energy, but I'm sure there will be folks who get their hands on those tools and use them to totally subvert that system in interesting ways. Thanks again to the people at Overwolf for contributing to my piece.

Wednesday, June 4, 2014

Blips: New York's Finest


Source: The NYU MFA Showcase was not your average student art show
Author: Dan Solberg
Site: Kill Screen

Just putting out a bit of self promotion here: I covered the recent NYU Game Center Student Showcase for Kill Screen, and I got to play a ton of inspiring games and talk to some cool people. It was my first MFA games show, and it was pretty fun. I'd definitely attend another.

Anyway, so I ended up leaving some of my personal experience with NYU Game Center out of the article because it wasn't the proper tone, but part of the meaning behind that opening line about a lot changing in two years is that it's also the length of time I've been living in New York City. My time learning my way around the boroughs and trying to build up some kind of games coverage portfolio ran parallel with the the Game Center's debut MFA class that just graduated. Throughout the past two years, I've attended a bunch of video game events (many of them Game Center related), held all over the city, and actually got a feel for what a cultural community around games can feel like. I came here for art, but what I ended up getting the most out of NYC was games, and I think that's a testament to the openness and inclusivity at work in New York's gaming scene. Not to say that video games in NYC is a homogenous entity, but there are definitely common threads.

Now I'm getting ready to leave town, head back to the Midwest and teach art. Having spent two years in New York immersed in games, and the 2.5 years prior in DC working in informal education, I've never felt more prepared to enter the austere world of collegiate art education and try my best to offer an alternative experience to my students. When I came out of art school, I hoped, like many of my classmates, that I could find work doing something, anything that was remotely connected to art, knowing that being a full-time artist is just not in the cards. I feel tremendously lucky in this regard (despite my inability to land an art museum job in NYC, though I've interviewed at most of them) that the experiences I've had have led me to be so uniquely prepared for my position this Fall. I've spent a lot my time in NYC cursing this place, but the gaming community here was always a bright spot, and it made my stay here something I truly value.

Friday, May 30, 2014

Bonus Feature: Interview with Ian Cheng


Kill Screen magazine Issue #8 is currently available for purchase over here. The theme this time around is virtual reality; probably the most narrowly focused subject the magazine has tackled, but it does offer the chance to examine the technology from past, present, and future perspectives. I've contributed a piece to this latest issue as well, about how the Oculus Rift VR headset could potentially be a democratizing force for creators, the same way Sony's Portapak camcorder was for video art.

For my article I interviewed artist Ian Cheng, who works in a variety of media, digital and physical. I was particularly drawn to Cheng's work because of his use of the Oculus Rift for his piece Entropy Wrangler Cloud in which viewers don the headgear and look around in a world full of floating debris, each with its own weight and momentum, among other characteristics. As a viewer you can only exert minor influence on the objects as they bounce off of and around you. I spoke to Ian over email about Entropy Wrangler Cloud and how the Oculus Rift could fit into the art world. You can check out the full transcript of our conversation below.



LOW CUTOFF: For starters, just looking to confirm that "Entropy Wrangler Cloud" was the title of the piece you showed at Frieze that used the Oculus Rift. Have you done any work with the Rift since then?

Ian Cheng: Yes, it is called Entropy Wrangler Cloud. The work grew out of a larger series of live simulations I have been making called Entropy Wrangler. It's a set of objects and beings each with assigned with basic properties and behaviors and left in a closed system to influence each other. Entropy Wrangler Cloud takes place within the Entropy Wrangler simulation, but instead of seeing the simulation from an overview perspective, you are within it, one object among the many. The head tracking native to the Oculus is used by a viewer to assert some influence within the ecosystem, but unlike a hero-centric video game, you are an extremely minor influence among many other influences that are out of your control and affect your VR perspective.


LCO: Are there other artists that you know of, specifically outside of the "game" sphere, using the Oculus Rift in their work?

IC: No but I'm sure someone is making a 360 degree live action movie, or a 360 degree porn orgy, or a concert film. I can imagine artists, architects, and landscape designers using the Rift to previsualize an exhibition layout or space. I'm sure the Rift is being used for virtual reality therapy to treat PTSD.


LCO: I'm trying to get a feel for how widespread the influence of the Rift is in the art community, and whether or not it's the sort of device that could explode in popularity the way the handheld camcorder did for video art, or if it's too niche and destined for a quick burn. Any thoughts on this?

IC: The Rift, Avegant Glyph, and other VR devices will have to prove themselves on their own terms in their own markets to simply sustain themselves. As for the world of contemporary art, I believe more and more its task is to develop and act as interface to allow humans to relate and feel non-human experiences. The best art invents inside of us new patterns of feelings that exposes us, beyond rational consciousness, to ecosystems and abstractions that we have no other way of feeling. VR for me is an innovation to facilitate this. Whether Oculus Rift the company evolves to stay in the game or quickly burns in hype fire I have no idea. But as an innovation idea, the idea of sensorially entering a subjective perspective that is not your own, this is here for us to finally use and grow from.


LCO: Also, you hinted at this in the dis interview but it does feel like there's this window of opportunity for Oculus Rift creations prior to it's official launch that won't exist in the same form once it's commercially available. How do you reconcile the novelty of the gallery VR experience with the ideas you seek to convey in the piece itself?

IC: VR as an idea has been marinating inside us for a long time. People are conceptually ready for it. At Frieze London last year, I presented a Entropy Wrangler Cloud using the Rift. Beyond the Rift's novelty, the real trick was designing a comfortable neutral couch, very low to the ground, that helped remove the psychological barrier of stepping into the Rift. Like the way massage tables are designed, or how Freud covered his therapy couch in blankets to allow his patients to feel immersed in comfort and open. By making the Rift experience surrounded in comfortable normality, it was much easier for people to just focus on the experience of the work. The field of normality is really important with any new technology because it is what allows us to relate to its otherwise alien newness. This is usually the job of a marketing department, interface designers, and app makers, but since the Rift has not been officially launched yet and there is so few apps available for it, how this normality field is defined and who defines it is up for grabs.


LCO: It's interesting that you spoke about the couch you used for Entropy Wrangler Cloud and the idea of establishing "comfortable normality" because the Rift is such an enveloping experience that overtakes much of your real-world sensory awareness. Would Entropy Wrangler Cloud lose something essential if it were made widely available for Oculus Rift owners to download and interact with in their homes instead of within your particular installation?

IC: No, not in terms of experience of the actual work. The installation at Frieze was specific to setting the scene and luring one into the experience of the work within the context of the peak attention crisis one is subject to at an art fair like Frieze. At home, comfort and privacy are not a problem. Although it is fun to think about what the ideal furniture for VR really is and how it smells. Your body primes itself before going blind to its context and it continues to sense even when you are consciously engaged in something else.


LCO: Because of its interactivity (even if that just means putting on the headgear), art that uses VR seems very viewer-centric. While it's a long way off from the experience of a video game protagonist, viewers are still given a certain degree of agency to activate virtual spaces. Would you consider those who experience Entropy Wrangler Cloud "viewers," "players," or something else entirely?

IC: With Entropy Wrangler, people experiencing the work are also influencing the work. They are not players like in video games-- where all the action is designed around the experience of the player -- but more agents or influences. The difference is when no one is using the Rift, Entropy Wrangler the simulation continues on. You are then just dead matter to be played with in the eyes of all the other influencing agents inside the simulation.


LCO: It seems like the Oculus Rift has granted a large number of people access to VR development that hadn't dabbled in the field prior. Do you feel that the Rift provided you with an opportunity to work with VR that wasn't otherwise easily available? Was the technology easy to work with?

IC: Yes, both the cultural and technical conditions of entry into VR were too quarantined for me before. Two years ago there wasn't the same ecosystem of support--Unity, a growing audience for VR experiences, the Oculus itself -- to justify the energy and time cost to work with VR. I'm not an engineer, and I've seen too many artists get absorbed into building a technology from scratch that they lose sight of what really matters. As an artist, I have to create a situation for myself where I cannibalize and setup the tools needed with some sweat and effort, and then play can happen with relative fluidity. Whoever invented the idea of APIs had the potential of creative play in mind.

Wednesday, May 21, 2014

Blips: Drop the Vase


Source: This Vase Is A Mirror
Author: Tim Schneider
Site: Kill Screen

If you've ever been bewildered by the art market's ever-inflating auction value headlines, consider Tim Schneider's debut piece for Kill Screen an excellent introduction to what the hell is happening there, helpfully framed in the context of video games no less. I won't go into the whole backstory since Schneider does so in the article but there was an incident earlier this year where an artist (un?)ceremoniously broke an Ai Weiwei painted Han dynasty pot while it was on display in a gallery. Everyone in the press seemed eager to note the proposed value of the pot in their assessment of the situation –supposedly about $1 million. As a response, another artist, Grayson Earle, created Ai Weiwei Whoops!, a game which allows players to similarly drop facsimiles of said pots while racking up an obscenely escalating damage assessment in dollars. That's all there is to the game, and Schneider argues that's, in a sense, all there is to the current art market.

The experience of playing Ai Weiwei Whoops! is worth noting here, which Schneider goes into elaborate detail to explain. It's a game that you'll probably play for 30 seconds, maybe a minute tops; not something that is particularly thought provoking out of context. But in conversation with the smashing incident and the larger art market, the "throwaway" nature of the play experience means something all on its own. Ai Weiwei Whoops! isn't a particularly fun game; the pot crashing doesn't even grant a destructive satisfaction, just the matter-of-fact uptick of the perceived dollar amount lost to the void.

Monday, May 19, 2014

Recap: Two5six 2014


This past Friday in Brooklyn, New York, Kill Screen hosted its second annual Two5six conference, bringing together minds from the world of video games with outside voices in related fields. The format was similar to last year's event, but in a different location and, unless I missed it, it was not livestreamed. There were talks about sound design, voice acting, and spatial narrative, among others. Kill Screen founder Jamin Warren moderated the entire 8-hour event, and once again showcased his skills as both an interviewer and a facilitator. I always think it's a shame when there's a panel on the stage and each one of them speaks exclusively to the moderator, but this year at Two5six there were more than a few instances of panelists *gasp* talking to one another.


I wouldn't say anything at Two5six 2014 totally bowled me over, but it was a fun, engaging day of on-stage discussions, off-stage chatting, and some pretty delicious doughnuts. I'd like to reiterate my fondness for the speaker pairings both from audience experience and conference design perspectives. In many cases, I was familiar with the "game" people, their games, and what they think about their games, but was almost universally not aware of the speakers they were setup with. This brought new contextual understanding to the games side of things, while also framing games as part of culture with radio, museums, and experimental film. Plus Kill Screen is actually able to leverage some recognizable names as draws to the conference while insuring they aren't just going to be retreading old material. Kill Screen has already begun recapping many of the talks from the conference on their website, so even if you didn't go, there's a chance to see what you missed.


I'm not sure what I really want from conferences anymore except maybe the opportunity to meet people I don't normally talk to, and I was definitely afforded that opportunity at Two5six. On one hand, the speakers almost all stuck around for most of the conference, open to conversation during breaks or for establishing contact at a later date. On the other, I got to hang out with fellow audience members, particularly other freelance writers, in what became an informal sub-convening of our particular niche in the industry. Two5six affords a certain kinship among people who work in and around games, and it's strength is, at least symbolically, forging those connections outside of just interactive software. It might not seem like must-go, must-see kind of conference, but what is? I imagine you'll get different answers depending on what each person was looking to get out of it. From where I'm sitting, Two5six does a pretty bang-up job of doing what it sets out to do.

Wednesday, May 14, 2014

Blips: VR, KRZ, G4C, etc.


Source(s): When will Games For Change actually change / Road to Two5six: Tamas Kemenczy
Author: Dan Solberg
Site: Kill Screen

This has been an active week for me on Kill Screen. First off, there was the piece that I wrote about this year's Games For Change Festival, a conference in the midst of self-critique. This was my third time attending G4C and found that some of the more critical talks and opinions were the ones that resonated with me the most. It was my hope that I presented this information in a way that seemed like a fair critique of a system that appeared open and welcoming of critical feedback. I'm also glad I was able to include some quotes from G4C President Asi Burak and I'm thankful for his willingness to contribute.

Next was a short profile of Kentucky Route Zero developer Tamas Kemenczy. Having just completed Act 3, I was extra excited to dive into what exactly makes KRZ tick. While some of my original speculation about the game being grounded in studio art practice did not end up bearing fruit, the rejection of these formalized categories was enough on its own. I'm a recent convert to KRZ, playing it for the first time in preparation for this piece, but I've come out of the experience a staunch advocate for what it's doing with the video game form.

I was assigned the Kemenczy piece because he's speaking at Kill Screen's Two5six conference on Friday, which will also see the launch of Kill Screen's latest print issue. I'll write a separate post once the magazine is freely available for purchase, but the theme is virtual reality, and I wrote a piece for it comparing the democratizing potential of Oculus Rift to that of the original video camcorder, the Sony Portapak. It will be Kill Screen's most focused theme so far, so I'm curious to see how it all turns out (I'm optimistic). They're having a free launch party after the conference where they'll be giving out copies, if you're interested.

Monday, April 28, 2014

Blips: Not Watching


Source: Watch Dogs is a miracle even if it sucks
Author: Emanuel Maiberg
Site: Kill Screen

I'm not excited for Watch Dogs. In fact, I'm not really excited for any upcoming blockbuster action games; they all just feel kind of the same, like something I've already played. I get a similar feeling from superhero movies, which I'm well past the point of feigning interest in. The disinterest encroaches on two fronts: my nostalgia for comic book characters has worn through, and the calculated roll-out of something like the Marvel universe movies just feels like business decisions that happen to take the shape of a particular artform. So, you'd think a title like Watch Dogs would have a bit more promise, since it isn't drawing source material directly from an existing trademark, but when I look at it, I just see futuristic Assassin's Creed. And I mean, futuristic Assassin's Creed could be good (it's a proven formula), but it doesn't inspire excitement. Even moreso with its delayed development, Watch Dogs is a game that will simply exist someday –no need for anticipation.

But that's not how Ubisoft wants me to feel about Watch Dogs, which is a product that hundreds of people have worked on in some capacity and some of those individuals have been plugging away for upwards of 5 years. In a new article for Kill Screen, writer Emanuel Maiberg illustrates the palpable rift between the mountain of labor that goes into a game like Watch Dogs and the lack of face-value recognition that that labor receives. He doesn't want to protect these types of games from criticism, but rather recognize that there is a quantity of effort that in some way supersedes the final evaluation of whether a game is any good. No matter how good or bad Watch Dogs ends up being, it's still a tremendous feat of engineering, both on technical and personnel levels. That said, I'd still rather have the 50 smaller games that the budget and laborforce for Watch Dogs could otherwise be applied toward instead of seeing that work spent on a single, flashy yet middling title for half a decade. Not that I don't enjoy some spectacle for time to time.

Wednesday, April 23, 2014

Blips: Musically Inclined


Source: FRACT OSC isn’t a synthesizer or a game. It’s both
Author: Dan Solberg
Site: Kill Screen

I reviewed FRACT OSC for Kill Screen this week, which is a first-person exploration/puzzle game that also leads you through the basics of producing music with a synthesizer. The "game" part is sort of a combination of TRON, Metroid, and Myst where each puzzle you solve, unlocks a new component of your synthesizer studio. That you can go into the studio and record music that kind of sounds like the beginnings of Kraftwerk sketches is pretty cool in it's own right, but I loved that the puzzles drew inspiration from the step-sequencer as well. FRACT's not perfect, but it's definitely worth checking out, particularly if you're adept at these kinds of puzzle experiences. While there's a learning curve to the studio portion, the exploration component offers little guidance, and thus is more attuned to players who are already adept with this sort of gameplay.

For full disclosure, the developers granted reviewers access to a walkthrough video of many of the game's puzzles, and I referenced it on a handful of occasions, either as a time-saver or because I was genuinely stuck and on a deadline. As I mention in the review, there's a certain irony to the diametrically opposed learning curves of the studio and puzzle sections. So, while I enjoy a good heady puzzle game, I think some of the visual language of FRACT could stand to communicate certain interactive points a bit more deliberately or perhaps other aspects of the world could be a bit more playful. Surely I can get some kind of synth to emerge by waving the cursor over a pillar of neon. Alas, there's always Proteus for that.

Friday, April 4, 2014

Blips: Filmic Layers


Source: What does it mean when we call videogames cinematic?
Author: Chris Priestman
Site: Kill Screen

The word "cinematic" is tossed around a lot with games, but what does that label really entail? Well, since it's often coming from a marketing department, "cinematic" is somewhat of an empty phrase in games, taking for granted that people like movies and hoping that they'll enjoy this other medium if it seems similar. I believe a lot of the use of "cinematic" in games writing is derivative of marketing speech too, which has been allowed to inform and shape the perception of the medium. If I look at the games that are called cinematic, I see a couple things: film-like cinematography (at least in the cutscenes shown in, you guessed it, commercials), realistic looking/sounding characters performance-captured by movie actors, and a 3-act narrative arc to the game's central plotline. Of course there's more to film than just these elements, so it's worth considering other games that offer cinematic experiences, but aren't generally considered as much.

That's the premise of a recent piece by Chris Priestman for Kill Screen wherein he argues that a game like Papers, Please uses cinematic split-screen visuals as a means of dividing player attention. In the end, no one medium stands totally alone, and as Priestman admits, even split-screen itself isn't born of film, and the visual style we typically associate with cinema in games often owes as much to painting, theater, and photography as its moving pictures cousin. And as far as I can tell, David Cage is already making "interactive movies" as much as something like that can exist, which is likely not wholly a game or a film, but something somewhere in between. Now he just needs to use that interesting middle-ground to tell an equally interesting story.

Wednesday, April 2, 2014

Blips: Raggedy Dismount


Source: Why are ragdoll physics so funny?
Author: Dan Solberg
Site: Kill Screen

In my most recent piece for Kill Screen, I focused my thoughts about the virtues of physical comedy in video games onto one particular element: ragdoll physics. Essentially, when game design moved into a polygonal 3D space, a more realistic physics engine was also needed to make characters and objects more reactive to one another –more able to negotiate and interpret contact and what occurs afterward on a relational basis. Since many games still had such a large emphasis on killing enemies, death animations we actually rather prominent. Ragdoll, where a regular human figure turns into a boneless, floppy mass, was born out of this situation. Though ragdoll has gotten better over the years, it still often shows its flaws in moments where body parts can't find a settled resting place and spasm in perpetuity.

Finding humor in all this is definitely morbid, but ragdoll animations are so ridiculous, it's kind of difficult not to laugh. Lucky for everyone, games that focus primarily on ragdoll humor are more prominent than ever. I looked at Turbo Dismount for my article, which is basically the premise for a series of fatal Jackass stunts, complete with variable ramps and obstacles to hurl your crash-test dummy protagonist against. That said, I do think the scoring system in Turbo Dismount works against its humor to a certain degree. The funniest crashes aren't necessarily the highest scoring ones and repeating a level over and over to try for a better ranking eventually dulls the joke's edge. While there is still some good laughs to experience playing dedicated ragdoll games, I think my favorite instances of ragdoll are usually when they pop up unexpectedly in games that aren't trying to be funny.

Wednesday, March 12, 2014

Blips: Playful Katamari


Source: Katamari Damacy and the return of “play” in videogames
Author: David Shimomura
Site: Kill Screen

The subject of what constitutes "play" is a frequent one around these parts, and judging by his recent piece over on Kill Screen, David Shimomura and I probably have a lot we agree on here. Shimomura attended the latest Indiecade East conference and tracked down game design professor Miquel Sicart, who seems to think games are losing their sense of playfulness. He cites games like Katamari Damacy and LocoRoco as playful games that encourage a more freeform sense of play in their mechanics, even when they outline objectives for players to complete. Luckily, it seems like upcoming games such as Hohokum may be ushering in a new generation of playful games.

I have strong feelings for the Katamari games, particularly the first two. When I went to college the PS2 was in full swing, but I found myself dedicating less and less time to playing games, and while I still kept up a general interest in them, I was really only playing multiplayer games in social situations. Katamari brought me back into the fold though by offering something different than the same old formulas I'd played a dozen times over. To play is to venture into the unknown to some degree, and so a game that presents me with unforeseen circumstances has the potential for a more genuine sense of play, which Katamari delivers in spades. It helps with the playfulness that Katamari is so funny and whimsical, though those components are not necessarily essential for a game to be playful. You just have to not know what you're getting yourself into.

Friday, February 28, 2014

Bonus Feature: Music Game Developer Interviews


On Thursday, Kill Screen published my entry in their weeklong "Future of Genre" series. Mine is about music games, and how they're evolving into and out of their genre label. Check it out.

I'm ever grateful of the musicians and developers who took the time to answer my questions as research for this piece, but you may have noticed that I was only able to quote a little bit from each of them. As you might imagine, these folks had a lot more to say on the subjects at hand, and so I want to share my full text interviews with them, conducted over email. For most of the interviewees, I asked the same crop of questions, but by the time I got around to speaking with Rich Vreeland, I had new questions, so I've separated his Q/A from the rest below. There are some really interesting insights here, especially when comparing how different developers approach the same questions.



LOW CUTOFF: If you had to describe your game for a general audience or assign it to a genre (could be an entirely new category) in as few words as possible, what would you say? Why did you choose that description and why did you include/exclude a reference to music/audio?

Marc Flury (Thumper): We've been calling it a "rhythm-racing" game because elements of those two genres can be found in the game. That's nice and short and seems to work from a marketing perspective, but it's probably not the best way to describe the game. We're trying to do something new rather than hybridize existing games, so genre labels aren't that useful. Our core concept is to take simple step-sequencer patterns, interpret them as audio, 3D space, and movement, and then build gameplay that is intense, physical, and mind-expanding. One might call it "physical rhythm action," but that sounds too much like jazzercise or something. Usually we just tell people it's a game where you're a bug and there's a giant creepy head that wants to kill you.

Brian Gibson (Thumper): No reference to music because I think people might make certain assumptions when they hear the term "music game" that don't apply at all to Thumper.

Samantha Kalman (Sentris): I'd love to just call Sentris a Music game. I can't really do that because the audience associates the term "music game" with games like Rock Band and DDR. Those games are about rhythm and perfect performance. Sentris is explicitly about creating music of your own. So, I call it a musical puzzle game because it differentiates the game from the preconception of music games. At first thought people probably compare it to Lumines, which still isn't ideal. The puzzles in Sentris are all compositional puzzles. I'm trying to not abstract the game mechanics from the act of making music. I'm trying to make them into the same thing. Nobody has really done this before, and I guess I'm facing the problem of invention: how do you describe a thing that is similar but different from everything the audience is already familiar with. I don't know! Maybe by the time the game is done and shipped, then I'll know.

Quynh Nguyen (FRACT): FRACT is a musical exploration game. To be honest, it took us awhile to figure out a good way to describe the game, because it doesn't necessarily fit nicely into already-existing genres. It's not just a puzzle game, or adventure game, or music game. While it does have all of those elements, assigning it to one of those genres doesn't quite capture the experience that we're trying to achieve. FRACT is about exploring a forgotten world, but also about exploring music at the same time - it's part of the same experience. As you explore the world and try to make sense of it, you're also discovering ways to shape sound and make music within that world. And as you continue along, you're given tools to make your own music and invited to explore your own musical creativity. So including a reference to music was definitely necessarily, as it's intrinsic to the game.

Ryan Roth (Starseed Pilgrim): I know we're talking dynamic/generative audio here, but I would still say that Starseed Pilgrim is, at it's core, still a puzzle platformer. I wouldn't classify Starseed Pilgrim as a music game, per se, but it certainly is important to the gameplay in terms of giving the player a reason to continue planting and exploring the world that they are creating. Since the game is sometimes difficult to grasp in terms of what the player should be doing, it's important for the player to have something they can enjoy sonically, that they also feel as though they're creating.


LCO: Is it important to distinguish different kinds of music games from one another (generative vs reactive vs hybrid) or does the general term “music games” serve that purpose just as well? Why?

Marc Flury (Thumper): I'm not interested in splitting semantic hairs, so if it's convenient to call Thumper a "music game," that's fine. But to me, "music game" typically means reactive gameplay built around traditionally structured songs. These games are designed to let the player (re)consume music they already know and like. For a player, playing along with their favorite music can be fun and gratifying, but it's also predictable and assumption reaffirming. In that sense, the term "music game" feels limiting. For Thumper, we don't want the player to feel like they're just playing music. We want the audio, visuals, and gameplay to create a world where the player can get lost and be surprised.

Brian Gibson (Thumper): Whatever describes the game best (with as few words as possible). It seems like over the years art and music genres have branched and subdivided so it makes sense that the same will happen over time with games. Interacting with music should be a core element of any game. In film, a soundtrack is a critical component of storytelling. But people don't consider films with prominent soundtracks musicals. A video game is a little like a film where the player helps tell the story, so ideally the soundtrack is also dynamic and reflects the player's choices. That quality alone shouldn't be what makes a game a "music game."

Samantha Kalman (Sentris): It's kind of a silly situation because pretty much all games have some kind of music in them. Where do you draw the line between "a game that has music" and "a music game?" How much influence on the music do you need to have before you bridge this gap? Even Super Mario World had dynamic music based on whether or not you were riding Yoshi. I would prefer to call out a category of "creative games", where the game mechanics are based around the player creating something explicitly -- not just consuming it. In this way, Sentris has more in common with Draw Something than with Rez. Generally with all other "music games" out there, I would tend to call most of them "rhythm games" instead.

Quynh Nguyen (FRACT): It all comes down to context. If the discussion is about very general categories of games, or the participants in that discussion are completely unfamiliar with that concept or idea of music games, I think the general term can be appropriate. That said, I think more specificity is important if you want to convey a more precise idea about a game or games, especially as more and more diverse sound- and music-oriented games come out. It's just like how musical genres can be pretty broad, but then can also drill down to super precise (you know, like downtempo celtic stoner sludge instru-metal or something like that) terms, depending on who you're talking to.

Ryan Roth (Starseed Pilgrim): I think "music games" to be something more along the lines of Electroplankton where the game could be almost considered an instrument (I actually wrote a piece for the game when it came out in a university composition class, haha). FRACT is another game that's doing a lot of cool things with synths being built in the game. Music and audio that's used as an experience; that creates a mood or generates emotions to enhance or drive gameplay should be viewed as the norm. Dynamic music/audio that drives gameplay situations should be the focal point of a sound designer's ideal for the sonic aspect of a game. I don't think just because you have some interesting generative or dynamic music working in a game, it should be classified as a "music game."


LCO: Do you want players to make music by playing your game? If so, do you want them to be aware that they are making music or is music making just a byproduct of some other form of play?

Marc Flury (Thumper): Having players "make music" is not our goal, although if it's an incidental byproduct of the gameplay, that might be interesting. We want the player's actions to result in compelling audio, but the kind of music that works while you're actively engaged in a fast-paced game is not necessarily going be interesting to listen to outside of that context, like when you're just chilling on the couch.

Brian Gibson (Thumper): The less aware they are of 'making music' the better. We want it to feel more like magic or a vivid dream. The syncopated interactions should seep into the player's subconscious. We want the player interacting with the audio and the visuals in such a way that creates a powerful sense of immersion. The goal is to make the game a potent emotional experience, therefore it's better not to draw attention to how it works.

Samantha Kalman (Sentris): Absolutely, yes! I want everyone to create their own unique music and be acutely aware of it as they do it. The puzzle mechanics are such that the game should still be fun if you have the sound off. But it's a huge goal of mine to make players aware that the puzzles are abstractions of musical concepts. Other elements play into this, like letting the player choose different instruments for any given level.

Quynh Nguyen (FRACT): Ideally, we want both. As we mentioned, FRACT is a process of musical exploration. At first, players might not be entirely conscious of how they're influencing sound and music in the world, but as they continue playing, we do want to them to become more aware of it, and take more ownership of it. The music making is pretty tied to the gameplay, but as they progress through the game, we also give them tools to make music on their own. We're hoping that by tying music making into play, it's more accessible at the beginning - and that hopefully players will get to the point where they feel comfortable creating on their own, outside of the world.

Ryan Roth (Starseed Pilgrim): I certainly think it's cool if people decide to use the seeds to plant something that sounds interesting to them, but this isn't the mechanic of the game, it's more a result of the player exploring the gameplay mechanics. Also, the game really isn't set up to handle the exact things that a player is going to want to hear - the player is just being lead through a dynamic music "path" that they are unable to completely melodically or harmonically control. This is definitely interesting though, since most players aren't musically trained, so giving them a color or shape to their seed, so that they know what instrument they'll be "playing" next. I feel like most players become aware of this and they may even get excited when they come across a certain combination of seeds that will be important for them gameplay wise, but also associate the sonic harmonies with a gameplay strategy as well.


LCO: Do you feel that sound/music design as a component of game design is understood and recognized for its merits by critics and players on a similar level to character design, level design, puzzle design, etc? If not, why do you think this is?

Marc Flury (Thumper): In general, the creative importance of sound/music design in games is overlooked. A big reason for that is that it's often undervalued by game developers. Music tends to be considered late in the development process. It's often outsourced and smeared over existing games like a magic ointment to enhance the mood or "vibe." But I don't think this phenomenon is unique to games. For whatever reason, our culture seems to almost always emphasize the visual over the aural. Looking at Hollywood, for example, the sound design of most mainstream films follow standard conventions and are basically interchangeable. Music is often forgettable by design. That's not necessarily a bad thing. And it means there are lots of opportunities to do interesting things with audio in games.

Brian Gibson (Thumper): It's probably under appreciated because music naturally targets the subconscious and the emotions. A person may get a vivid and emotional feeling from a game, but it might take some work to see concretely how the audio and visual elements worked together to create such an evocative mood. This under appreciation is fine with us though, the gaming experience should be mysterious.

Samantha Kalman (Sentris): I'd say sound design is much better understood by creators than anyone else. Usually sound and music are used to create some emotion in the player. It's usually important for the player to feel the emotion without wondering how or why the sound is driving them toward it. When that's done well, it's effective and transparent. It's a lot more difficult to be transparent in the same way regarding characters, worlds/levels, or puzzles.

Quynh Nguyen (FRACT): The short answer is no. But to expand on that, I feel that music and sound design, like interface design, are hugely underrated in games. Part of it boils down to the fact that if it's well executed, you're not consciously aware of it. Essentially, the better it is, the more it should disappear, while at the same time heightening and reinforcing everything a game has to offer. But as more games put music and sound to the forefront, I'm hoping that this can change people's perceptions of the value of music and sound in games.

Ryan Roth (Starseed Pilgrim): I feel as though there really should be a similar thought process when discussing gameplay, audio and general design. I think that most people feel as though sound design or music composition for games should be thought as in a similar vein to post production for film or television. I think a huge reason that game sound is sometimes not viewed as an important part of a game is that a lot of the people doing audio come from these very static media outlets. Static foley/sound effects or music synced to a specific event in a game should not be how we view game sound. We are not watching a movie. We are not watching a television show or cartoon. We are playing a game, and we have control. Dynamic/layered/generative sound that is being utilized to enhance or drive the gameplay should be the norm, and should be what game sound should be striving to achieve and I don't think that music and audio will be viewed in the same light as the other elements of a game until that is more widely understood by sound designers and composers alike.





LOW CUTOFF: Going off of your recent Coding for Music post, could you speak a bit more on the value you feel can be added to games when the music is generated through code via player actions?

Rich Vreeland (Disasterpeace): I think there is limitless potential in this approach, because it could move the music experience more into the realm of instantaneous intelligent feedback, on a level far more detailed than what is typically possible only using loops, layers and other recording-based techniques. The thought of a complex yet highly curated system that composes music on the fly is akin to having a musical genius, someone like Keith Jarrett for instance, living in your game and improvising music to underscore what is happening. I think a system that could render lots of permutations with meaningful differences, while also managing to sound musical, could really add so much more value to a game. The quality of these systems is really the issue at this point. There have not been many systems of this scope that actually manage to create appropriate music. Generated music tends to be pretty freeform and loose, I suppose because that's the easiest format of music to generate. I think we have all the tools and knowledge to create something far superior than what we've seen to this point. It's just a matter of desire and having the resources to make it happen. I think games where every player's experience is truly unique, are some of the games we tend to cherish the most, because it creates personality, and it gives us a story to tell that no one else can. Games like Spelunky come to mind.


LCO: Is there a distinction that should be made between "sound effects" and "musical sound effects?" How much of this is tied to diegetic / non-diegetic sounds?

Vreeland: Great question. I think it depends who you ask, and it really depends on the context, too. There are a lot of music games that feel as if the sound effects are both diegetic and non-diegetic at the same time ... it's underscoring the emotions and narrative of the experience, but also emanating from sources within the game world. This has become more prevalent lately, and can really add to the experience in an interesting way, by tying the underscore into the actual sources of the world, adding a layer of cohesion. In FEZ we made the sounds for collecting cubes based on musical scales, relative to the current musical underscore. This is not always an appropriate solution though, and sometimes I think that making sound effects too musical can actually confuse the experience, so it has to be done with careful consideration.

It would be pretty interesting to see a game where all of the sound effects that emanate from the world are musical, and the underscore is all sound effects. What would that sound like?


LCO: Do you feel that sound/music design as a component of game design is understood and recognized for its merits by critics and players on a similar level to character design, level design, puzzle design, etc? If not, why do you think this is?

Vreeland: Sometimes yes, sometimes no. I think it's far enough to say that the world has become highly domesticated and in many places our ears have become far less crucial to our survival. I think that has something to do with it, but I also think that while we all manage to have so much in common, we also experience things very differently, and gravitate towards different aspects of a game. I have a friend who never really liked playing video games growing up, he just wanted to watch other people play and listen to the music. Now he writes music for games for a living. I've read countless game reviews where sound is hardly mentioned at all. That being said, it's clear that in some games music or sound was clearly deemed not as important to the experience as other aspects, and that may be apparent when you play it. Sound is a wonderful tool, but it's not one that has to be used every single time, to solve every single problem. Overusing sound can cheapen its impact.


LCO: On the subject of genre, do you feel it's important to draw attention to new and interesting uses of music in games at the genre level, applying labels such as "music games" to titles like Rez or Sound Shapes which visibly implement shooter and platformer mechanics?

Vreeland: I have mixed feelings about genres. I don't look at them anymore, because it's such a common denominator and I've played games in every commonly listed genre and I know what the generic ideas behind all of those mechanics are. That information no longer tells me what I need to know in order to make an informed decision about whether I want to check out that game or not. In one way, music games as a genre is an easy way for folks who are interested in music applications in games to find titles to check out, but on another level it's an easy way for everyone else to straight up overlook all of those games, because of personal experience and bias with other games. I much prefer the idea of curation as a way of finding new content to enjoy. For instance, I generally check out the games that you guys write about, or the recommendations of friends who usually share my taste.


LCO: Lastly, do you have a favorite musical moment from a game?

Vreeland: I'm not sure. The entire experience of playing Journey was quite wonderful, but I remember most of my game experiences holistically, so it's hard for me to pinpoint, but that being said I can definitely recognize when the music is having a significant impact. Playing Chrono Cross as a 14 year old was definitely a landmark moment for me. That was one of the first RPGs I'd ever played, and everything about it was so fresh and inspiring to me. The music was unlike anything I'd ever heard before. Also I would say some really simple things, like the beat that gets added to music in Super Mario World when you hop on Yoshi, or the layers that get added as you progress through a world in Yoshi's Island. In Tecmo Super Bowl for NES and SNES, the background music for home and away teams was different, and you got unique songs in the preseason, regular season, and playoffs. I definitely noticed stuff like that and it felt like a nice little treat.


:top image by Zack Kugler:

Friday, February 14, 2014

Blips: Grayscale Dreams


Source: The beguiling, sketch-like beauty of NaissanceE
Author: Dan Solberg
Site: Kill Screen

My latest review over on Kill Screen is for NaissanceE, a very cool exploration/puzzle game from Limasse Five. In the review, I make the comparison between the game and a pencil drawing lesson, seeing as how both place such a large emphasis on the gradations of light and shadow on simple shapes. Of course, NaissanceE, does this on an architectural scale, which doesn't necessarily convey the feeling of a still life so much as a spacial ambiance, but I do think my analogy fits pretty well overall. NaissanceE is a moody game that had me taken aback by its beauty on a number of occasions.

Crazily enough, for a game that doesn't have much in the way of intricate textures or AI, I did run into some technical problems with NaissanceE on my meager laptop setup, so be forewarned there. The game's Steam page lists a set of minimum recommended system settings, so I imagine you can avoid my issues there by just meeting those standards. It was the first time I'd run into a progress-stifling bug/glitch/hiccup (whatever you want to call it) in a game, and there was a time that I was at a bit of a loss as to what to do about actually reviewing a game that I could not physically experience for myself. Luckily one of my fellow writers was able to shoot a save file from past my trouble spot my way, and everything was gravy from that point on. Sometimes I take it for granted how much I rely on the stability of console hardware for games, but increasingly I'm drawn to a lot of stuff on the PC, so I think this might finally be the year I put in for an upgrade. We'll see.

In the meantime, give NaissanceE a shot, won't you.

Monday, February 10, 2014

Blips: Big Tunes


Source: When you’re playing Titanfall, something might sound different. Here’s why
Author: Dan Solberg
Site: Kill Screen

Last week, Kill Screen published a profile I did on Stephen Barton, composer on Titanfall. I went into this piece looking to learn about the analog recording process he used, since that sounded pretty unique for a video game score where everything just ends up in digital form anyway. While we did touch on that stuff, the primary angle ended up being how he used digital and analog sounds to distinguish the game's two opposing forces. It wasn't an even split between one side being pure analog or digital, but the resulting sounds frame it this way just the same.

Typically these kinds of video game scores aren't my bag, sounding to alike to one another and never something I'd want to listen to outside of the game context. But I think I'm being too dismissive since the reason many of these scores don't resonate for me is because I'm not typically invested in the games. Titanfall does seem interesting though, and potentially more fun than the always-dying nature of so many online shooters. I am a big fan of these atonal orchestral/digital mash-up noises that are so popular these days too, which make for a perfect match to Titanfall's mechsuit aesthetic. So yeah, this ended up being one of those pieces where I came away a little more open-minded than how I went in, which always feels good.

Thursday, January 23, 2014

Blips: Livin' Life Live


Source: Lethal Frag and the lonely, growing world of livestreaming
Author: Darren Davis
Site: Kill Screen

Video game livestreaming is a bizarre development. It's not without its merits, but that doesn't discount how weird it is. In an essay for Kill Screen, Darren Davis examines the self-imposed 2-year livestreaming challenge of Lethal Frag. On the nightly 2-hour program, Matthew McKnight would play indie games and interact with the chat stream on his Twitch channel, and he'd go on to do this for 731 days straight. While many livestreams are about having an interest in the games being played (particularly with competitive titles), Lethal Frag and many others are more centered on the on-camera personalities. It's not all that different than a piece of long-form, endurance performance art, but McKnight didn't embark on his challenge to make an artistic statement so much as to turn playing video games into a living wage, albeit a seemingly lonely, draining one.

I've watched some livestreams, and regularly tune in to the live happenings over on Giant Bomb, but for me, the appeal is already beginning to wane. Conversing in a livestream chat is exhausting, though knowing that you're a part of a live audience does add a fun bit of theatricality. When something unexpected or outrageous occurs on screen, the chat explodes into a hyperdrive of replies and emoticons that's pretty amusing, but is also more or less the same every time. The shows themselves have an improvised energy to them that, in the right hands, can be tremendously entertaining for even hours at a time. Watching random people play games will get old fast, but when you can "spend time" with certain on-screen personalities, it begins to feel like you're watching a friend play. But at some point the improv takes too long to get where it's going and the outlandish reactions of the players can feel forced and cloying. I realized that the time I've spent watching others play games live on the Internet is time that I could be playing games for myself.

I don't expect or want livestreaming to go away, but I hope that we can trim the fat a bit on the path to the impending normalization of the form.

Monday, January 13, 2014

Blips: Blue Book Value


Source: Gran Turismo 6 is the racing game of our dreams
Author: Dan Solberg
Site: Kill Screen

OK, I'm a week delayed getting back to regular posting, but give me a break, I was driving through the polar vortex. Speaking of driving, I've also been playing quite a bit of Gran Turismo 6, and wrote a review for Kill Screen (check out their fancy new website too). It's a very good game.

The big thing that ended up being left out of the review was how GT6 handles microtransactions, an element that I was concerned about going in. Well, turns out there's no real cause for worry as Polyphony all but hides the real-money marketplace from you. It's a totally irrelevant factor in the game unless you explicitly seek it out, and the game never pushes you to do so. While I applaud this approach, I also wonder how much this diminishes potential profits. It's a smart design choice seemingly made at the expense of contemporary financial sense. Heck, while Forza allows you to pay something like double the price of the game in DLC, GT6 is giving it up for the initial price of admission and still offers more vehicles and tracks than its Xbox rival.

There's something desperate about GT6 too, provoking the thought that because the game is only available on an "after-market" console, that the developers needed to offer more than usual to encourage players to keep their old machines plugged in. The result is that GT6 presents an argument for itself that's extremely convincing and comes off as a product of its time and circumstance more than most. To play Gran Turismo 6 now feels like taking advantage of a tremendous deal, and as much as I'd hope Polyphony would continue these practices come GT7, I have my doubts. So I say, get in on the action now before the microtransactions and DLC inevitably rear their heads once Gran Turismo goes next-gen. I'd love to be proven wrong here.

Tuesday, December 17, 2013

Blips: Bad Words


Source: The top 10 worst buzzwords of 2013
Author: Dan Solberg
Site: Kill Screen

My list of horrible video game buzzwords from the past year is up on Kill Screen. Consider giving it a look. It was a fun list to make because it allowed me to write jokes about dumb PR phrases while also venting a bit about the ways certain industry terms are used outside of upper management corporate strategy meetings. Spoiler: "content" the my number 1 worst buzzword this year for exactly that reason. I guess people are averse to using "product" now; perhaps it references the market too directly? I don't know, but "content" is just "product" for Millenials.

The other buzzword I was considering including was a perennial favorite, "fun." In 2013, it felt like "fun" came under fire more than it had previously, thanks in large part to critical breakdowns of what the term actually means in the context of video games from Ian Bogost and Leigh Alexander. It's similar to the way "beauty" was tied to the value of art for a very long time. All of a sudden there were painters and sculptures creating works that were not conventionally beautiful, works that could be a bit uncomfortable to hang over the couch, yet they were incredible, moving works of art. The need for games to be "fun" is likewise a limiter on what's possible in the medium as well as potentially constraining of what "fun" can mean. This is not meant to condemn fun games (after all, who doesn't enjoy having fun?), but rather to acknowledge what's actually being said when the "fun" descriptor is thrown into the mix.