Wednesday, September 30, 2009

The Art of Computer Game Design: What the Player sees in the Design Process



In the 1983 book The Art of Computer Game Design Chris Crawford begins with comparing traditional art and its design process with computer games. He believes that “the computer game is an art form because it presents its audience with fantasy experiences that stimulate emotion.” Just as the painter uses strokes and colours to evoke fantasies deep within the audiences mind, the computer game uses codes and rules as well as audio and visual stimuli to draw the player into a fantasy world. Yet as Crawford says “art is nevertheless difficult, because there are so many practical problems associated with stimulating fantasies deep inside another person's mind.” It is for this reason the design process of computer games is so difficult to master. When we listen to a song, for example, we can automatically detect the tension or harmony that occurred during its design process. If the composer was writing to a deadline we often can tell the song feels rushed. If he/she hadn’t used a particular instrument before we can tell it feels amateurish. Crawford argues that computer games face the same problems. He believes that players can see the points of tension and planning that occurred during the design process in the finished product. In this essay I aim to discuss what exactly becomes visible of the design and production process through gameplay. To do this I will draw on Crawford’s own experience with designing his game called Eastern Front 1941 as well as the experiences of Richard Rouse the Design Director at Surreal Software as he recalls the design process that occurred during the making of a stylised horror shooter called The Suffering.
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Saturday, September 5, 2009

The Artistic Revolution of New Media (the R18+ debate)



As with all new forms of media, or new artistic mediums, controversy surrounds the content that should and shouldn’t be displayed. For society to come to grips with new media a period of scrutiny must ensue. During this period society enforces its accepted moral standards upon the new media to control and restrict its access. This has been occurring for hundreds of years in all cultures, but more recently and in Australia the moving image was once thought of as a crude and distasteful medium. Such classics as King Kong, Frankenstein and Dracula were banned in Australia in 1941 for high impact scary violence and cruelty. Society of the times had heavily scrutinized a new media they did not fully understand. Today we have such movies as Hostel and its sequels, Texas Chainsaw Massacre and Cannibal, all of which have incredibly high amounts of blood and gore and are freely available from any video store. Gradually society has accepted film as an art form that should not be easily restricted for it can be used as a form of expression and meaning.
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Saturday, August 29, 2009

The Path - PC Review



Developer - Tale of Tales
Publisher - Tale of Tales
Genre - Undefined
Platforms - PC
Score: 9/10

When I announce to someone I’ve recently met that I study and design video games I quite often get puzzled looks. ‘Really?’ they say. ‘You’re devoting your whole life to games? Errr… Why?’ It is at this point I take a breath, ready myself and begin my rant. I’m pretty proud of this rant; it can go on for quite some time and I’ve put a lot of work into it. It includes everything from Aristotle’s Catharsis theory to psychological theories of escapism and its importance. I deliver this rant with all the passion I have in my body. By the grand finale I’m puffing and sweating at the brow. I look up, awaiting the response to my perfected monologue. ‘But in the end, it’s just a game isn’t it? I mean, has there ever been a meaningful game?’
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Friday, August 28, 2009

Art in Computer Games


Can the next Nukem inspire the next Neitzsche? Let’s hope not…


When society hears the word ‘art’ and ‘computers’ in the same sentence they automatically cringe in disgust. People tend to see art as a purely humanistic creation and shun the involvement of any computational processing. The use of computers, some believe, take away from, or take over, the input humans have into their own expression. What I aim to do in this feature is to show people that this is not the case. Indeed, I aim to show that the medium of interactive media has more potential for the expression of the human condition than any other medium that has come before it.
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Fear 2: Project Origin: Game Deconstruction

What follows is a game deconstruction of Fear 2: Project Origin. It is by no means a review. It was an assignment in which I had to analysis the structural make up of a game to get a better understanding of how a certain type of game is made and played. WARNING: It is interesting, not entertaining.
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Wolfenstein – Xbox 360 Review


Genre – First Person Shooter
Platforms – Xbox 360, Playstation 3 and PC
Players – Single Player Campaign, Online Multiplayer
Score: 6/10

The time has once again come to step into that chiseled American chin, whip on those bulging capitalist biceps and fight off the seething evil of the Nazi Regime. You are B.J. (snigger) Blazkowicz, a dashing young American special agent oozing confidence and charm. But can your steely gaze of democracy be any match for the pale, baggy eyes of Himmler and his dreaded SS Officers? (all of whom are curiously fluent in the English language). Only bullets will tell.
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Thursday, August 27, 2009

Enjoy the Ride!

Hey there fellow gamers and non-gamers alike,

My name is Patrick and I'm a Game Design student studying at Swinburne University in Australia. I love games. I mean seriously love them. They're only second to my lovely partner Ann who helped me set up this blog. Thank you Ann! But anyway, nothing brings me together with a stranger more than playing or talking about games. Half-way through 2008 I decided this was my passion and dropped out of my boring Arts course at Monash and begun to study as a Game Design student full time. It was a huge decision for me! I mean, how many game developers are there in Australia? I know now, but back then, I hadn't a clue.
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