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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