The Interface Design of Sunshine

I did a silly thing today. I got an HD version of Sunshine and actually went trough the movie taking screen shots of the interface. My relationship with the movie is … difficult. I don’t think it is a very good movie. But I’m deeply in love with what the movie could have been. It seems like the filmmakers somehow lost track of the initial idea during the process. They made a couple of bad turns. They dropped the ball. But they are still artifacts of greatness to be found. It’s like an ancient ruin. Watching it feels like excavating all the little details, grabbing onto them and putting them back together.

Luckily, the production design is consistently awesome. Watching the movie and paying attention to the set design really makes me appreciate the work that was put into the move. The engineering, the controls, the interior design. Everything is incredibly detailed and completely believable.

I’m mentioning the interface because I picked up an interesting detail on the commentary track. All the fake interface displays have been very carefully designed. The idea was to convey that the movie takes place on a very practical, technical mission. So the interface actually doesn’t look very “pretty”. The screens are green on black, almost exclusively monochrome. They resemble older industrial DOS-based displays. There are no fancy decorations, or animations. The fonts are often pixellated.

Sunshine Monochrome

Sunshine takes place 50 years in the future. The computers look like 30 years in the past.

But then not all of them are. There is one scene where the crew is speculating about changing the course. They gather around a impractical but cinematographically convenient transparent screen and watch 3D animations of their flight trajectory. That animation has a more polished 3D look to it. It also uses a yellow tint unlike the rest of the movie. I’m guessing that it was designed by a different team (Special Effects as opposed to Production Design) or that they needed to make sure that the audience would be able to read it and understand it.

Sunshine Trajectory

Sci-Fi Movie Making Trope: Transparent computer screens. So you can show information graphics AND the character’s response to it at the same time.

Another remarkable scene follows. The protagonist Cappa is reviewing a simulation of the final stage of the flight. The ship seperates from the bomb and the bomb flies into the sun. The simulation takes place in a holodeck-like room. It is a 3D animation with some interesting stylistic choices. There are some details that evoke lo-fi wire-frame aesthetics. It’s still very different from the rest of the computer screens in the movie.

Sunshine Sim

“The Grid. A Digital Frontier…” ooops, wrong movie.

I’m doing this to have a collection of reference material and inspiration for future projects. Sunshine is an interesting start because the visual style seems to run so much against the grain. Except of the two examples, it’s not there as eye-candy. It makes a point about the idea behind the ship and it’s mission.

I’m looking for other movies to harvest them this way. I want to try this with Apollo 13. It doesn’t show any computer displays (apart from a couple of green digits) but it does recreate authentic NASA hardware quite realistically. Do you guys have any suggestions? Any computer interfaces in movies that stuck in your mind?

Global Game Jam Timer

The Global Game Jam starts in one Week. I made this useful app and I wanted to share with others also participating. It’s a Flash-based timer application!

ggjTimer

This is the longest weekend of my life.

We are going to project it on a wall so every participant knows how much time they have left. It shows hours, minutes, seconds and centiseconds left until the Global Game Jam is over. It also shows a percentage bar. When the time stars running out, it will flash in a dramatic fashion. As an added bonus, it also connects to Twitter and displays the most recent tweet with the #GGJ2011#GGJ11 hashtag beneath the timer (update: changed to the official hashtag).

Get it here!

The app is customizable so it can be used at different venues. It can be even used for other 48 hour events, such as Ludum Dare.

Installation: Just unpack everything in a folder. Run ggjTimer.swf. If you can’t, open it in a browser or Quicktime. Press Control + F for full screen. You might get a security message from Flash. It’s because the app is connecting to Twitter. Just follow the instructions to authorize web connections for this file. You can also ignore this step if you don’t care about the Twitter functionality.

Customization: To customize it, open the file ggjTimer.xml in any plain text editor.

The value “enddate” can be used to change the exact moment when your event should be over. It refers to the system clock of the computer running it.

The value “hashtag” can be used to change what tweets the timer will display. You can delete this line to disable the tweet function. Note: the app will not show any Tweets that start with @ or RT (the screenshot lies!).

Finally, “limit_to_48″ will limit the timer to 48 hours. If you put in “yes”, the maximum value the timer will show will be 48 hours, even if there is more than 48 hours left. Use this to have a dramatic start. Put in “no” if you want longer events for example.

Let me know if you have any troubles. I have coded it just today so it may have some kinks. If it does, I want to fix them before Global Game Jam starts. Finally, if you are going to use it, I would be delighted if you would make a photo and post it here! :D

Micro for Noobs: More is Even More

I thought I try something new for a change. I will post some observations on how some combat mechanics in Star Craft 2 play out. A big part of RTS games is something called “Micro”. It actually means tweaking minor things to get a slight advantage. If Micro is used consistently the tiny advantages can pile up and may become a deciding factor in a close battle. Nowadays, the term often just boils down to combat. Conversely, economic and strategic decisions are referred to as “Macro”.

Using Micro is difficult to pull off as it requires players to use the interface in an efficient manner and to concentrate a lot on individual units. Most players will attempt anyway and fail horribly because they forget everything else (like me). Especially, lots of players like to concentrate on the flashy, complicated tricks like kiting and realize too late that they don’t have a proper grasp of the basic ideas (like me).

Hence, Micro for Noobs. I want to list some insights I personally found very helpful to get the most out of my units. I want to concentrate on the simple things which don’t take away all you attention but still can have a huge effect.

I want to start with a general principle. It is actually not even Micro anymore. It’s the fact that your units are more effective if they fight against smaller enemy forces. Before you sah “duh!”, let me explain. Imagine two armies with the same amount of identical units fighting. All things being equal, the armies will wipe each other out. Due to random chance, a minuscule, insignificant remainder of one of the armies will survive. In such a scenario, each unit in one army did pretty much the same amount of damage as the unit in the other army. The units in both armies were “worth” the same – they were equally effective.

Equal Battle

In close battles, each enemy unit is worth the same. For each unit blue lost, the red army also lost a unit.

But what if a large army engages a smaller army. Of course the large army will win. But the trick is HOW they win. Because the large army is doing more damage, they will kill of the first units of the smaller army before the small army can score any kills themselves. These first losses will skew the battle even more towards the large army. The large army will wipe out the small army without taking any significant losses. Not only will the big army win. They will also have received overall less damage and lost less units. So their units end up being “worth” more than the units of the smaller army – they were more effective.

Skewed Battle

In this uneven battle, the winning player (blue) won twofold. First, he won the battle. Second, he also lost less units than red. Blue lost one unit, red lost 3. So that one lost unit ended up being more “worth” than several red units. The blue army could defeat a much larger amount of red units if they engaged them one after another in such small groups.

It’s easy to forget. Simple mental models of the combat work like math. You tend to subtract the amount of your units from the amount of units the enemy has. This is correct for close battles. 5 units against 5 units would be:

5 – 5 = 0

Which means the battle is equal. But the mental model fails horribly for uneven battles. 3 units against 5 units would be

5 – 3 = 2

We would expect the other player to lose the same amount of units as we do. This is not what happens. It’s more like:

5 – 3 = 4

This is the reason why pulling your armies together is so important in team battles.

This is the reason why in team battles, it is often more effective to counter-attack instead of helping a team mate being under attack from a superior force.

This is the reason why a rush can be so effective. Once an enemy army is in you base, even if you manage to produce units, the enemy army will kill each newly produced unit before it can do significant damage.

This is also the reason why so many pro-players frequently retreat from battles even if they seem to be doing fine. Starcraft 2 is generally a game where you always want to engage smaller armies.

Keeping this in mind is important. It will help you to get the most out of your units. The coolest thing about this is that it doesn’t actually require any attention from you like the other Micro tricks. All you need to do is simply to always retreat from battles skewed against you. Your units will be automatically more effective. Of course there are also other things you can do to skew a battle in your favor. But more on that next time.

Game Designer’s Corner: It’s interesting that StarCraft 2 has mechanics in place to support and exaggerate this principle. You may notice that in each example the blue player won but ended up with damaged units. Game mechanics like Medivacs, Protoss Shields and Zerg healing / Transfuson make sure that small amounts of damage can be restored so partial damage doesn’t actually count. This makes sure that armies are only effective if they are large enough to actually kill any units. Additionally, mechanics like Stimpacks help players with large armies to get an even greater advantage by spending a resource (unit health) they have in abundant quantities.

Role-Playing in Digital Games

Recently at Cologne Game Lab we had a lecture by Claudia Küttel from the University of Klagenfurt. She is doing some research on Pen & Paper RPGs. She raised a lot of fascinating points during her lecture. One of them stood out for me personally. She mentioned a couple of reasons why Pen & Paper players disliked digital RPGs. The problem apparently was often the role-playing itself.

  • Reflection Digital RPGs don’t do a good job at reflecting upon what the player already did. Previous events aren’t recalled. Of course they are in the embedded narrative but this part is not interactive therefore not really role-playing. Otherwise, players can often steal and murder and NPCs rarely remember. Of course there are attempts but they feel stiff and general when compared to the personalized, specific feedback you get in a Pen & Paper RPG. There, important events in adventures can have repercussions on many subsequent campaigns. Players build up a wealth of history they can draw upon. The recollection of the player’s actions become their character’s identity.

  • Character Traits Pen & Paper RPGs are often about creating distinct characters. The characters go beyond simply a list of skills and a customizable appearance. The focus is very much on character traits, their idiosyncrasies. Those traits often heavily influence the kind of challenges the group will have. The example Claudia mentioned was having to cross a river with one of the characters being afraid of water. Again, some games try this (Fallout 3) but the traits often boil down to tame combat buffs. They do not inform the narrative like they do in Pen & Paper RPGs.

  • Action / Reaction Possibly similar to the first part: in Pen & Paper RPGs characters change. The change is often influenced by big events happening. After almost dying in combat and being miraculously saved by a very lucky roll, one character may become religious, entertaining a belief of having been chosen (Pulp Fiction style). Changes like this may happen in digital RPGs (Cecil becoming a Paladin) but mostly in the embedded story, not because of events that were initiated by the player. This is basically what of Ludonarrative Dissonance is about.

  • Crowded Storytelling more generally, Pen & Paper RPGs are more about participating in crowded storytelling, about experiencing a fiction in the making. It’s constantly about people throwing in ideas and other people picking it up, rolling with and turning it into something more. It’s closer to brainstorming than to what you do in digital RPGs. Digital RPGs are more about consuming a story. There are some aspects of leeway and exploration but the fundamental course of action is not something that can be negotiated. There is nobody to negotiate with anyway.

I don’t suggest this is something game designers can or even should fix. I’m just throwing it in here. I think it may be something interesting to keep in mind. It may help us to see digital RPGs in a differend light. Discuss.

Monster Hunter Podcast Episode 22

On this episode of the Monster Hunter Podcast: The Hands of Fate. We unbox a late present from Santa using my enormous man hands. Also, we do our first quest in Monster Hunter Portable 3rd .

Nick’s new website is at http://www.nicklalone.com/

Direct download of the Video.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.

The Tumblr Blog here.

Enjoy!

Crysis Core First Impressions

Recently, I thought I look into Final Fantasy Crisis Core. I got the game way back when I first got my PSP. But I realized that the game was in German and it wasn’t Multi-Language like most European games. A few weeks ago I decided to finally put me out of my misery and order a used UK copy.

As a result, I played the beginning of the game at least 4 times now: the first time I got it, when I dug it it up recently, once the UK copy arrived (but on hard-mode RAAAWRRR!!) and then again when I realized the hard mode was a tad too hard for me. And actually the beginning is not that good. The game starts out way too easy on normal mode. So the battle mechanics seem very confusing. There is lots of stuff happening and you just smash the opposition anyway. I needed the negative feedback of the hard-mode to start figuring it out. Observation – you don’t learn anything from succeeding. You learn from failing at first and THEN succeeding.

The battle mechanics are an interesting evolution of the old-school JRPG battle system. You are still issuing commands in an Final Fantasy’esque ATB fashion but you can additionally move around freely. It’s an interesting blend of JRPG and action-RPG. I like how the battles all take place on the actual maps. There is no transition between a dungeon and battle-arenas like in other Final Fantasy games. The slot-machine system is something I still don’t really understand.

And yes, it’s dripping with fan-service at every second of the lengthy, lengthy (unskipable) cut-scenes. It’s easy to dismiss this and I normally would. But then I found myself walking through the street from the intro of FF7, where Aeris walks out of the alley and my heart turned into putty.

It’s not even that big of a deal in the game but it took me completely by surprise, probably even more than meeting the characters themselves. Apparently, the game as a place has a much more emotional impact on me than the story and the characters. I wonder of this just a quirk of mine or a universal trait of games. We don’t spend much time interacting with the characters after all. But we do spend a lot of time interacting with and exploring the environments.

Finally, the reason why I wanted to play the game now was the mission system. On every save point you can engage in missions. They are tiny, tiny instant dungeons. Each mission takes just a minute or two. You have maybe 3 monster encounters or so and that’s it. It’s perfect for a portable game where you may not have the half an hour to watch yet another lengthy melodramatic cut-scene fest. It’s also a system that reminds a lot of the Monster Hunter series. I wanted to see if there are noteworthy differences. And indeed there are. In Crysis Core, you rarely really know what enemies your will be fighting against. So there are no good opportunities to prepare. Like in the other Final Fantasy games, you just maximize your overall battle effectiveness. In Monster Hunter, a certain setup may be completely useless against a different monster. Knowing what you will be fighting and preparing accordingly is more than half of the game. And this is a good thing because it rewards forward-sighted thinking and the exploration of the equipment system. The Final Fantasy series had some very interesting systems but it rarely put players into situation where they would be challenged utilize them to achieve distinct goals. The auto-equip buttons are a terminal stage symptom. If all you need to do is to maximize your numbers, why even bothering? Let the computer figure it out.

But I like the super-short missions. They are highly addictive. Generally, the entire game is incredibly polished. The 3D models all look amazing. The animations are great. Personally, I can’t get enough especially of the interface. There are at least two beautiful pixel fonts in the game. One of them has even hand-made anti-aliasing. All menu transitions are fully navigated, the individual elements zip and squish into place. It’s a joy to look at. Together with the addictive missions and the sneaky faboy-button-pushing, it may keep me going all the way to the end credits. Let’s see.

TRAUMA Polaroid Dilemma

I just created a to-do list with all the final changes to the game. There is one thing some people have commented on which I don’t really have a good solution for.

In the game, players find Polaroid photos. There are 9 in every level and they are somewhat of a collectible. Some of them tell a little bit of the story. Some of them give hints on how to find certain secrets. Some simply tell the players how to navigate.

Polaroid

A first-time player finds their first Polaroid. It teaches them a gesture on how to zoom out.

The problem is that because the game is non-linear players often find Polaroids with redundant information. For example, each of the 4 level contains the same 3 Polaroids with navigation gestures. This is because players may chose any of the 4 levels as their first level and I want to make sure they always have the opportunity to learn the gestures. But once a player learns the gestures, they will encounter the same hints in the remaining 3 levels. Likewise with the hints. There is a good chance that players may find hints on how to find secrets they have already found.

Some beta testers suggested that it feels a bit underwhelming and repetitive and I can understand why. However I’m not sure if there is anything I can do about it. I was considering dynamically switching out the content of Polaroids depending on what the players already discovered. Sadly, this is out of the question now because I would need to generate so much more content. But even then, it doesn’t really seem like a good solution to me. With collectibles, I find it important to be able to properly identify individual items. Otherwise, it is very difficult to receive hints from websites and other players.

What do you think? Do you think there is anything else I could have done or still can do?

Phear the Tiny Darkness

Space geekout time! Have a look at this amazing photo made by the European probe Mars Express

Phobos

Image is cropped. Click for full version

We are looking at Phobos (the Greek God of fear), the larger of the two moons of Mars against the limb of the planet Mars itself. There are at least two reasons why I find this photo fascinating.

First, it shows quite well how dark Phobos is. In fact many little bodies out in space (like asteroids) are dark as coal. But every time we get pictures of them, they appear grey, right? Take a look at this photo of Phobos for example. The reason is that they are often shot against the blackness of space. So the cameras are often set for over-exposure in order to see anything at all. The colors are often even greatly exaggerated in order to identify scientifically interesting features. Space photos show rarely what a human would see if they went there. The photo above is a very nice exception. It gives a much better idea of how those objects actually look like.

The second reason is because it shows how tiny Phobos is. When we think of moons we tend to imagine our own Moon. What many people don’t realize that our Moon is one of the largest Moons in the Solar System. There are a few slightly larger ones, but then our Moon is definitely the largest in relation to it’s parent body. Phobos is a good example for the vast majority of the moons out there. They are often just tiny pebbles… I mean relative to our Moon. Phobos is still 22km across, 2,5 times the height of Mount Everest. One hell of a pebble.

And it’s generally a very interesting moon. I have already written about the mysterious streaks on it’s surface. It’s origin is not really well understood either. Some think it may be a captured asteroid. However it has a very tight orbit around Mars which kinda contradicts this theory. The orbit is actually so close that Phobos will someday either fall to the surface or burst into tiny pieces due to the tidal forces. But don’t rush to mark the date, it may take around 11 million years.

Finally, there is also a mysterious huge monolith on it’s surface. I am not kidding.

The kicker is that there is a Russian mission to Phobos scheduled to launch this year. It will land on Phobos, take some samples and fly all the way back to Earth. Hopefully it will solve some of the mysteries in the process… and find even more new ones! I told you the Solar System is hardcore.

Razer Switchblade

I’m getting ready for a complicated podcast and there isn’t too much new happening. But here is a thing that came up recently. If you haven’t seen it, you might want to check it out.

When I saw the video for the first time I thought it was the parody of an Apple ad. It took me some time to figure out that they are being serious.

So it is a very small Netbook powerful enough for some popular modern games. The idea is to make PC gaming portable. Interesting. There are some reasons why this could work.

First of all, the keyboard thing is intriguing. Of course, I see no good reason to have such a keyboard on a portable device. I suspect that this decision was made because it CAN be done on a portable device. The last time somebody tried something like this they had to manufacture and hook up a tiny, custom LCD screens on every single key. The keyboard ended up costing more than an entire high-end computer. I suspect that with the Switchblade, they are using one large LCD plane and mount transparent keys on top of it. The mechanism for detecting key presses might even be solved by making the LCD plane multi-touch. I have no idea how this turns out but it would be an interesting solution to test.

The games they show are World of Warcraft, Warcraft 3, World of Goo, Quake. Ok, yes. I can imagine some players being interested in a portable World of Warcraft machine. If they manage to find more “system sellers” like that, it could work out well. For example, it could work well with older games where the resolution is much lower. Hell, if they manage to get Starcraft II on it, I might be even interested myself. Generally I like how it puts something as static and clumsy as PC gaming into a compact form factor.

But on the other hand, there are so many things this could go wrong. Is the Screen big enough? How close do I must sit to be able to read things on it? Do the controls work? Is that keyboard really responsive? If I have to put the thing on a table anyway in order to use mouse controls, what is the advantage over a real Notebook? How good is the battery life? How expensive will it be? Does it have a microphone jack?

In any case it feels very futuristic to see such a tiny PC. I’m intrigued by the device and I’m looking forward to find out if the concept works out. What do you think?

Three Battlefields L.A.

There is always a movie I’m looking forward to. These days it’s Battle: Los Angeles. If you haven’t heard about it it, have a Trailer.

(actually I like the first Trailer even more because of the music, but the one above shows more of the movie)

Sure it’s the standard alien invasion story. But so far the aliens do look bizarre, powerful and ruthless. So, as co-Tweep Sebastian Wupper mentioned, it might be finally a movie where humans wouldn’t win. I just hope he is right. If there is anything that could kill that movie it’s a Deus Ex Machina happy ending.

On a different note, the movie does remind me on my older post about the emerging realistic Sci-Fi genre. It seems like the Battlefield L.A. might be a new entry in this category. I’m eager to find out.

Finally, one of my favorite YouTube channels, TheFakingHoaxer recently announced he was working on special effects for an indie documentary about the event that kinda inspired the movie: The Battle of Los Angeles. In this case I’m hoping for a convincing re-creation but also skeptical research.

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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