Imogen Heap At Royal Albert Hall

No post yesterday and on Friday? Wait, I can explain. I went to London to visit an Imogen Heap concert. And it wasn’t just any concert either. It took place in the Royal Albert Hall. Calling it spectacular would be an understatement.

Imogen Heap At Royal Albert Hall

Are you ready to electronic alternative indie ambient trip-hop classical synthpop rock? (Photo by Veronika Barth)

I first heard Imogen Heap back when she was still in Frou Frou. I noticed her first in a fan-made Anime video. Over the time, I stumbled across her songs quite frequently (Garden State, The O.C.) and realized that she continued her work individually. I really enjoy her muisc. But it’s even more amazing to see/hear her live. She might not come off quite as polished when heard live but the way she is able to reproduce her songs on stage is mind-boggling. She truly is a digital artist. DJs eat your hearts out.

And of course Royal Albert Hall enhances the experience that much more. Interestingly, not in an acoustic way. The building huge. The sound comes from distant loudspeakers. Smaller venues let you experience the sound with your entire body. Royal Albert Hall is far from it.

But on the other hand, it was huge and it was full of people. Imogen used the audience in some of her songs. It was thousands of people deliberately constructing a song together. A once-in-a-lifetime moment. Sadly, it was her only concert in the Royal Albert Hall. She will continue doing her tour but the other concerts will certainly be smaller venues.

So it was a quite memorable trip. Just too bad it sabotaged yet another weekend. I need to remember to keep the rest of the year clear of any additional activities in order to concentrate on my work.

Monster Hunter Podcast Episode 12

monster hunter podcast

On this episode of the Monster Hunter Podcast: Nick is back and we discuss his recent experience with Monster Hunter Frontier, among many other things.

Get the Episode here.
The RSS Feed is here.
Get us in iTunes here.

The Tumblr Blog here.

Enjoy!

Re: Sixty

Chris Crawford turned 60. Happy birthday, Mr. Crawford!

On his website, he wrote a fascinating article about how he feels being sixty. He visualized the time he spent and the time he has left using huge jars filled with colored beads.

Crawford's Beads

Wait, what happens when you just eat them?

Each bead represents a day and each layer of color represents a decade. The big jar contains the days Mr. Craword has lived. The small jar contains the days he has left until he becomes 80 – a date where he reckons he will stop working. It’s a very potent and effective Memento Mori. It makes the passing of each day tangible. It reminds that we ought to cherish the time we have left as a valuable resource.

Mr. Crawford uses this opportunity to summarize his work so far. It seems like he feels he hasn’t achieved much. His goal was to develop Interactive Storytelling. However, even the most recent project, Storytron has been put on hold.

I would respond to that in a similar way that Tale of Tales did. Don’t worry Mr. Crawford. You have already succeeded. You have successfully planted ideas into the heads of game designers all around the world and they slowly begin to erode the established fallacies we have built the industry upon. As we speak the console cycle is breaking down while game developers are escaping the sinking ship of AAA game development into small indie and downloadable projects. They begin to embrace the the creative freedom afforded by small, agile teams. Meanwhile, the avant-garde is exploring the uncharted areas beyond the traditional notion of games. All this may not have been caused by you alone. But the insights you have been sharing with the community have accompanied the process all those years and will prove to be invaluable now, that the fertile ground has been laid bare.

On that note, I would consider myself a happy man being at your age and being able to look back at a body of work similar to yours. Also, you have still plenty of time left to continue exploring Interactive Storytelling. I’m looking forward to Le Morte D’Arthu and the next 20 years. Sto lat i na zdrowie!

The Realistic Sci-Fi Genre

One film is an oddball. Two films is an oddball and a rip-off. Three films is a genre.

Just today I saw the film Monsters. It is not a perfect movie. It actually has a lot of flaws. I liked it quite a lot. Not only because of what it is, but also because it shows what could be.

The trailer basically tells most of the premise. A space probe crashed on earth. It contained alien microbes. The microbes spread and presumably mutated in a region in Mexico and created alien monsters. Two people need to travel through that region in order to get home.

A couple of things make the movie stand out. First, the visuals are very subtle. Mostly, wrecks of tanks, planes and ships were put into shaky hand-held camera pictures. The special effects are rarely the focus of the picture. The actual monsters are rarely seen. The result is that the movie feels much more like a realistic documentation of actual events. The technique has been done before but only recently we reached a point where it is being used effectively and consequently by filmmakers.

In this case, the visuals mirror the story. In a typical Sci-Fi movie about aliens, the story will focus on the fantastic gimmick of the aliens themselves. Not so much in Monsters. When it comes down to it, the movie is very much about two people struggling together to get home. It is very much about what they left back home and how the journey brings them together. The monsters are almost a complete backdrop.

But of course they aren’t irrelevant. Because the story doesn’t really have any twists and turns. In the first 5 minutes, you see a guy and a girl and you know how they end up. What carries the movie are the individual moments, even individual shots. Kids playing in gas masks, ruins of cities, people trying to survive near the infected zone. The movie takes it’s sweet time to explore the fantastic topic of aliens on earth simply by showing the effects and not showing the aliens. And if you really want to, you can also interpret it as a metaphor for xenophobia.

And sure, you could call it boring. But it’s also very bold. It treats the subject in an intelligent and mature way. It resists the temptation to cash in on the fantastic. It seeks for depth beyond the premise. Even if it doesn’t really find it, the simple fact that it expects depth is what is so liberating about it.

It rediscovers two rules of classic Sci-Fi for a modern era:

  1. Get the science right. It’s SCIENCE fiction. If science is preventing you from telling your story, then you need a different story.

  2. Tell a story about Humans. Nobody really cares about aliens or robots. We are humans. We can only relate to other humans. That’s ok. Good Sci-Fi finds insights by telling a human story about a fantastic subject.

But Monsters is not alone. It joins Cloverfield and District 9. Among those three, it’s the quiet, artistic and emotional indie movie. It ties together a genre established by Cloverfield and District 9. It also shows that the formula works repeatedly and can be applied to do much more than simply action.

P.S.: I strongly recommend this podcast about how the movie was created. It blows my mind that most of the scenes and dialogs were improvised on location and that the team consisted of just 7 people.

James Paul Gee on Learning and Games

Here is an interesting video I picked up from a Tweet by Alex Moseley (apparently forwarded from Simon Brookes). It’s a presentation by James Paul Gee on the relationship between games and learning. Specifically, he highlights how games are better at teaching things than school and attempts to explain why.

James Paul Gee

11. …
12. PROFIT!!!

It’s a quite interesting video that raises a lot of valid points. I especially like the observation that you can only absorb knowledge by relating it to something you already know or something you have experienced. The analogy with a game manual drives that idea home.

On the other hand, many of the observations are understood by teachers and applied in school. For example, the ideas of inhomogeneous groups where students teaching other students is actually being embraced by many modern school programs.

And finally, some of the qualities he mentions aren’t actually properties of games themselves. In the last example he describes the community of the game The Sims. This isn’t actually a property of the game. It is something that was created around the game. Even though there are certain aspects of the game might have been beneficial for the success of such community, the properties he describes should be attributed not to games but to Internet communities in general.

It’s still an inspiring video. Gee is a great speaker and does an excellent job at presenting complex topics in an emotional and very straight-forward way. It’s just a bit frightening when you realize that most people on this conference have never played the games he is talking about. I mean Yu-Gi-Oh? And those people are supposed to be TEACHERS?! Have they ever seen a child?

Closing Photoshop

As I mentioned yesterday, I was able to get some work done on TRAUMA this weekend. Actually, Monday was a holiday where I live so I had an extra day to get some stuff done. And that’s what I did. I was finally able to finish the last major retouching job on TRAUMA, finally ending this surprisingly work-intensive task. As expected it was much easier to do the touch-ups on the other levels due to the lack of vegetation in the pictures. Note to yourself: next time avoid plants when making a photographic game. Also there was one thing I wasn’t sure if I wanted to do – retouching the horizon in one level. Decided to leave it as it was.

TRAUMA Deface

Typical thing I need to care of: removing the names of shops and people working in the buildings of where level 1 was shot. Don’t want to get in trouble, especially since most of them are law firms. Visually also less distracting this way. I was thinking of adding some messages on there but decided against it. In my next game perhaps.

But I am at an awkward position. I have spent so much time losing myself in this one particular task that I have completely no clue on what to do next. I have to get my old checklist out and start working my way trough it again. I think one of the major things still looming in the background is to write and translate all the subtitles. Technically, I also need to re-program some of the loading functions so that they would work on-line. Finally, the gesture recognition is a little too liberal right now. I need to take care of that too. I think I will want to get those things done before going Beta since these are things I want to test.

My current estimate for the release is end of this year / early next year. Fingers crossed!

The eBook Reader

A quick general update. You might have noticed that I haven’t posted yesterday. Funny thing. After a quite exhausting week and a late night StarCraft 2 session I went to sleep. I woke up at 5pm. With the day being over before it even began I decided to take a timeout. Obviously, I was in need of some rest.

So I took it slow. Cooked some good food. Watched the EG Masters Cup and started a book. I’m reading The Reader on my Kindle right now. This is the first full-length book I’m actually reading on the Kindle. So far I have been checking out mostly samples. As I mentioned before, the experience is really great. I’m eating up the pages like nothing.

The book itself is weird. In focuses (among other things) on a relationship between a 15 years old boy and a 36 years old woman. It is told from the perspective of the boy. In a way, it’s a reverse-Lolita. I do like the way it undermines preconceived notions about gender roles. However, in times where there is just so much paranoia of pedophilia, reading it feels a bit uncomfortable. But maybe that’s the whole idea. I know the book has more to offer and I’m looking forward to see how it develops.

And today I did get some TRAUMA work in as well. I made some great progress. It looks like I should be able to reach the goal I set myself last weekend. More details tomorrow.

Day of the Dead

Here is a hot Protip. Tale of Tales just released a very special limited offer: the Day of the Dead Bundle.

Day of the Dead

No, it’s not about zombies.

It includes 3 of their games – The Graveyard, The Path and Fatale. The combined value of that bundle is 22$. The deal is that you can pay whatever you want. There is a lower limit of 3$ because of the transaction fees.

If you don’t own the games, this is THE chance to get them. I already bought them some time ago and I enjoyed them very much. The Path alone should be enough incentive. It is something one simply needs to try out at least.

Speaking if Tale of Tales, just a few days ago Auriea and Michaël held a great presentation here at Cologne Game Lab. The spoke in great detail about how they came to develop games, the challenges they faced, their philosophy and what they want to do in the future. It was an incredibly inspiring talk. Tale of Tales are a great example of a new idea of what a game designer is. The vast majority of people working on games right now have a computer science background. This is one of the reasons for the expressive poverty so prevalent in the industry. Auriea and Michaël have a background as artists and web-designers. They come into games with the mindset and the experience of using digital media in an expressive way. The games they make are bound to stand out.

I’m not saying this to suggest that everybody should make games like Tale of Tales (although I wouldn’t mind). My point is that in order to create diversity in the games culture, we need people with different backgrounds coming in bringing new knowledge to the table. Luckily, with modern development tools becoming easier to use and with more academic programs emerging everywhere, we might be heading in the right direction.

The only thing we still need is an vocal audience embracing this extra diversity in games. Hey, you know what? How about starting now?

Don’t Be Such A Scientist

Speaking of books I have read recently. There is another one I haven’t written about yet. It’s called Don’t Be Such a Scientist.

Don't Be Such A Scientist

Wait! What if I’m not a scientist?

It’s written by Randy Olson, a marine biologist, who turned into a movie director at some point. I heard about the book (again) on the Scepticality podcast and I was intrigued. The book is tries to highlight the mistakes many scientist and writers make when they communicate scientific facts to a broader audience. The reason why I found that interesting is because I wad playing with the idea of developing a Sci-Fi game that sticks to scientific fact rather than drifting off into the realm of leprechauns and unicorns. However, I’m concerned with falling into some common pitfalls. I have the impression that there are many Serious Games projects, where the designers focus so much on hammering a certain message home, that they forget to put the fun in. So I was expecting some practical advice on how to structure and develop a piece of work that contains science but manages to emotionalize it.

Unfortunately, I was kinda disappointed. Yes, Randy has collected some nice tips and he included a lot of humorous examples. However, the advice is very broad and abstract. The examples on the other hand are quite specific and it’s difficult to distill from them practical lessons. The chapters have captions like “Don’t Be So Literal Mided” or “Don’t Be So Unlikeable”. Granted, he does elaborate a little bit but it doesn’t really come together into a unified strategy.

And you know something isn’t quite right when you start reading things you straight out disagree with. In a very early chapter, he presents a model in which an audience has 4 organs that can be stimulated with a piece of work: the head, the heart, the gut and (basically) the dick. Over and over again he comes back to that model explaining that it’s easier to reach a wide audience the further you go down that list. I found that model quite simplistic and not really useful. Of course sex gets you a lot of eyeballs. But what good does it do you when you are basically tricking people to watch your stuff by injecting sexual content into it? Maybe you should have invested that extra effort to make your content inherently more interesting and valuable. Also what exactly is the difference between the heart and the gut? It’s never really explained.

Another thing that I disliked was that a lot of the examples from the book are taken from the couple of movies he did. Especially, he mentions Sizzle and Flock of Dodos quite a lot. For somebody who never watched the movies, the examples aren’t that helpful. It’s not like he uses his insider knowledge to take the movies apart and explain the process behind the scenes in detail. They remain superficial references.

Finally, even the sub-title is something I would argue with: “Talking Substance in an Age of Style”. It’s the tired, old false dichotomy of form vs. content. A model that is simply a mental dead-end when you are developing a piece of work with any sort of ambition. Excellence in communication and pretty much any design discipline comes from not being able to distinguish form from content anymore.

That doesn’t mean that everything in the book is wrong. The advice is certainly useful for scientists, who never thought about how to communicate their work properly. However, as a Game Designer, I need something more in-depth and specific.

I was wondering, do you guys know games / serious games that try to teach or simulate something but forget to evoke enthusiasm for their subject? Maybe we can get a discussion started to sort out common problems.

TRAUMA on Weekend Confirmed!

Another dream coming true! Just yesterday I realized that TRAUMA was mentioned on Weekend Confirmed! They mention it in on episode 30 when Jeff Mattas from Indie Games Chanel visits them to comment on IndieCade. From all the games on the show, they just happen to also mention TRAUMA.

Of course the mention it only very briefly and have difficulties to convey the visuals verbally. But it is mentioned in the context of a discussion about Indie Games and how they explore the expressive potential of the medium. So I’m right where I wanted to be.

It’s also quite meaningful to me personally. I started listening to the show’s host, Garnett Lee years ago – back when he was running 1Up Yours. That podcast got me interested in listening to podcasts in the first place. After Garnett left I was always looking for a replacement but I never quite found anything that hit the spot. I was very happy when Garnett came back recently with Weekend Confirmed. Today I’m listening to A LOT of podcasts on a regular basis, but Weekend Confirmed definitely belongs the ones I enjoy the most. Listening to them talk abot my game… or rather not quite being able to talk about my game is unreal and very special to me. In the context of the podcast it competes with the one time at GamesCom when I actually met Garnett Lee on a party. Even though I’m pretty sure he doesn’t realize that I’m the author of TRAUMA.

Just one request Garnett: the next time, please help an Indie put a link in the show notes. :)

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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