Game Design Spring 2011
Monday, March 7, 2011
CryEngine 3 Demo
Wednesday, February 23, 2011
Ovid and Game Theme Analysis
Ovid writes in an interesting literary time, essentially following the myth of Homer and other ancient cultures while paving the way for modern writing that forms our current culture. Much of Ovid's Metamorphoses is explanatory on the surface, explaining the origins of various flora, fauna and phenomena. Plant and animal origins are very common in the Metamorphoses, possibly always resulting from the transformation of a mortal. Often these mortals are being punished by the gods, as is the case with the sisters turned into bats by Bacchus or Arachne turning into a spider, but mortals also turn into animals and plants as a means of seeking sanctuary or refuge from the horrors around them. Many a girl is turned into a bear or laurel or frankincense within the pages of the Metamorphoses, sometimes with divine intervention and sometimes without. Tereus transforms into a bird out of pure grief from the horrible act he has inadvertently committed, showing that a deity's hand is not always necessary for these metamorphoses, even if they do have some indirect influence on how events play out. These origin stories are interesting because they explain how different elements of the natural world came to be, not unlike many ancient stories from many ancient cultures, but they are also deeply metaphorical, allowing their tortured subjects to escape human nature, either their own or others, but changing into something not human. The punishments, too, are always logical in how the victim is transformed, even if Ovid makes the point that the punishment was unjust. I definitely see some blending between older mythological narrative elements and more modern literary elements in Ovid's work; he always seems to have a sharper point right under the surface of his work, such as the nature of love, or the purpose of art within society. (Within the books there are multiple references to weaving and singing, some of the primary artistic mediums besides Ovid's own.)
Through affairs, rapes, acts of vengeance and jealousy, the gods portrayed in Ovid's text seem to do more to antagonize the mortals within the book than they do to help or benefit them. Ovid doesn't present this as being because of any in-born malicious intent, but instead as a result of their remarkably human emotions and characteristics (Juno's jealousy) and their vastly differing world-view. (Jupiter's entitlement issues) When Minerva weaves her tapestry in contest with Arachne, she presents a world of structure and order, whereas Arachne presents the gods raping the mortals in a horrendous scene. I would not at all be surprised if Ovid is presenting his view of the misunderstandings and struggles politically within Rome at the time. I feel that the class-struggle feeling of the mortals versus the not-so-divine divines is apparent enough that I would label in a resonant theme of Ovid's work, supported and unified by the many acts and plots performed and planned by the gods against the people. Again, however, this is not because of any innate evilness on the part of the gods, but instead due to their feelings and emotions, as well as their robust power which allows them to plot and then act upon these feelings.
The game Morrowind has a very interesting theme that I will analyze from the perspective of the lenses presented in Schell's book. Morrowind does a great job of presenting its theme in a resonant way by use of many physical aspects of the world it has built and also by using many cultural elements created through player interactions with the thousands of NPCs within the world.
What Morrowind does a better job of more than anything else is make the player feel like he or she is really within a foreign world and culture.
The most obvious way Morrowind achieves this sense of the exotic is through the many physical elements of the world. First and foremost, the actual landmass you explore is a massive volcanic island, something that is exotic to most players. Because of this volcano and the story's events, the areas nearer to the volcano, the “Ashlands” as they are called, are plagued by massive whirling blight storms that disease the inhabitants and obscures your vision as you attempt to travel through them. The Ashlands are also marked by large rock spire structures, not unlike stalagmite, but without an obvious formative cause. Throughout the more fertile areas of Morrowind the landscape is dotted with gigantic mushrooms often in places where trees would be, giving the world a very alien feel. The creatures too are often very strange, from the floating jellyfish-like Netch that are kept in fields and killed for their leather to the dog-sized Kwama that have entire hives and colonies with foragers, warriors and queens.
The architecture of Morrowind bridges the gap between the physical appearance of foreignness and the foreign cultural elements of the inhabitants. The indigenous architecture of Morrowind comes in several styles, in the southern delta buildings are made of a sort of adobe style in a flat, blocky style with roofs accessible via trapdoor. The large city of Vivec is made of a similar material, but it is divided into huge, multi-tiered quarters, each a massive building the size of a city block, sitting in the water of the southern coast and connected to each other with footbridges. This style is interesting because while it might have been influenced by african, Islamic, or Native American architecture, it's synthesized well enough to where the influence is not immediately apparent. In the northeast the buildings become even more alien, as the main structures are actually massive plants grown my mages and hollowed out. These tall, spiraling towers have a bulbous quality and from a distance seem to tangle together. The interiors are strange and seem to be coated in a amber substance. In another part of the country there's a building that is actually made out of the exoskeleton of a massive, prehistoric crablike creature, with smaller rooms and living spaces built within. In addition to these and many other types of strange structures, Morrowind is part of the larger empire of Tamriel and as such, even though it's a backwater province, is home to many colonial influenced Imperial towns. These are filled with architecture that is very familiar to the average player, cottages, inns and castles, mostly, and they serve to ground the game in the traditional fantasy genre. They also provide a great source of contrast to Morrowind's intense culture, both in the style of their architecture, and in the inevitable cultural conflict that arises when these foreigners meet natives.
Morrowind's culture is sharply defined from the very beginning as being quite different from the player's own. The native people are the dark elves, their ashy skin reflecting their volcanic homeland, and they are notoriously xenophobic within the game's lore, most likely because of their geographic isolation. The player arrives to the country by boat, and is allowed to choose his or her race when creating a character, including the option of playing as a dark elf. No matter what the player chooses, however, the locals will always refer to him or her as “outlander”, your status determined not only by your race, but also by your implied mannerisms that characters inevitably pick up on. (I think if there was one thing I would want from this game, it would be that as the player replays the game and becomes more familiar with Morrowind's culture and politics, they could prove themselves through conversation and gain favor in that way) This sense of isolation is reinforced by the multitudes of culturally-specific references to politics, important people, institutions, language and religion that permeate the game. Most of this is either eventually explained to you or can be learned through independent study with the many books scattered throughout the game. Still, the sheer mass of information on top of the strangeness of the world around you make Morrowind quite an experience.
Monday, February 21, 2011
Game Design Assignment 2: Design Game Play Using Primitives
Game Ideas from Metamorphoses
My first game idea is derived from the incredibly short story Python in Ovid's Metamorphoses, in which the god Apollo destroys the newly-created python by shooting him with his bow. From his black wounds, “venom oozed.”
This by itself is enough to set up the conflict for a really epic game scenario if we can add some suitable mechanics. The gameplay style I've chosen would work well for a simple, bare-bones arcade style game with a scoring mechanic for replayability, or as a boss fight section as part of a much larger game with different gameplay mechanics, so as to break up the tempo and action. Because of this, I haven't added any story other than what was set forth in Python by Ovid.
My game also takes inspiration from one of the earliest programmed computer games, one that now has variants on almost every type of hardware imaginable. Snake. With Snake you control a little blocky line (the “snake”) that is traveling at a fixed rate. You can only turn the snake left or right 90 degrees from the direction it is currently facing. Through a series of well-timed turns, you can navigate the snake around the map towards 'food' objects which make the snake grow in length. This gets you points, but eventually the snakes tail starts to get in the way of his head. If the snake crashes into himself or into a wall, he dies.
My idea is to radically update this formula into a fully-3d space, and have the player control Apollo as he flies through the world at a fixed speed and have the python trailing after him at a fixed rate as well. The player have a variety of methods available to dispatch the massive beast, most of which related to the tangling nature of the gameplay. Apollo could shoot arrows and different marked spots on the pythons body, forcing the player to line up the shots while avoiding the snake's mouth. Another way to damage the snake would be to trick him into running into his own body, biting himself as Apollo flies away unharmed. When the snake is injured, a liquid pillar of black venom would gush from the wound, harming Apollo if he doesn't avoid it.
Because the player will need to navigate in three dimensions as well as aim and keep track of a large snake stalking him, this game would be best suited for the PC or perhaps the Wii with precise aiming options. Standard consoles and other platforms could be accommodated with slight gameplay changes.
Chariot of Fire
Phaethon's chariot ride is an obvious story upon which to base a game, and there are many directions it can be taken. I decided to make the focus on the many exciting sights and experiences described in Ovid's Metamorphoses.
The game would be a 'single-player racing game' of sorts, in which the player would control the chariot with Phaethon aboard, but there would be nothing to race against per se. Instead the player would travel along a preset, semi-visible 'track', about four or five times the width of the chariot it self. The track would stretch from the skies of ancient Rome, winding through many sights and vistas before rising slowing above the entire world, traveling through the constellations and then veering off-course and into many more heavenly destinations. The chariot would travel along this track automatically, the player moving the chariot from left to right within the track's width, and choosing when to speed up and slow down in short bursts before resuming the normal speed. The game still has the feel of being 'on-rails' however. As the chariot travels along the track, the player is rewarded with new sights and events, but also must dodge obstacles and ornery characters. Flying through the Roman skies harpies may attack you, and while in the heavens expect to be charged by Taurus. The longer the player can ride the chariot of fire, the more new scenery he will encounter, as it changes often throughout the trip. The action would hopefully have a somewhat relaxed but engaging feel, collectibles seem a must to add replayability and unlockables. Perhaps pieces of “stardust” you could click or tap on to collect, then throw to trigger secret events?
A strong focus on a stylized and cohesive graphical style would be necessary, as the graphics are one of the central draws and rewards of the game, but the stylization is necessary to make them memorable and more portable to more casual platforms such as lower-end PCs and iPhone / iPad. Ideally all controls could be easily achieved with dragging and tapping motions.
Seeds of Power
I've adapted the story of Cadmus and the Earthborn People into a real-time strategy game instead of a action-oriented combat title.
In this game you would be tasked with building up your city, civilization and army in order to either complete an objective in a campaign mode or defeat your opponent on a quick-play or multiplayer mode, in this way very similar to other RTS's.
Here it is the actual mechanics that are inspired by the story of Cadmus. The actual events of Cadmus will work for a single scenario in the game, and I will use that as an example to describe the game.
The player will start from a pulled out isometric perspective, with only a single Hero unit available to control, in this case Cadmus. Throughout the world there will be various places to collect any of the four elements: earth, wind, water and fire. Only hero units will be able to collect and store these elements, which can then be mixed on a 2x2 grid in order to form new objects. For example, regular villagers can be created by mixing 1 fire and 1 water in order to create seeds for humans. Cadmus will have to farm a small plot of land himself, plant the seeds and wait for people to sprout up. Now the player can control the villagers and make them plow more land, collect resources such as wood or seeds, and grow food and build buildings. This will free up Cadmus to collect elements or use his heroic strength to fight mythical monsters lurking in much of the woods surround the village. When Cadmus meets a serpent monster and defeats him, the monster will drop teeth which Cadmus can bring back to the village and plant in order to grow soldiers. The player can then use these soldiers to kill more beasts to collect more soldiers that differ in type depending on where they are harvested. For example, soldiers grown from the serpent may be able to poison enemies.
As player creates more buildings and fields and his units to grow and progress, the player will discover more possible combinations of the four elements to create more objects and powers to aid him during the game. Elements may be found in the environment or created by divine intervention. For example, if the player needs more of the fire element, he could make a sacrifice to Jupiter who might send down a lightning bolt, setting trees on fire and creating fire collectible by your hero units.
This game would really work the best as a PC game, but if it were implemented as a simpler RTS with a focus on less units that are stronger and more robust it could work on the Wii or the iPad.
Journey to Pluto
Journey to Pluto would be a character-based third person puzzle game starring the duo of Echo and Narcissus. They are on a quest to journey to the underworld and ask Pluto to cure their respective curses. The game would have dark and creepy aesthetic style, but would be lighthearted enough for a casual puzzle game.
Narcissus and Echo would help each other navigate through various levels in the underworld, each one a dark and misty maze filled with creepy cerberi, monsters, and traps to be avoided. The player would switch between each character and use their respective powers to navigate through the maze and help each other navigate as well. Narcissus can switch places with his reflection in pools of water or mirrors placed throughout the level. Because he is now on the inside of the mirror, he can now walk off the edge of the mirror and reappear in another mirror or pool and then switch back into the real world.
Narcissus could then throw and switch or trigger that would allow Echo to pass into an area that she needs to get to. Echo could neutralize monsters with sonic attacks, such as sirens, by repeating said attack back at them. She could also work with Narcissus to repeat things he says from other points on the map in order to draw enemies away allow him to sneak past. Various other environmental elements would be introduced throughout the levels that both characters could interact with in different ways, increasing the complexity and difficulty of the levels as the player progresses.
Because the controls would be simple direction buttons with a character switch and interaction buttons, this game could work on almost all game platforms with 3D capability.
Untitled
One of the recurring themes of Ovid's Metamorphoses I believe is prevalent enough within these first three books that it cannot be ignored as inspiration for a game. That is the idea of a virgin being relentlessly pursued by a male deity. Incorporating this into a game in a tasteful and marketable manner is the main challenge here, however. Instead of handling the issue directly I think it would be best to make the conflict with the main character, a young girl (Virginia, of course), hiding from and beating up hordes of creepy god-men. This would be a simple beat-em-up type of game in which the objective is to get past as many waves of classical deities as possible. Your character would have several transformative abilities which she would unlock as she progressed and could use for a set period of time before having to wait to use that ability again. A crow ability would allow her to fly past the many men and avoid them, while a cow ability would let her trample and gore them with reckless abandon. The tree transformation would hide her completely and she watches them pass by and howl in frustration.
The main way I would keep the game fun would be to make it so over-the-top and ridiculous that the player would have no choice to chuckle at the presentation, even if the subject matter is questionable.
Because of the action-oriented nature of the game, consoles would be a natural fit, using a gamepad would be the best way to control the combat.
Chris Moon - Assignment 3
Blog Assignment 3: The Question of Theme in Games and Ovidʼs Metamorphoses
- Step 1: Figure out what your theme is.
- Step 2: Use every means possible to reinforce that theme.