quinta-feira, 24 de setembro de 2015

A new book for my ludic library: Death by Video Game

I bought this one in Oxford during the The Videogame Cultures Project: 7th Global Meeting following the recommendation of my hungarian friend Attila.

It's interesting. A little bit morbid for me. Nevertheless, the book has a very good investigative work done by the author. I'm reading the chapter 2 in this moment. I think it will be good to understand new ideas from the gaming universe.



Synopsis:

Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafes is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.

Reference:

PARKIN, Simon. Death by videogame: tales of obsession from the virtual frontline. London: Serpent’s Tail, 2015.

Click here to buy.

segunda-feira, 14 de setembro de 2015

About "The Videogame Cultures Project: 7th Global Meeting"

The 7th edition of "Videogame Cultures and the Future of Interactive Entertainment" (Oxford, 2015) was awesome. There were epic days full of good people and good presentations about the ludic universe. I want to thank Daniel Riha and the other organizers for the chairman invitation. It was an honor to moderate the Player Behaviors' session. Thanks to all participants for the inspiring speeches and for the good company. Thanks Shauna Ashley, Alexia Bhéreur-Lagounaris, Vanessa Erat, Thomas Faller, Veit Frick, Thomas Hale, Declan Humpreys, Bradley James, Ewan Kirkland, Britanny Kuhn, Amanda Marie LeBlanc, David Mizzi, Simon Murphy, Dariusz Poczekalewicz, Daniel Riha, René Schallegger, Felix Schniz, Attila Szantner, Nick Webber, Kieran Wilson. Waiting anxiously for 2016! May the force be with you! #GoGamers

Some good pics from the conference below:







I want to share my paper presented in the meeting: Observing iterative design on the mobile indie game Dominaedro >> Click here for download.

segunda-feira, 7 de setembro de 2015

Horror ludens: using fear to construct meaning in video games

Fear is one of the most ancient feelings orbiting the human existence. The feeling of fear, historically, has been a fruitful basis where different writers, filmmakers and many other storytellers seek the inspiration to create their works. Video games, legitimated as “forms of media, human expression, and cultural importance” (FLANAGAN, 2009, p.67), were not left out of this list; the sophistication of the latest generations of consoles elevated fearful ludic narratives to a new frightening level.



In this context, we can discuss how fear could be a powerful element to construct meaning in some specific video games. Titles like Evil Within, Alan Wake, Slender and many others help us find some answers in this scenario, but in this post, we intend to focus our attention on the game Outlast (Playstation 4, 2014). Created by an independent studio named Red Barrels, the game sets its action in a psychiatric hospital in which the player takes the role of a reporter looking for clues of some bizarre experiments made with the patients. Without weapons or special powers, the player has only one hand cam to help him through the journey. Hide and run are the only options to escape from some creatures and tormented patients of the hospital. This kind of fear-based game, unlike other game genres, e.g. role-playing, first person shooters, puzzle, action, sport games etc., focuses on stimulating the player in a negative way. Check the trailer/gameplay below:



In this situation, fear is understood as creative “fuel” to develop narrative, gameplay, experience and immersion. Spinoza, in his book Ethics (2005), set out to analyze the origin and the nature of human affections taking as its starting point the desire, joy and sadness. Spinoza postulates that human beings, by nature, are passionate and affected by external forces to it. The Dutch philosopher drew a deep observation about feelings/passions that underlie human existence, complying aspects of fear.

The rhetoric of fear allows the development of games with meaning based on horror and terror like Outlast. About this, Ghita (2014, p.58) says as a refining of fear, ‘terror’ constitutes a multifocal aesthetic emotion, whose main feature is the state of anxiety, brought about by a well-balanced series of artistic elements: plot, atmosphere, characters. As an intensification of fear, ‘horror’ represents a unifocal aesthetic emotion, whose main feature is the state of revulsion, brought about by the paroxistical development of the afore-mentioned artistic elements.

In the context of game design using fear/terror/horror to create meaning in Outlast, it has been possible to identify three specific elements as Nielsen and Schønau-Fog (2013, ps.52-53) propose: 1) a deep narrative that allows the player to invest emotions into the character; 2) a deep sense of freedom to establish a connection and a deep grade of immersion on the player; 3) and, finally, the player should feel like a victim rather than a contender. Another point to highlight in this category of games is the use of “illogical architecture to turn houses, gardens and streets into great mazes which would make no sense in the real world” (NIELSEN; SCHØNAU-FOG, 2013, p.45). In Outlast – our main example for this post – we can identify these previous elements strategically hybridized with many different aspects of terror and horror, the narrative works alternating these both aspects to create a stronger immersive experience for the players.

Maral Tajerian, in an article for the site Gamasutra.com entitled “Fight or Flight: The Neuroscience of Survival Horror”, says that anxiety is a point to highlight in terror games. This author also says “next to fear, anxiety is perhaps the most prominent feeling experienced in video games. Unlike fear, which is a response to an imminent threat, anxiety is a response to a future potential threat”.

In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feeling in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.

Now on to your opinion.



References:

FLANAGAN, Mary. Critical Play - Radical Game Design. Cambridge: MIT Press, 2009.

GHITA, Catalin. Discussing Romanian Gothic. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.

NIELSEN, Danny Langhoff; SCHØNAU-FOG, Henrik. In the mood for horror: a game design approach on investigating absorbing player experiences in horror games. IN: HUBER, Simon; MITGUTSCH, Konstantin; ROSENSTINGL, Herbert; WAGNER, Michael G; WIMMER, Jeffrey (Eds.). Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context. New Academic Press: Viena, 2013.

SPINOZA, Baruch. Ethics. London: Penguin Books, 2005.

SUITS, Bernard. The grasshopper: games, life and utopia. Broadview Encore Editions: Toronto, 2005.

terça-feira, 25 de agosto de 2015

Speed Painting Tutorial: Concept Art for Video Game Industry

Awesome (and inspiring) video. Visual magic with photoshop and an excellent way to present gaming concept arts.



quinta-feira, 13 de agosto de 2015

Creating sense in the impossible

Here's the situation: you are a powerful warrior in the city of Yharnam, a place fulfilled with an army of beasts and ancient monsters. You have a huge war axe and an arsenal of explosive potions. The battles against the creatures always end in a complete carnage. With your powers, you can destroy colossus, face the undead and survive in inhospitable conditions. But, there’s one thing you can’t do: open a closed wooden door.



This example comes from Bloodborne (Playstation 4, 2015), one blockbuster game created by FROM SOFTWARE and launched this year. Besides the great power of your character, some simple situations like destroying wooden doors are impossible in the gaming universe, forcing the player to tread more dangerous paths. Surely, you have found this kind of situation in other games: your character can free-fall from high levels, but is killed with a punch; a weapon that exterminates gods can’t cut a rope; a missile that explodes tanks can’t destroy a wall. And, normally, this kind of situation makes perfect sense in the gaming universe. Sometimes, we even wait for this kind of absurd situation in games.

Why can we accept this kind of anomaly – that makes no sense in the real world – in gaming narratives? One good explanation comes from Ensslin (2015) that postulate one nuclear point of this discussion: some games are “unnatural narratives”.

Following this author thoughts, we can say that some games have more unnatural content inside its narrative than others and “(c)learly, mainstream videogames are full of physical impossibilities” (ENSSLIN, 2015, p.53) allowing a kind of suspension of disbelief by the players. Ensslin (2015, p.53-54) also says that we can find another unnatural details in games like anthropomorphised creatures, “the anatomic dimensions of some hypersexualised characters would be anatomically impossible”, “teleporting, between geographic areas is a standard form of fast in-game movement” or the Bloodborne’s example previously commented in this post.

We have lots of games that explore fantasy and the impossible in its interfaces. It’s part of the nature of some games. On the other hand, we have games created in a very realistic way that work with a great dose of credible facts. To better understand this relationship we use the words of Ensslin (2015, p.55) again

some games are more “unnatural” (…) than others because they deliberately violate the ludo-narrative conventions of their genre and the medium itself in order to evoke meta-ludic and meta-fictional reflections in the player – as well as other types of philosophical and critical processes.

One point should be emphasized in this context: the fun offered to the player is always fundamental in any case. A good game design work is fundamental to balance the equation of the fun blended with the unnatural elements of the gaming narrative.

We’ll discuss more on this subject.



Reference:

ENSSLIN, Astrid. Video games as unnatural narratives. IN: FUCHS, Mathias. Diversity of Play. Meson Press: Lüneburg, 2015. Click here for free download.

quinta-feira, 6 de agosto de 2015

Game Design Lessons: Presenting Perfect Puzzles

Excelent game design lesson from The Game Prodigy channel. Simple, objective and ludic.



Puzzle games, by definition, focus on logical and conceptual challenges, although occasionally the games add time-pressure or other action-elements. Puzzles are a good format to structure interesting choices in games and this brief presentation synthesizes these ideas. In this short video we have inspiring ideas for game design and gaming concepts.

#GoGamers

terça-feira, 28 de julho de 2015

My approved proposal to "The Videogame Cultures Project: 7th Global Meeting" (Oxford, UK)

Observing iterative design on the mobile indie game Dominaedro

Author:
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/São Paulo, Brazil; vincevader@gmail.com)

Smartphones and tablets are leading sales of electronic devices around the world, and became a rich field to explore gaming initiatives. Mobile media created a ludic ecosystem in which large publishers and small studios coexist; the new ways of digital content distribution allowed a gaming market with big productions and indie experiments to live in the same platforms. In this scenario, we seek to analyze a development process involving an independent Brazilian mobile game named Dominaedro, launched by Ludofy Studio in 2014.

Our focus in this work will be to discuss iterative design – a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress. In this context, we understand iterative design as a methodological tool to create a game. We intend to observe this kind of developing process, giving emphasis to the analogical prototyping phase that gives us some feedbacks from the beta-testing players, like in a qualitative research. Finally, we present the importance of the iterative design to quality assurance in the digital version of the game.

Data collected through 20 beta testing sessions showed the importance of iterative process to improve a gaming experience and to facilitate the production of the digital product. Based on this content we will demonstrate the whole process of creating a mobile game – from the idea, passing through the prototypes, until the final version.

We conclude highlighting the current tendency to create indie games using accurate design methodologies to gain audience in a very competitive scenario, and how indie games could be a learning point for aspirational game designers and small publishers; we will also emphasize the importance of using digital social networks and specialized media to publish and support an independent game.

Keywords: entertainment, mobile, iterative process, Dominaedro, indie game, Brazil