Week 11

This week we looked at emotions and how player’s emotions and in extension there mood can change when playing games (Brook, 2015). An example of this was shown during class, when we watched two videos that showed PewDePie’s reaction to a cut scene in Last of Us and Walking Dead (Brook, 2015). David Freeman coined the term Emotioneering, which refers to engineering emotion in game design (Brook, 2015). Freeman has developed several “Emotioneering Techniques‟ to provoke a desired emotion in the player (Brook, 2015). While there are a number of techniques game developers can employ when creating games, most emotion comes from the characters (Brook, 2015). Character emotion can either be expressed though action or dialogue (Brook, 2015). It terms with dialogue, it is not only important to achnowledge what is said, but how it is said (Brook, 2015).

david-freeman-on-the-art-of-writing-for-games-20050315045807122

Figure 1: David Freeman on the Art of Writing for Games (Source: Kosak, 2005).

Who is this character? What is his background and his key traits?

Quest Giver NPC: “I have a job for you.”

A veteran who is trying to survive the apocalypse by collecting weapons from the desolated wasteland of America and selling them at McDonalds. After the player finishes purchasing there desired weapons the veteran will say “would you like a quest with that?”

Tutorial Activity

1) Discuss the role of emotion in games you have played and in the game you are developing. Are there any particularly emotional events that you remember? What about those situations affected you?

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Figure 1: BioShock Infinite (DePasquale, 2015)

An emotional event occurred at the ending of Bioshock Infinite where Elizabeth explains the plot line of the game and how the characters interrelate with each other. Elizabeth tells the audience that there are parallel worlds and in these worlds the only thing that makes them different is variables and constants. Within the game the constant is the baptism, while the variable is if Booker DeWitt accepts or declines it. If Booker DeWitt refuses the baptism he stays as himself, but if he accepts the baptism he is reborn as Comstock, therefore he is both Booker DeWitt and Comstock. Therefore Booker DeWitt needs to drown himself before be becomes Comstock, in order to stop all the Comstock’s in the parallel worlds. To view the ending of Bioshock Infinite click on the link below.

https://www.youtube.com/watch?v=YPmzA_cRMgM  

2) Identify the major characters in your game (quickly sketch out new characters if you need to) and indicate at least four different aspects of the relationships between them from each character’s perspective (for example, one character might respect another, but that respect is not returned; the latter character might be envious of something the former character has but takes for granted, etc).

For my machinima there are three major characters a dwarf, elf and panda.

The Dwarf: He has a pessimistic attitude towards the Panda and life itself, this is because his family was eaten by murlocs. The dwarf only agreed to group up with the Panda to kill murlocs, because he has no friends and she did save his life.

The Elf: He is racist towards Pandas and uses them as a scapegoat for the luck of tanking jobs available to him. He also doesn’t particularly like dwarfs as well.

The Panda: Even though she appears to be wanting to make friends in reality she is just hungry and is looking for her next meal. She hates the taste of dwarfs (from experience), therefore she decides not only to save the dwarf, but group up with him. The panda then uses the dwarf to lure another racial character to a secluded location to eat them. The panda takes a sudden disliking to the elf when he accuses her of taking all the tanking jobs and therefore decides to eat him.

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3) If you don’t have a solid cut-scene scripted, identify a section of your game that might have dramatic and emotional importance for the story and its characters, and write a sequence of dialogue for that sequence.

A dramatic and emotional part of the machinima is the climax when the panda successfully leads the elf out of tavern and eats him.

5) How might humour play a role in the game you have been working on? Are there any ways in which you can incorporate humour into your dialogue?

For the machinima my group is aiming to make our viewers laugh. This is hopefully achieved by making the elf annoying, so when he is eaten by the panda the audience will enjoy it.

References: 

Brook, L. (2015). Week 11 Lecture – Emotion and Dialogue [PowerPoint slides]. Retrieved from Edith Cowan University, Faculty of Creative Industries, Blackboard Website:  https://blackboard.ecu.edu.au/webapps/blackboard/execute/content/file?cmd=view&content_id=_4090026_1&course_id=_617928_1

DePasquale, (2015). BioShock Infinite [Image]. Retrieved from http://depasquale.deviantart.com/art/BioShock-Infinite-365864808

Kosak, D. F. (2005). David Freeman on the Art of Writing for Games [Image]. Retrieved from http://www.gamespy.com/articles/596/596254p1.html 

MrSinghOfficial, (2013). BioShock Infinite Ending ( Final Boss Battle ) Full movie HD Ending Final Mission. Retrieved from https://www.youtube.com/watch?v=YPmzA_cRMgM

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Week 10

Cinematic forms used in the video games medium are cut-scenes, mini movies and trailers (Brook, 2015). Mini movies can develop a richer game world, provoke interest/ hype, be a non-crucial exposition, provide closure and be a fan service (Brook, 2015). Also mini movies don’t require the viewer to play or understand the game (Brook, 2015). Trailers are made to generate interest and hype for the game, therefore may inform audiences on the game’s background, atmosphere and game play (Brook, 2015). The Game Of War trailer is an example of a trailer that does none of the things mentioned above, therefore is not successful in providing a realistic expectation of the game (Brook, 2015). A cut scene is a pre-scripted game sequence, they often introduce, break up, and end games (Brook, 2015).

1) Do you think cut scenes have a place in contemporary video games, and why?

I believe that contemporary video games will always have a place for cut scenes as it is an enjoyable way to receive information, as opposed to reading text. Cut scenes are used for setting up the story/game background, developing the characters and plot, creating an atmosphere and providing instruction and clues (Brook, 2015). Also cut scenes can give players instructions, motivation, reward the player and encourage player interaction and emotion (Brook, 2015). Cut-scenes allow player to view the game in a way, which wouldn’t be able to be achieved from game play alone.

2) Thinking of video games you have played in the past, what have some of the most memorable cut scenes been, and why?

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Figure 1: the-last-of-us-sarahs-death-gif-set-2-of-tlou. (Source: sakuma-drop, 2013).

The cut scene at the start of Last of Us is memorable when Sarah was shot by the solder and is dying in her father’s hands. This scene is so powerful because it plays on every parent’s most primal fear of losing their child. Also by letting the player play Sarah prior to this scene it further encourages them to identify with her and be more devastated by the thought of her dying. To view the cut scene click on the link below.

https://www.youtube.com/watch?v=DidjobKweCs (FusionZGamer, 2013).

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Figure 2:  y9skY (Source: Anonymous, n.d.).

Blizzard is known for their talents in creating incredible cut scenes, Diablo III was no exception. The introduction to Act II of the action RPG features an amazing encounter between the angels Tyrael and Imperius. This fight is much more entertaining than Tyreal telling the player what happened in game mode via text boxes. To view the cut scene click on the link below.

https://www.youtube.com/watch?v=zqaUxSvAVdc (GameSport, 2012).

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Figure 3: portal-1024×640 (Source: Dan, 2014).

I couldn’t help but include the final cut scene and credits from Portal 1 into this list. This is the first time the player sees the outside world after being trapped within the testing chambers and is congratulated for completing the game by receiving a cake. Although the real reason this one is here, is for the closing music, in which GLaDOS reveals she is “still alive” in song form. To view the cut scene click on the link below.

https://www.youtube.com/watch?v=1zZZJm6pWQ0 (Firelyte, 2013).

3) Think of a game that you have played that could have been improved with the removal/ addition/ amendment of cut scenes, and discuss

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Figure 4: Resident_Evil_1_cover (Source: Mika1h, 2013)

The cut scene in Resident Evil (1996) where Barry Burton gives Jill Valentin a lock pick is an example of what would happen in games if there were no movie cut scenes. This cut scene is very boring and takes time away from the player’s game play. The game could benefit from not including this cut scene at all or reducing the length of the cut scene dramatically. Also I find it comical that the master locksmith, Jill Valentin has no lock picks, you would think she would always have several on her, I know I do when playing thief characters in games. To view the cut scene click on the link below.

https://www.youtube.com/watch?v=X_QIXYnWtDo (Resident Evil Database | Horror Database, 2015).

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Figure 5: Ff10_logo (Source: wikia.com, 2015).

Another cut scene that felt unnecessary is in Final Fantasy X where Yuna teaches Tidus how to laugh. I didn’t particularly enjoy this cut scene as it felt very forced. From doing film studies I learnt that if a scene does not set the mood or is part of the narrative, it is best not to include it and I feel that this cut scene in Final Fantasy X does neither of the two. Although the game developers may argue that it shows Yuna and Tidus’s relationship developing, but considering that there are many other cut scenes that do the same thing it leaves us to question is this cut scene really necessary? To view the cut scene click on the link below.

https://www.youtube.com/watch?v=-5FTJxfV3pc (YoshiFan007, 2007).

4) Work through the in-class tutorial using the Unity game engine

5) Discuss in your groups whether you will be using Unity to create a game level, or using another game to create a machinima. Why have you chosen the selected format?

Alex and I are going to create our machinima in World of WarCraft (WoW).

6) Using a narrative concept from a previous workshop, or your assessment, storyboard a sequence with crude figures, using a format of your choice.

References:

Anonymous, (n.d.) y9skY [Image]. Retrieved from http://i.imgur.com/y9skY.gif

Brook, L. (2015). Week 10 Scripting and Storyboarding [PowerPoint slides]. Retrieved from Edith Cowan University, Faculty of Creative Industries, Blackboard Website: https://blackboard.ecu.edu.au/webapps/blackboard/content/listContent.jsp?course_id=_617928_1&content_id=_3843058_1

Dan, S. (2014). portal-1024×640 [Image]. Retrieved from http://earnthis.net/dans-top-100-everything-54-portal/

Firelyte, B. (2013). Portal 1 – Final Cutscenes & Credits. Retrieved from https://www.youtube.com/watch?v=1zZZJm6pWQ0

FusionZGamer, (2013). The Last of Us: Sarah’s Death Scene [HD]. Retrieved from https://www.youtube.com/watch?v=DidjobKweCs

GameSport, (2012). Diablo III – Act I Ending Cutscene (Spoilers). Retrieved from https://www.youtube.com/watch?v=zqaUxSvAVdc

Mika1h, (2013). Resident_Evil_1_cover [Image]. Retrieved from https://en.wikipedia.org/wiki/Resident_Evil_(1996_video_game)#/media/File:Resident_Evil_1_cover.png

Resident Evil Database | Horror Database, (2015). Resident Evil (1996) – Cutscenes: Jill Valentine – Diálogo #5 (Master of Unlocking). Retrieved from https://www.youtube.com/watch?v=X_QIXYnWtDo

sakuma-drop, (2013). the-last-of-us-sarahs-death-gif-set-2-of-tlou [Image]. Retrieved from http://sakuma-drop.tumblr.com/post/57316775053/the-last-of-us-sarahs-death-gif-set-2-of-tlou

wikia.com, (2015). Ff10_logo [Image]. Retrieved from http://finalfantasy.wikia.com/wiki/Category:Final_Fantasy_X

YoshiFan007, (2007). Tidus and Yuna laugh…out loud?. Retrieved from https://www.youtube.com/watch?v=-5FTJxfV3pc