Friday, 29 March 2013

BA6 | Specialism #03

Researching Ancient Ruins of Thailand

A large part of TR: Underworld is based in Thailand therefore I thought it would be a good idea, before I research any other games, to look into the ancient ruins of Thailand and see if I can get any inspirations and influences from there.  I began simply by typing in “ancient ruins in Thailand” into YouTube to see what would come up and this is the first video I watched.

 
>> video reference, credit goes to michaelpluznick << 
 
I thought this was actually really helpful. I could see a lot of connections between the architecture being shown on the video to that which I saw in TR:U. The only main difference was that these were primarily inhabited, obviously maintained for tourists and natives. So whilst the architecture is definitely influential, some of the shots are too maintained. I need more jungle like exteriors for proper visual references. 

Reading through the comments on the previous video I saw a lot of people stating that the images were from a place called Chiang Mai. Chang Mai is the largest city in northern Thailand and is the capital of Chaiang Mai Province. When I typed in “Thailand jungle temple” into YouTube I was presented with a video named “Wat Umong Temple in Chiang Mai, Thailand”. Whilst there is still a clear effort to preserve these temples and areas, probably for tourism and religious purposes, this video shows more natural growth to the area. There is more evidence of luscious vegetation and natural surroundings similar to that of the TR:U game. However, they still weren’t showing me enough ruins or areas which looked mysterious enough and uninhabitated. Still very useful though.


I went back to searching for temple ruins within jungle environments so that my search wasn’t limited to Chaiang only. Although still preserved for tourists and local visitors, these videos portray more of the style I am debating attempting for my 3D environment. The rock and stone formations that build up the temples and ruins are truly organic, not rebuilt or worked on, they are totally natural. Many of the walls you can see have dense vegetation growing over them too which is a feature I would like to consider within my environment.  This is definitely along the right lines inspiration wise, videos like this will prove incredibly helpful when I need to pull my visual stimulus and references together to help back up my designs and ideas :D  

 
>> video reference, credit goes to earthmagictours << 
 
 
>> video reference, credit goes to earthmagictours << 

Friday, 22 March 2013

BA6 | Specialism #02


Initial Research, Ideas, Themes and Inspirations

It’s time to start putting my ideas and influences down on my blog so that I can begin to narrow down the possibilities for my 3D environment design. As I mentioned briefly in my previous specialism post, my plan for this project is to build a small concentrated area of a 3D environment focussing on a few key assets. I have already set myself the challenge of creating an exterior environment as for my previous project (BA5) I created an interior. I want to focus on ensuring my textures are organic and show “wear and tear” so to speak. This is something I will go into more detail in a little further down the project road though. For now I need to gather as much visual stimulus as I can to help me gain a better understanding of the type of 3D environment I want to create. 

During my feedback session a couple of weeks ago Lothar showed me various websites from 3D artists who’s roles varied from junior artist through to senior artist. We discussed the level of standards I should be working towards and the type of portfolio I could possibly create. One of these artist was Martin Teichmann. Martin Teichmann currently works as an artists at Crytek in Frankfurt and has worked on games such as Crysis 2 and 3. Lothar showed me the gallery on his website which included a lot of exterior environments. Here are a series of his images that I found really inspiring, they are from Teichmann’s “Floating Island Scene” which was a private project.

 
Seeing his work I was immediately inspired. I love the over grown vegetation and mysterious setting/atmosphere.  Now obviously this is incredibly advanced modeling and I doubt I could create something this big, in fact I wouldn’t want to give myself such an unrealistic project to do in little remaining time we have. What Lothar did suggest to me was to take a small part of an environment. So, using Teichmann’s work as an example, I could create the bridge and connecting sides with some rock/plant/tree assets to bring the small concentrated area to life. 

Tomb Raider: Anniversary

With this in mind I thought it would be a good idea to gather some visual stimulus from games that I know have a similar vibe, atmosphere, environments and setting. So I started with some Tomb Raider >:D I played Tomb Raider Anniversary which is a 2007 remake of the original game in the series (Tomb Raider, 1996). This was great because it has just the kind of environments I am considering but instead of having 1996 graphics from the original TR, it makes use of the engine that TR: Legend used so the graphics are better meaning I could get some decent visual stimulus.  
 
For now I have screen captured random areas of the game that inspire me or that I think would be fun to re create that also link in with Teichmann’s work too. (Obviously I'm aiming for current gen graphics and quality but you can never have enough visual references and visual stimulus ;)

  
Tomb Raider: Underworld

Tomb Raider: Underworld is the 8th game in the Tomb Raider series and was developed by Crystal Dynamics. Similarly to TR: Anniversary, there are mysterious environments, supposedly based in Thailand, where there are ancient ruins and thick, luscious vegetation everywhere. 

 
What is it about these screen shots that I find inspiring?

Similarly to Teichmann’s work, I find the exterior scene s in the TR games inspiring because they’re unlike anything I have tried to model before. I am daunted by the idea of doing an exterior scene but I love al the little details and options the mysterious/other-worldly jungle ruin themed environments can offer. I wont be short for ideas of assets to model within my environment. 

 What elements would I consider taking through to my 3D concept and why?

I'm going to go into more detail with textures in this project, or at least try! But one thing I noticed was how the textures applied to the TR games, especially in TR: Underworld where textures were more highly defined, screamed abandonment and age. The way old tree roots and vines wrapped around monuments and other parts of original buildings were now crumbled away really emphasised that the environment was untouched/uninhabitated. 

Looking at the TR screen caps, what possible assets could I re-create within my 3D environment?

Organic models
Dense, heavy vegetation.
Over grown tree roots.
Crumbled walls/rocks/statues/monuments.
Wooden structures held together with ropes.
Large rocky areas, caves, caverns, tombs.
Areas where delicate but aged ancient ruins stick out of rock formations.
Ancient style ruins, pillars, monuments (would need more research).
Paved floor with organic vegetation growing over the top/through the cracks, moss, weeds, plant life etc.

What’s Next?

Well, now I realises there is an area/theme that inspires me I am closer to narrowing down my area of focus for my 3D environment; a mysterious, almost other worldly, ancient jungle scene. I will need to research the same influences that the TR teams researched when they were creating their games. I will also look into the Uncharted games for influences as they also use ancient ruins, temples, ruins and jungle environments for their environments. I will also research these places on the internet and gather as much visual stimulus as I possibly can so that my scene is well, and correctly, informed. Yaaaay, I finally have a direction :D

Wednesday, 20 March 2013

BA6 | Advanced Game Studies #02


Game Analysis #2 - Dear Esther

Dear Esther is an experimental first person adventure game developed by thechineseroom. The game was first released as a free Source Engine mod but was then entirely remade and rereleased as a standalone commercial version in February 2012. 

Dear Esther is a unique game in the sense that it doesn’t follow traditional video game conventions. Very little is asked of the player and the game mainly involves you walking around an uninhabitated island listening to a series of narrated letters by a man who is suggested to be Esther's husband who is dead following a fatal car accident. These voice over sections of the game are triggered when the player embraces specific areas of the island but are chosen semi-randomly which means that no two playthroughs of Dear Esther will be entirely the same.
(All screenshots are ones I have taken in game unless stated otherwise)

 
Structural Framework Analysis

How do the rules and conditions of the game create conflict? 

In Dear Esther, unless the player knows before hand how the game is played/what it is about then they might be in for a shock. The rules of the game are that you just walk, explore, listen and learn. And that’s literally all you can do. 

Another form of conflict evoked within the player by the game is lack of direction, blatant story or character interaction. You play a silent protagonist who you know nothing about until later in the game. For players used to games where story is drip fed in an obvious fashion this might cause conflict, dissatisfaction and separation from what is a clever and unique game.


Are players struggling against each other, the game or both?

In Dear Esther there is no real “struggle” and there is definitely no struggle against another player. The game is purely a single player experience. There are no online functions, no leader boards, no co op and no multiplayer. Just you and the story. If anything there is struggle against the game, a struggle to understand what has happened and why you are there.  A struggle to fully comprehend the narrative and complexity of the story behind the game.


 What are the interactive experiences provided for players in the game?

Interaction in Dear Esther comes in a variety of different forms. Generally, the game has little next to no interaction with the game world. Players can’t find “loot” nor are there any other in game character to interact with. The voice over audio clips of letters aren’t even triggered when the player interacts with a physical in game letter, they are triggered randomly throughout the game when the player reaches certain areas. I guess this is a sort of interaction, the players interact with the environment, they explore, and this makes the narrated letters occur in game. 
 
An article PC Gamer’s website by Lewis Denby talks about how Dear Esther was created when Dr Dan Pinchbeck of Portsmouth University wanted to see what would happen were a game focussed purely on storytelling, to the exclusion of more traditional interactive elements.”. This suggests that the interactivity was removed from Dear Esther and was replaced by narrative story instead suggesting “that you could do more with storytelling in games if you stopped worrying about everything making sense and adding up, and that when you read a book or watch a film, you are filling in a lot of those details yourself”.  It could be argued that the game is an “interactive ghost story”, not a game.

“It’s important that we all keep pushing at the potential emotional range of gaming and how subtle we can make a player’s emotional journey,” he says. “What I hope about Esther is that although it is fairly dark, there are subtle tones to that: an ebb and flow that makes it an interesting journey that we can all recognise, rather than just us standing there hitting the player with the tragedy hammer until they give in.” 
 
Anther form of interaction between players and Dear Esther is through the way the player interacts with the environment.  Dear Esther, although not offering genuine interaction between player and environments, did offer a visually stunning game that players wanted to become fully immersed within as they explored and progressed. When I played I often found intriguing little areas of detail that told their own story. I couldn’t interact with them, touch them or make them do anything. They were just there for me to “fill in the blanks” which I guess is a genuine form of personal interaction.

   
Does interaction create meaningful play?

Certainly. Especially with Dear Esther where the purpose is for the player to fill in the “blanks” of narrative and piece together a story of their own through interaction in its most basic sense. Interaction between the player and the environment, with no subliminal messages from other characters or drip fed narrative, creates very personal and meaningful play. 

  Aesthetic Framework Analysis
  
What does the game look like?

Death Esther is a gorgeous, sandbox exploration based game set on a mysterious uninhabitated island. The game is from a first person perspective and there isn’t any form of user interface on the screen; your view of the island when playing is completely un disturbed which is great considering it’s the only element the player has to interact with other than the fairly complex narrative.

The use of colour in the games environments is very clever. Often the faint orange glow of a candle or green tint of a cave can be enough to entice the player to go and explore the area. 

 
What are the possible visual influences and intertextual references?

On the FAQ’s pages of the official Dear Esther website there is a question asking about the inspired behind Dear Esther. It’s apparent that more writing/writers influenced the game as opposed to visual influences. 

Q. Which authors (novels, movies) inspired the script of Dear Esther?

A. Dan (DE’s writer): “To be honest, most of my inspiration came from games. I did a doctorate in FPS games and this led to the questions that inspired Esther. But I guess in terms of authors I most identify with: Boris & Arkady Strugatsky, William Burroughs, Philip K. Dick, Margaret Atwood, Andrew Greig (if you haven’t read “That Summer” you haven’t lived), J.G. Ballard, Angela Carter, Sebastian Faulks (particularly Human Traces)… I love Soviet-era Russian sci-fi too: Kiri Bulychev and Dmitri Bilenkin are fantastic. Although they haven’t made it into our games yet, I’m a massive fan of good steampunkers too: G. W. Dahlquist and Stephen Hunt are superstars and I want to make a full-on Victoriana steampunk shooter before I die.” 
  
I found this article on ROCK, PAPER, SHOTGUN where an interview between Alec Meer, a write for the website, and Robert Briscoe, the lead artist for Dear Esther. He states in a question put to him by Meer concerning visual influences behind the game that he felt very inspired by Stalker, a 1979 science fiction film directed by Andrei Tarkovsky.
 

>> video reference, credit goes to bioreflex << 
  
Briscoe explains that it was “how his meticulous attention to detail helped create a such a great atmosphere” that influenced him visually when designing the landscapes and environments in Dear Esther.

What other aesthetic qualities does the game present, movement, sound?

Dear Esther provides the player with very basic movements because there is no need for fast sprints, melee attacks, blocks, cover or mechanics to fire weaponry. Sound is presented via the cold, eerie winds that blast past you whilst outside on the island as well as the sound of the sea which can almost always be hear.  Ambient sounds of the island seem to pull focus over actual music. Sometimes there is music that will play in the forms of flashbacks or when you reach specific parts of the game.
 
>> video reference, credit goes to Aenrel <<

Contextual Framework Analysis 

Consider the game in terms of context, origin, year of manufacture, company, target audience, does the game contain any persuasive purpose, what would make the game more effective and what potentials does the game point to?

Dear Esther's origin was a Source engine mod created in 2008. While the ideas were still the same the overall aesthetics of the game were incredibly different. The capabilities of the engine were limited and, compared to the re released version, the overall look of the game was a lot more vacant and empty. Players still rated the game for its experience however.


>> video reference, credit goes to HL2Life << 

  
The re released version of Dear Esther came out 2012 and was a massive improvement over its origin version. Thechineseroom, originally a mod team, branched out to make Dear Esther but before this they worked on Korsakovia, a single player mode for Valves Half-Life2. In Korsakovia, the player travels through the delusions of Christopher who suffers from Korsakoff’s syndrome. Hearing voices of a doctor, the player must try to figure out what is wrong with Christopher. 


 Despite the game starting almost identically to Dear Esther (player chooses start and is immediately in game). You are forced to listen to a woman addressing you directly before you are thrown into the game. Korsakovia is also a first person game like Dear Esther but the games aesthetics are very different. Korsakovia is very dark and grungy with basic textures and models compared to the stand alone version of Dear Esther (which is understandable, considering this is a mod). Similarly to Dear Esther, the game has a voice over which helps the player understand the games narrative. 

Dear Esther’s target audience would have been those who were fans of the original Korsakovia mod and original Dear Esther mod. However with the apparent change in gameplay style from emphasis on play to direct emphasis on narrative, it would seem apparent that the target audience were those who wanted a change in pace and gameplay. Gamers looking for something very different with a narrative driven experience where they would have to use their imagination to fill in holes and fully comprehend what's occurring.

The game persuades the player to consider play in a different style. It challenges them to be open minded regarding the content and the way its delivered. I don’t think, for this type of experience, if could be any more effective.  Dear Esther has the potential to influence the way in which we play games and how narrative driven play can be used for greater effect. It suggests that we don’t need fancy mechanics, over complicated characters and convoluted plot to produce an experience worth playing through.