Friday, October 29, 2010

Cultural Issues Essay: Final Fantasy III

I didn't realize in my childhood, but now I see how the role playing game Final Fantasy VI (Japanese version) a.k.a. Final Fantasy III (American version), has shaped my preferences in life. In the past, I spent many hours playing this game throughout different periods of my childhood, from elementary school age to the high school years of puberty. I even played it on an emulator for a few weeks in college with major cheats, but that wasn’t the same. The total number of hours spent playing, more likely tallies to more hours than all other game played or even the number of hours spent on K-12 homework. What a great game!

One of the main reasons why I couldn't stop playing this game was because I developed a relationship with these fictional characters, which varied depending on my mood. They each had their own unique scenario/story shaped by their unsolved past, mistakes or evil doings of the Imperial army and later, the villain, Kefka. Many of the character's stories included betrayal, loss, desire and/or the need to rediscover their spirits after enduring major hardships. As a player, I wanted to help them succeed since I felt connected to their story and couldn't turn away until something was solved. Somehow I can relate to some of these hardships, although not to the same extreme, but still on a similar emotional level.

The characters in the story especially had an emotional appeal since I had spent so many hours controlling, upgrading and following these characters in their adventure and interactions with others. I began to feel for the characters in their interactions and always had a reaction to events that happen with them, both negatively and positively. When the characters were sad, I felt sad and when the characters encountered someone evil, I felt tense, as did the fictional character. A lot of the emotions came with the music and events in the story.

Final Fantasy III has the best combination of music and game play, which enhances the overall gaming experience. Each character has a theme song, which was composed in a sad, yet heroic type of tune. This combination of music with the tragic moments in the story enhances the game play especially one that is mainly narrative like this role-playing game. Each theme song matched nicely with each character perfectly, which further brings out their character and personality to the story’s effect. I actually switched favorite characters many times and end up cycling through almost all of them on the basis of their theme song. I especially love the ending where the composer Nobuo Uematsu combined each character's theme song into one masterpiece, which flowed nicely and was absolutely brilliant for the timing of the game.

One of the most emotional parts of the game, which most people remember, is the suicide attempt of Celes. Celes, one of the main characters of the story, tried to commit suicide when the last person on earth, her guardian, died and she had finally lost all hope. She tried to jump off the mountain as she spoke negatively while her theme song played. Luckily, her suicidal attempt failed and at that moment, noticed a bandana on a carrier pigeon, which belonged to her close friend. She realized that her friends were still alive and she had to look for them. Her theme song that played while she jumped off the mountain, along with her suicidal words, felt extremely sad and I always get teary-eyed and on the verge of crying, every time I play it. The power of words and music can really shape a character in a game, which was portrayed strongly for each character in this game. With the diversity of characters in the game, I somehow felt included.

This game filled the void of not having many friends growing up before college. I wasn't part of any clique and was considered a loner and socially awkward since I didn’t talk much. Playing this game, I encountered many things that I wouldn’t have experienced in real life. One of them is feeling I actually have friends and perceived human interaction. This game had many opportunities of adventure with different fictional people who I thought were awesome. An airship was the game's "main street" and all the characters congregated there while a party of up to four would venture out to fulfill a quest. Having the freedom to pick and choose any four characters was very liberating and felt like these fictional friends trusted my decisions. When you talk to each character, they usually had something positive to say that would encourage the player to keep on rolling while staying in character themselves, so it felt realistic.

The main lesson that stuck with me is that everyone is important as individuals and the interactions we have with others can greatly shape lives, but it is up to us to decide which choices to make and what we want to happen. There are many consequences in the way we play the game and in life. Deciding on unwise choices will definitely waste time and create negativity in our lives. I try to live my life to promote positivity and equality with all living creatures.

Final Fantasy III also showed me that loners and misfits have an important part to play in the overall scheme of life. In this game there was no stereotypical hero that was clearly identified for us, which takes out the idea that the single hero will get all the praise despite it being a group effort while others perceived not as important take the backseat or end up dead. Even watching American movies and film, the hero is someone who I couldn’t relate to physically, because I don’t identify with them. Most of the films, I relate more to the one who got killed or the one who wasn’t as outspoken as the bossy protagonist. This game, on the other hand, has equality, which many people from different backgrounds can relate to since there is that diversity of characters and the freedom to choose which character(s) to improve on.

In this game, the characters were created equal. They were presented to us with two or three main characters that helped carry the story, but since the game composed of more hours concentrating on each character’s side quests and stories, the level of equality among the characters was about the same. The character’s theme songs were also evenly played throughout the story, which suggests the fairness and time devoted to the characters. This gaming experience has definitely taught me that everyone is equal despite other forms of media saying otherwise. Now, I use Final Fantasy III as a tool of comparison in judging other forms of media.

Final Fantasy III has always been a comparison tool for other Final Fantasy series games and other media. Considering the story, the character development and level of simplicity that went into user interface for the equipment and battles, I feel that Final Fantasy III is still the best of them all, despite newer versions with better graphics and similar interfaces. I would choose this 8-bit game over any new 3D game anytime unless they did a 3D remake.

This game offered a lot of freedom that hasn’t been found in any other game I played. The freedom of collecting and conquering side quests and items was definitely a plus in this game. The second part of the game has major flexibility in the conquest of the game. Tons of optional side quests are available in any order to recover all the missing characters as well as weapons, armors, relics and espers (magic) to discover.

The amount of time spent improving our favorite character empowers us to develop our wants and desires that we wouldn't otherwise fulfill in life. We as people always project ourselves onto other people/things even without knowing it. Our values and desires shape the way we make decisions and this can definitely affect how we play an RPG, which has many decisions to make. The freedom to pick and choose which characters and what events we want to achieve is really an outlet for us to carry out those desires that we wouldn't normal express outside the gaming world.



Final Fantasy is also used to help me compare activities such as viewing TV, sports, arts and movies. Many of the things I look for in different types of entertainment media is the level of character and story development that Final Fantasy III had plenty of. That is, how much of the music and script can evoke an emotional response out of people and make them believe what they are seeing is real.

Today, watching youtube videos of the game play really brings back memories, emotions and much carefree life. I feel nostalgic and feel like I am part of a community every time I read the many youtube comments of people who will always love this game. The shared positive emotion within this online community touches my heart every time.

Final Fantasy will always be an important chapter in my life. It has shaped my preferences in gaming and decisions in life, mainly for the good. I believe there is still a Final Fantasy III hype where everyone still think this game is the most epic of all and no other game has ever came close to it. I am one of those believers.



Tetris Effect: Real or Not?

Opinion

The "Tetris Effect" is real. I think it's simplicity is the main reason why people get hooked on this game. It doesn't require major thinking, but requires tons of concentration, which can get people immersed in this world, hence the Tetris Effect. The game gets the mind working and helps the mind to stay healthy and active, which makes people more aware, alert and possibly smarter.

When I heard that Tetris could fulfill a fundamental human desire, I couldn't agree more. People want to put order to chaos and this game gets people engaged as they create thoughts and patterns to end the chaos that is happening. In conclusion, a game that gets people thinking and engaged is definitely one to have a huge effect on the human mind and its very real.

Tetris: Game Evaluation

Tetris was played in class today for an hour. Our highest score was screen captured and posted on our blogs. My high score came on my 4th try out of 6.

Student Name: Matthew Fung

Today’s Date: 10/29/10

Game Title Examined: Tetris

Year of Publication: 1984

Game Publisher: Nintendo and more.

Game Developer: Alexey Pajiitnov

Game Genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero):
Puzzle

Type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)

Puzzle - one screen - blocks coming down.

Perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
1D

Gameplay – what does the player have to do?
Player has to change the direction of the different blocks to create rows that'll disappear when row is full.

Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
Yes, pressing the buttons will change the direction of the block and when the screen gets full, the player loses.

Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
I feel like gameplay is random but I heard some people say it's patterned.




What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
That music has just started to become incorporated into gaming.

Describe your views about the game from the point of view of:

a) ease of play: Fair since it does get faster and harder as time goes by.

b) enjoyability: It's addicting.

c) level of engagement/immersion: Very engaging and the immersion level can really get people to get engaged in the Tetris world.

Had you played this game prior to this time? If so, when?
Yes, at different points of my life. All points were constantly where I wanted the a higher score and to pass the time. I also played Dr. Mario, which is similar.

Describe other games it reminds you of. How does it do this?
Tetris reminds me of any game right off the bat. I always thought Tetris is a classic game that is in it's own league.

Friday, October 22, 2010

King of Kong: Fistfull of Quarters

Watched King of Kong: Fistfull of Quarters on youtube.com

Short Essay Responses

1. Core gamers, not just Mitchell, more likely will have the need to play and win at all costs to feel accomplished. The value to win is the most important thing in the world for core gamers and as a game designer, it is important to design games which will bring players back for years to come especially core gamers. This will make it a great game.

2. Core gamers always want to become on top and better than everyone else. Maybe in the context of what Nicole, Wiebe's wife, was saying about Weibe coming up short is true for the gaming world. But it sounds like she has very high expectations for him, so she wants him to succeed in everything he does, but sees that he doesn't come up on top in any of those fields.

Having a self esteem that is too high or too low can be beneficial to competitive gaming such as vintage or class game playing. Mitchell was one with high self esteem while Wieber had low. When a gamer is balanced, I would think that they have a life outside of gaming and isn't considered hard-core gamer.

The relationship between low self-esteem and videogame mastery is complementary. Self-esteem increases when the player wins or succeeds at accomplishing a certain task or difficult battle. These players will play until they feel like they've accomplished something and feel on top. Part of the game industry wouldn't be as successfully without gamers with low self esteem. Games increase people's thinking while people will get better at the gameplay.

3. This film is accurate on depicting gamers and the western civilization in wanting to be number one and getting there at any cost. The film did a very good job on showing how gamers would put someone down just to reach a goal even if it was your own son crying for attention and obviously choosing the game over the child's needs. And of course, Billy's minions protecting him from a confrontation with Weibee.

The quote from Rolling Stone reflects the change in the way American's think. Rather than working competitively, more people will work cooperatively to achieve a goal.

4. An organization like Twin Galaxies is important in the vintage gaming community because it is a large history of how gaming came to be and has a retained a period of time reflecting it's technology in gaming. Vintage gaming thrives on high scores and competitiveness, which can be carried onto future generations as a genre of gaming.

Communities could exist without such organization for games like today, but it works better with the vintage gaming since these are more face-to-face in the arcades when online technology wasn't out yet. People are becoming lazier as technology helps them do less physically, so having an online community would benefit people today.

Twin Galaxies is an official and agreed upon organization that determines whether or not individuals deserve to be number one. The whole point of this documentary was to have a new guy be recognized by Twin Galaxies as the best, yet wasn't recognized because of biased and intimidation with the title holder since 1985.

5. Eye-Hand coordination ultimately determines how fast, agile and smart your physical and mental capacities can function. So if one is good at a task such as the speed and skills with basketball, then with practice, one can also achieve mastery quickly at another task such as playing a game like Donkey Kong.

I like to organize things and match things in certain catagories, so I excel in puzzle games such as bejeweled or Puzzle Fighter that requires time and quickness as opposed to pressing different buttons simultaneously or in a quick and accurate sequence to perform.

6. Gordon, and I assume like most of the viewers of the documentary, can read through Mitchell and see that everything he has said doesn't necessarily match up with what he does. Mitchell will say things, which will alleviate some drama at the moment or say things that sound noble and right, but will do things opposite and different later. Rinse and repeat.

In the videogame culture, such as this documentary, I noticed that people who are around others who want to coverup (Mitchell), tend to act in similar and backhanded fashion. People like Wiebe, who are honest and just want to win fair and square tend to attract others who are like him. I noticed that Mitchell's minions changed their tone close to end of the film when they saw Wiebe as a deserving and honest person rather than a threat.

7. This documentary isn't about Donkey Kong or getting the high score. It's about how people view themselves and others around them in a competitive environment. Most people who want to get the high score seek fame, recognition and attention. Those who want to be on top view the one on top as someone to look up to and worship and possibly to protect.

Animal instinct plays a huge role in how people interact in a competitive setting. Who is alpha male and who is threatened when someone new can possibly take over as the new alpha male?

8. I played Donkey Kong a long time ago and I stopped because it was too hard and I wasn't too persistent on winning at this game. It was on the NES and I was 9 or 10 years old. I remember I couldn't get passed the elevators and I played Duck Hunt instead, but even then, I cheated by putting the gun right in front of the screen and hitting the screen a couple of times while shooting.

Friday, October 15, 2010

Doom Evaluation

Doom
Drawing of Stage One Map.
What are Weenies?
Guide players around the level.
Enhanced Weenies and encountering player movement
Open areas with "natural" lighting, Interesting colored fields
Using lighting to encourage player movement
Light illuminates the outside from the dark inside. Shiny objects/items attract players to obtain.

Posters

Alternative Maps & Posters
Hidden doorways that may not appear on the regular map unless special events trigger.

Presented Path & Posters
Main route to completing level

Presented Path vs. Exploration
Many areas have hidden pathways and dynamic level system, which adds another dimension to the gameplay. Map may appear flat but the height may vary and may lead the player to another part of the level on a different plane.

The Power of the Path - the illusion of Freedom
Openness of proceeding to the next level. The ability to heal and prepare for the slaughter of monsters with the known risk of possible death.

Rediscovering Rewards
Known items such as the armor or healing potions reward players as well as heals them to advance to the upcoming onslaught. Rediscovering them may reward players with the needed help.

Thematic Level Goals

Moral Story Telling

Lesson of Main Street
Don't get too crazy and heal when needed otherwise death will be upon us.

Level Items
Armor which increases the resistance of enemy attack as well as potions to recover hit points lost.

Thematic Level Goals

Illusional Narrative
The environment may tell a story about what may happen next.

Adding Danger

Applying it All


Warning/Foreshadowing
Noises in the distance and blood and corpses on the background

Maximizing the Path


Storytelling through Environment
The blood, gore and corpses are part of the background, which tell a story of danger and evil lurking in the environment.

Implied Threats

Map and Discovered Information
Some portions of the map reveal a path that we are curious to explore and we try to get to that room by figuring out the secret pathway or event that may trigger it.

Building Anticipation
Music quiets down while walking in a narrow or seemingly empty corridor expecting something to attack.

Weenies and Foreshadowing

Juxtaposing Interior and Exterior Spacellusional Narrative
Path may lead to different levels of the field while others are on the same plane such as the door that leads to another room.

The Clear Path Out

Friday, October 8, 2010

Call of Duty 4: Modern War Fare Evaluation



Applying Scott Rogers's ideasto game evaluation: Modern War Fare - XBOX 360
TOPICS:

What the heck are Weenies?
Guides to get player to follow the path

Enhanced Weenies and encountering player movement
NPC allies leading the way as well as the straight forward path of gunshots and explosions in the distance which naturally draws the player to participate.

Using lighting to encourage player movement
Coming from a dark stairway to a well-lit room attracts the players to explore.

Posters
Foreshadows the enemy behaviors and reinforces the opposing beliefs of the enemy.

Alternative Maps & Posters

Presented Path & Posters

Presented Path vs. Exploration
Many narrowed paths ended up to the next destination, whereas open space such as a room left us wandering around curious to see what could be retrieved such as an item or admiring the artwork.

The Power of the Path - the illusion of Freedom

Rediscovering Rewards
New guns, special graphics

Thematic Level Goals
Environmental changes and weenies engage the player

Moral Story Telling
After each death, a quote appears that may influence the player's gameplay.

Lesson of Main Street
Behind walls and crates or any protection serves as a mini main street

Level Items
Gun enhancements

Thematic Level Goals

Illusional Narrative
The act going from building to building, area to area creates a narrative that can be made up by the player since there are so many different buildings and areas.

Adding Danger
More enemies shooting at different positions, unexpected areas.

Applying it All

Warning/Foreshadowing
Talking and machines operating heard in the distance

Maximizing the Path

Storytelling through Environment
The environment is dangerous with objects and background having beat up, dilapidated and ruined qualities.

Implied Threats
The environment displays objects which implies that it can cause damage to life.

The Tutorial Section
controls are able to be set up.

Map and Discovered Information
the sound of gun shots in the distance signal more battle is imminent.

Weenies and Foreshadowing
new design of buildings and vehicles attract attention.

Juxtaposing Interior and Exterior Space
The act of exiting and entering the room creates the

Illusional Narrative

The Clear Path Out

Game Ideas from Scott Rogers: Grand Theft Auto

Applying Scott Rogers's ideas to game evaluation: Grand Theft Auto IV - PS3

What are Weenies?
Guide players around the level.

Enhanced Weenies and encountering player movement
Cars to speed up the gameplay/ adds another dimension of gameplay as opposed to running.

Using lighting to encourage player movement
At night time, lights illuminate where player should go

Posters
Foreshadows danger or upcoming events

Alternative Maps & Posters
Global Map which can tell us if we are still in police persute, gps in showing us where to go.

Presented Path & Posters
Mimic realism such as food posters at restaurants

Presented Path vs. Exploration
Maps can provide us with the option of direct path to next goal or just exploration

The Power of the Path - the illusion of Freedom
Area is very open to walk and driving in the streets or sidewalks, which doesn't reflect

Rediscovering Rewards
Money from beating up people

Thematic Level Goals
1)Do the mission
2)Find a girl
3)Run from the police

Moral Story Telling
Don't piss off the police.

Lesson of Main Street
Specific places in the game allow you to do other things besides run from the police or steal from people.

Level Items
Hand gun, vehicles, money from people that we have the option of beating up.

Thematic Level Goals
Depending on mission, we have different goals

Illusional Narrative

Adding Danger
Police chases, Other people trying to beat you up

Applying it All

Warning/Foreshadowing
Dangerous Mission, cut scene foreshadow

Maximizing the Path


Storytelling through Environment
Society seems intact and our character makes up the story with whatever we decide to do. Some parts of the city seemed dangerous.

Implied Threats
cut scenes explicitly interacts with character.

The Tutorial Section
none

Map and Discovered Information
small navigation map for every level.

Building Anticipation
possible police chase

Weenies and Foreshadowing
large isolated buildings

Juxtaposing Interior and Exterior Space
character is able to navigate in and out of certain buildings such as his apartment.

Illusional Narrative

The Clear Path Out

Friday, October 1, 2010

PInball Evaluation

Assignment:
Play at least three pinball games and evaluate.
Copy screen (cmd+shift+4) the pinball game and highlight the main elements of the game using Photoshop layers. Save, post on blog and evaluate.

All pinball games evaluated are from http://www.onlinepinball.net/

Jurassic Pinball

What is good game play when it comes to pinball design?
Good game play consists of fair gameplay, not too hard and not too easy. Of the three pinball games I evaluated, 4D Pinball was very easy because the flippers were large and the ball didn't seem to go that fast compared to Jurassic Pinball, which was the most difficult of the three.

This makes Theme Park Pinball the fairest, but not necessarily the funnest. The images and theme of the game has a strong influence on the level of game play, fun and commitment depending on the person. All of these games I chose because they had some level of interest judging from the outside. I like dinosaurs, theme parks and was intrigued by the name 4D. I would say that I felt misled by theme parks and 4D because I wasn't expecting a circus or Christmas/Winter season. I was expecting more roller coasters and a more interesting 4D experience. I know from experience that even if the game play is objectively fun, people wouldn't play just from the images used.

Having the game provide visual feedback when we score adds to the overall good gameplay. Feedback such as lights and movement within the playfield would keep the players engaged and alert. The game must also makes sense and flow as one harmonious theme. Gimmicks may help depending on the theme. Everything must make sense, from the text and fonts to the way things are portrayed on the field.

Watching the documentary on Pinball, I found that the 3D pinball game was very interesting to me and I wanted to play it. They showed an elephant moving the ball onto a higher level of routes, which I thought was superb.

Themepark Pinball

How do pinball playfield designers create exciting experiences?
Designers create an exciting experience by creating themes for the games, which can entice people to initiate play. The playfield items must match the theme and not just have one background picture like Jurassic Pinball, which had a T-Rex as the background with random star obstacles that has absolutely nothing to do with the theme of dinosaurs. I would have created more references from the Jurassic period to incorporate into the overall theme. Theme Park Pinball should have more loops to match the roller coaster theme that most amusement parks have.

















4D Pinball