Friday, November 26, 2010

Creativity Game Reflection

How does the creativity game model help in Creativity

Our Creativity game model works mainly on visual appeal, allowing the player to extend their visualisation to observe and think of how to react to the situation, resulting in a sense of awareness raise within the players mind and thus increased creativity.

As our game comes with a visual, memory and mathematical format, the player will be required to change their thinking concept throughout the game play. In Visual mode, players are able to visualize such as able to create a box out from the imagination. In memory, players able to remember what are the certain things that take place, colors, etc. In Math, Players are able to think logical or able to make sense out of something. Thus, a player’s creativity mind is connected when these three comes to part of play. For example, A person is able to visualize of a certain object by remembering of what he use to see through his memory follow by tapping to the power of visualization to allow transformation to take place among that object and by tapping to math, the theory of adding, subtracting, multiplying or even reversing, a new creative object is finally being created.

Other than the above three modes, our game also enforce on the player to react to these visualization, e.g. typing the action words during the first stage of the game play. With these, players are able to interact to what they see with the environment and similarly when tapping into their inner conscious mind, they are able to co interact with their conscious, imagination and such. Hence, allowing our player to utilize on the visual to reach creativity with the fullest potential.

How does the creativity game model help in Studio Game

Our creativity game model works on the interaction with the environment. Through our creativity game model, we are able to make use of this “interacting with the environment” concept and implemented the idea of shaking our mouse to shake the zombie off when get caught by them for our studio game.

We also have the lights of flare gun event whereby at the event of lights, zombies will back off from players as they are scared of lights. Similarly this in turn, we made use of how zombie will react to the situation if the player were to spawn off something to them.

For our studio game, we tried to make sure that it is as interactive as possible to the player so that they can be engaged fully into the environment. Without a proper interactive game environment, players will not find the game fun and will be even less to be willing to get themselves to be interacting with the game play. Therefore it is necessary to add in as many realistic style of game play elements as possible so that the player are able to tap onto the game subconsciously utilizing it to the extent that it is how their subconscious mind are the ones co interacting it with the game.

Tuesday, September 28, 2010

Final Blog Entry for Sem 1:

Final Blog Entry for Sem 1:

History and theory of ideas, the purpose is for us to take note of what is going on, capture the idea on the different areas that we find it interesting and design it in our way that makes the whole original outlook look unique. The idea of looking at one picture, frame it and seeing it as a whole different picture will be one of the way to create the different types of medium as we now have see it.

The first thing that I learn is that most of the genre always shares a certain connection among one another. Because after being properly introduced to so many types of genre I realize that despite all the genre have some form of connection to one another, there are something special in each and one of the genre. One of the examples that I will use is fairy tale and fantasy, both are in common on the use of characters “acting as a function in the story”, they do not have a particular type of personality or character but rather act as a function, in the story of Rapunzel, the reason why she exist is because she (acts as a function) of stairs by dropping down her hair from the top of the tower for people to climb. Similarly in fantasy, characters behave as a certain function in the story acting out their struggle towards integration in projected landscape of mind. Despite the common similarities these two

shared, both have something special on its own which makes them stands out on their own type of genre.

Hence this goes to the second thing that I have learn throughout the HTI which is find out what makes a particular type of genre as that genre (e.g. what makes fantasy as fantasy) Despite the common similarities these two shared, both have something special on its own which makes them stands out on their own type of genre. In fantasy, characters stick to a certain archetype like in the lord of rings where there is a hero (Frodo), magician (Gandalf) and among the many rest.

And also fantasy contains more philosophical values as compare to fairytales where such elements is not necessary for fairytales to come to play.

The third which I have learned is that genres are somehow in a way hold by a control setting. To put it simply, it’s like playing a piano; how we play it will result in the different type of genres played by it. If I tune the sound a little louder, a little faster, the result could be a scary music. Therefore the horror genre comes in place. On the other hand, if I play something as little more slowly, softer, the outcome might be a peaceful music which could fits in the genre of fairytales. Similarly as to the different types of genres, there is a way to tune these form o

f genres to shape it. For piano, what you can tune or change is perhaps the speed, loudness so in similar to genres, there is a “method” or way to shape it as well.

The fourth thing that I learn, from what I discover, is that different types of genres contain a certain kind of moods, emotions in it. Just like a piano, different music contains a set of emotions, be it joy, horror or sorrow, a genre is similar to it. For sword and sorcery that an emotion that must fill the audience is wonder where the audience must be amaze by the thing they see, for a horror genre it must contain fear and for alchemy it is the need for balance.

Last but not least is that one always need to take a step forward to go in depth of each genre and then one need to take a step back again to look at the big picture again from a different point of view. As after being exposing to so much knowledge and looking through the presentations I realize how much that I still do not know about the genre and the whole thing of how people are able to make use of such ideas to create something so interesting. The reason why people are able to come up with so many special genres is perhaps people are willing to step out forward not afraid to make something new then willing to take a step back so that one will be a humble learner and able to make rela

tions and connections to the world out of the bigger picture.

Base on what I have discovered, genre are like pieces of music created by many instruments and how one plays with it. In genre, they are adjusted by the different modes. Modes is like a way of doing something, in this case there many different types of modes like mode of imitation, mode of fantasy, mode of order, mode of chaos. Perhaps to some degree, a polarity is connected between the mode order and chaos and it is up to us on where we want to place it.

The genre is just like a bottle itself making the overall outlook appearance but the taste of drink inside will be the mode, it is because of what we can choose to adjust like making the drink sweeter or sourer, the taste of the drink will eventually be different. As for the design of the outward appearance such as the shape or the look of the bottle, it is a mean as to choose who our target audience will be. When one look at the can drink of the (Carlsberg) alcohol, one will notice that the design is not very colourful and is quite plan and dull. The purpose for these is because

the drink is not cater for children to drink in the first place. Drinks that are meant for children to drink will most likely have a colourful style with cartoon to appeal to the target audience. Hence the outward appearance such as the bottle outlook actually is use to represent who its target audience for these type of drink.

Similarly as in relation to form and content, the modes, the juice inside the drink is like the content of the genre and the bottle, the genre is a representation of the form.

As for the current world today, it seems media has move forward greatly due to the advancement in technology and cultural impact. Films now days are often displayed in its fullest to reality in order to fully capture the attention of the audience. The cultural impact on pushing the people to work on its best precision and perfection has cause a great effect in many areas. In films, people often try to make the impossible looks possible in the most realistic way. One example of this is the movie on inception where it shows about the dream world, lifting and folding up the landscape, changing their location and the floating of people and such.

For many genres, it seems that th

e illogical and magical side of modes is slowly losing out as compare to the more logical way of seeing things. This could due to the reason that the world is moving towards the advancement in technology, in education it is often emphasize on the math and science area. As such people who are good in art and design are often belittled and abandon. As such taste and preference of genres had also shifted more to the logical side, as such science fiction, space opera are often more popular as compared to fairy tales and fantasy.

As when one look at the overall picture as of the current world, one will be able to see that the world is always moving towards advancement in technology, motivated by media a

nd politics it seems that the magical wonder of amazement in myth and gods where science cannot be proven is slowly losing its place.

Judging by how fast the world is heading towards technology, gaming will also follow towards that direction. As for right now, we already have consoles and motion sensor where only needs to make a hand movement to allow an action to take place in game. The purpose of technology is to allow people to better educate for machines and the sole reason for machine is to help reduce manual labour. Judging by that, then gaming too will serve under platform for players to reduce work, hence the point and click game or games which just need you to move your hand.

In the future of gaming I believe we could maybe even see games which only requires a person eyes to blink or maybe a psychic sensor where you control the games just by thinking of it.

In graphic, people often wants to works to its best graphic, meaning, making the game feel as real as possible and players often want to feel that the game is as if its real thus in future it will only be natural that games you p

lay makes you feel as though you are living inside the game.

Base on where the pace we are, the ideal futuristic in gaming will be games that require the least amount of labour and games that make you feel it’s as if it is real. However the conflicting irony would be that the definition of “playing” might be lost as there will no difference in looking at the real world thinking as compare to playing a game that is very real and the only thing you need to play is for you to think inside your mind.

Will people eventually lose their grip to the real world if the gaming world has already felt so real?

If everything is moving towards technology, then eventually people would see it as the only means to survive. Then what will the form and content of the media become?

From an individual theory, I believe that the world might shift from mimesis to fantasy. As games starts to get real, preference will change, if one were given two option, meeting a person that is very real in game or a meeting a fairy, a higher probability would be that player will want to meet a fairy reasons for these is that why meet an in game person that feels so real that it makes no difference as to meeting the people in the real world? Hence preference might shifted towards the direction of fantasy and magical from mimesis.

The idea of creativity might eventu

ally blend into these, compare to fairytale and science fiction, there will definitely be a lot of creation out of the logical, mathematical, scientific and such creation in the real world, but in creation out of the magical, illogical and creation without reason to make sense might come in need for media in order to balance out as to what they see in the futuristic technological world.

The people are already and always studying about the world, who knows if they might even come out with ways of boosting creativity of the human mind in the futuristic years.










This is a matrix template that I come out with to help in brain storming technique, the rows holds the idea which I have learned from the presentation and the columns are a scamper to change the current ideas.

Anime/Manga 10

Anime/Manga
Anime has been a popular culture especially with the teenagers for many years. Exactly what makes them so special? For one thing it is mainly due to the complexity of the cartoon, compared to the western style of cartoon, it is always drawn as something very simple in which even the younger kids could also draw. Also anime is usually targeted at a wider range of audience as compared to the western cartoon. In anime, characters are showed as to grow throughout the age as compared to the western anime where the cartoon stays throughout the same. The idea behind the works of anime as compared to the western cartoon is that anime works towards the perfection of the perfection. In anime, the drawings are usually portrayed as more complex; the characters are almost alive, filled with emotions, thinking and growth. The music, the sound are well quality music which fits in well with the atmosphere, the impact of certain scenes are well portrayed to the extend where the audience are able to fully appreciate.
How does Anime/Manga relate to game design:
One thing for sure that we can learn from anime is that wherever works that we do, we should work to its best perfection so that others are able to fully appreciate for our work. Even in games, we design to its best quality, from sound to graphics to programming; the attitude of our work determines our altitude.


Crime 9

Crime

Crime, the meaning of crime is the act of doing things which violates against one moral or laws. Anyone who violates laws will certainly be punished. Factors that could contribute to the breaking of law could include social factors, the way how the kids were brought up or due to certain reasons that they are bound to. Many believed that crime always have a direct connection with media violence. As for the current media, majority of it contains sex and killing scenes to attract to the wider audience. As result, this led to an increase into crimes. Usually people are more interested into doing this that is forbidden, since we are not able to use violence in the real world, people tend to have an interest of doing it and hence the cyber world, which appealed to the audience as they will get the chance of doing these things without anyone stopping and these as result becomes into a reality.

How can Crime relate to game design:

Since majority of the media contains blood and sex scene perhaps we could also create games to alternate this situation? One such things is perhaps giving player the role of a policeman and his objective of the game is to catch these people who are fighting in the game?

Espionage and Crime 8

Espionage and Crime

Espionage means obtaining information without the permission of the holder, in other words spying. People usually hire this sort of agent or spies to obtain certain information from the other party so that they know what precautions to take or turns things around which would particularly benefit them. However with nowadays technology, information is usually stolen through hacking into a computer. Incident of espionage are also written down in history. In Chinese writing mainly by the man of Sun Tzu who wrote about the military tactics on the art of war with one of his great wisdom “those who know well about others and themselves can bring down a hundred victories”. In Media, Espionage usually comes with technology such James Bond 007 where it usually shows him using cool gadget and technology to steal information from the others.

How does Espionage and Crime relate to game design:

In games espionage is often used in games like gathering information on when is the opponent location and find out what is the weakness of the opponent by using tactics to gain an upper hand in game. Not just in games but in many other real life areas, Espionage can be very helpful.

War Fictions/Games 7

War Fictions/Games

Introducing the game on world of war craft it began on the idea of nihilism, which means pointlessness, argues that life is without objective meaning or general mood of despair. The solution to Nihilism is through religious faith and war craft itself is a response to nihilism. When player enters the magic circle of the game they felt that the game is also a sense of nihilism however it affirms their existence within the game and one is able to appreciate the art within the game. When one plays the game, one is also able to create himself as a work of art. Just like in real world, the game itself contains many stereotypes; e.g. Samaritans and the trouble maker and also racism within the game. As there much of the different types of people playing there could results in conflicts. In world of war craft the games makes one feel like going to war is also due to the storyline, environment and having territories or can be driven by political views. Perhaps what makes player keep coming back for more is due to its relation of human nature about nihilism and contains much similarity in regards to real life conflicts.

How War Fictions/Games does relates to game design:

The idea of nihilism which it describes that life is perhaps without objective meaning and is implemented into the game perhaps does show parts of the human nature and hence the popularity of the game as in war craft players don’t really have an objective goals but are just fighting against their opponent with no certain goals but rather learning how to be a better player by forming strategy and winning the battle.

Sword and sorcery and high fantasy 6

Sword and sorcery and high fantasy
Sword and Sorcery is a sub genre of fantasy. ‘Sword’ Carries an offensive abilities and ‘Sorcery’ carries the meaning of the world setting and the magical system in the fantasy world where the event set place.
It is a genre that concentrates more on the myths and classical epics, with a mix of genres from other types to create something more interesting. In sword and sorcery, characters are known it’s commonly an individual fight against another individual, or a group.
In this genre, characters do not necessary need to carry weapons; they may be able to fight in any kind of form or even fight just by casting magic. However in this genre, there must also be a balance of mimesis (mode of imitation) so that the people are able to relate to this genre and hence there are some slices of reality into this genre as well. The protagonist also goes through a similar format of hero’s journey as well.
How does Sword and Sorcery relate to game design?
The idea of one against a thousand perhaps can be use in games such as showcasing how cool a certain skill or ability is being use when against thousand of mobs, this could give a player a new sense of playing allowing them to feel new superior in the game play.