Technology and Gadgets
 

Archive for the ‘ Games ’ Category

 
Friday, September 17th, 2010

A Gamer’s Plea

With video game technology advancing so fast and so far from where it started, one can’t help but to entertain the idea of where it’s going to go from here. After all, that is part of a larger creative process and we’d like to think that our writings contribute even in some small way. One of the earliest video games that we can remember is Commodore’s “Pong.” But never did we think the industry would have reached the point where it is today. One thing is for sure however, and that’s the gaming is pushing full force ahead.

Today we did a little fantasizing to see where our imagination and desires would take us.
The following offers some suggestions of what could be done short of a little thing called, “impossible.”

We’re a little intrigued with the “Sun Game Glasses” idea. Wearing a pair of dark sunglasses and using the technology implemented by Nintendo’s “Wii” system, we could literally watch a game take place right before our eyes and then interact with it using a device that’s about the size of a pen. Since this isn’t exactly a new idea, we’re curious to watch what develops from University of South Australia’s ‘ARQuake’ project1 – a springboard for this kind of gaming to develop in the near future for sure.

Another cool idea we’d like to see erupt within the gaming industry is the ability to talk to the characters inside a game. Some games allow players to textually speak to game characters already, but we’d like to see this pushed a little further. We’d like to be able to orally interact with characters: ask questions, joke around, warn and speak to them as if we were speaking to another human being. And we’d like to hear these characters talk back! It’s the ultimate artificial intelligence opportunity and although it would probably be years before this technology would be available on a wide scale, we’re sure it would be a hit.

Will we ever get to the point where we can play inside a simulated environment the way the characters in Star Trek: The Next Generation could play? Virtual reality is getting close, but the reality of the simulation is gone the moment we put on the silly-looking goggles and gloves. In order for simulation of this sort to work, there has to be as little a barrier between gamers and the game as possible. We don’t what to just think we’re inside a game, we want to feel that we’re inside a game and to be honest, we don’t want to have to go somewhere outside our home to do so.

The television or computer screen will suffice for now, but in the future, we’re going to want to be surrounded with the elements that make gaming the wonder that it is today. We’re going to want to transform our dens or bedrooms into a virtual alien ship or simulated jungle. In short, we want a new world.

One possible obstacle to bringing this fantasy into our living rooms is public acceptance. Would the public be ready for such a high level of entertainment? And could the public handle it? Immediately following Nintendo’s Wii release, customers were ready to complain that they wanted their old controller back! So as with any new development, there will surely be unintended consequences and although we’re gung-ho for these types of advances, we also share concerns about the impact it would have on an audience that isn’t “virtually ready.”

As a result, we can certainly envision a few laws introduced that restricted the use of our fantasy gaming. We already have some laws that attempt the same now and in our opinion, that’s a good thing. The last thing we want to encounter in gaming is physical harm – especially when we’re trying to enjoy virtual entertainment!

1 Source: http://wearables.unisa.edu.au/projects/ARQuake/www

 
Thursday, September 16th, 2010

A Gentle Reminder for Programmers
It’s easy to get lost in all the details of building a great video or computer game – so easy in fact, that we can forget the parts of a game that make them fun to play. The following serves as a gentle reminder of what prompts players to play games in the first place. Refer to this reminder in the event that you get bogged down or distracted with confusing C++ syntax, or lines and lines of Visual Basic statements and DLL structures.
1. Remember the player is the main character. Here’s a secret between you and me: People play games to gain a sense of control. If you can manage to program your game in a way that puts the player in control, then you’ve already won half the battle. This doesn’t mean to suggest that the game should be easy. It simply means that when a gamer runs home from school or drives home from work to play a video game, she wants to feel the control that she didn’t have during the hours between nine and five. The outcome of a game – whether it’s a win or a loss – should never be random, but the result of a good, controlled game play instead.

2. KISS. Remember that acronym? It stands for Keep It Simple Stupid. We all know that programming a game is hard business, but believe us when we say we don’t want to be reminded of it. The difficulty of programming a game should never be part of the game play so when possible, make the game easy to start, easy to navigate, and of course, easy to play. We’re not asking for pre-school strategy here, but on the other hand, we don’t want to feel as dumb as a pre-schooler either. Forget the hundred page manual. Nobody except the truly obsessed is going to read it anyway. Build your game for the average Joe and everyone will be your fan.

3. Add plenty of action. And add lots of it too. The more action you add to your game, the more attention players will pay attention to it. And the more that players pay attention to your game, the more addictive your game gets. For every action that a player’s character makes, have the game react and then prompt the player for more.

4. Make the story a good one. Nothing is worse than playing a game only to wonder what you’re doing and why. Purpose is and always has been a human obsession. But without it, we’re left wandering… in the darkness… wondering bizarre things like how the house would look in a coat of bright pink paint. Don’t give your players the opportunity to waste time like that. Give them a mission and make sure your game reminds them what the mission is at opportune times and why they must complete it.

5. Give us eye candy. But make it relevant. The graphics in a game shouldn’t be distracting, they should make our eyeballs glaze over with satisfaction upon seeing them, and then salivate for more. Graphics should contain clues and entice us further and further into the game until we’ve beaten the thing.

6. Make it real. Fantasy games are okay, but what makes them cool is the fact that they’re realistic. It’s hard to get into something that isn’t familiar or that there’s no way we could ever experience. But if you can implement some reality into your games, players will appreciate it and relate to it on a whole new respectable level.

 
Wednesday, September 15th, 2010

A Quick How To

Visit any video game outlet and you’re bound to get overwhelmed by the hundreds of choices available – especially if you’re new to gaming. Interestingly, children and teens seem to know their way around these places as if they were their second home. But for the adult, the typical video store looks like some sort of color paint explosion and sooner or later, all the games start to look the same. This guide is for the adult who’s buying a game for a younger person perhaps as a birthday gift or as a bribe. Whatever the reason, you’re going to appreciate the following tips.

1. Research this strange phenomenon before setting foot inside a video store. There’s plenty of information available about video games online, so to reduce frustration offline, fire up your web browser and do a little homework. Visit the website of the gaming outlet nearest you and then look for a link to the games section of the system that your youngster plays. Here’s a helpful chart to explain what all those strange letters mean.

Wii = Nintendo’s Wii System
EA Sports = Entertainment Arts System
PS3 = Playstation 3 System
XBOX 360 = Microsoft’s XBOX 360 System
PC = Personal Computer
PS2 = Playstation 2 System
PSP = Playstation Portable System
DS = Nintendo’s DS System

The key is to locate the system on the store’s website first. The system, it’s accessories, and all of the games that work on that system will follow. If not, you may need to use the website’s internal search engine.

2. After locating the appropriate games section for your youngster’s machine, check out the ratings of each game and create a temporary shopping list of age appropriate material. The Entertainment Software Rating Board (ESRB) gives each game a rating in an effort to inform parents what their children are playing. Here’s a handy reference to what the ratings mean:

C = Appropriate for Early childhood
E = Appropriate for Everyone
E 10+ = Appropriate for Everyone aged 10 and older
T = Appropriate for Teens
M = Appropriate for Mature Adults

3. Within your temporary shopping list, try find a game that’s built from the latest movie release. Little people love the new animated movies put out by Disney and Pixar, and they really enjoy re-living precious moments in the movie in a video game. That’s why when these movies come out on DVD, their producers put a few games in the “Special Features section” of the CDs.

4. If you can’t find a game that’s built from a movie that the child likes, try to find a game that centers around a popular cartoon character or one that attempts to educate.

5. If you still can’t find one that resembles something that you’ve heard this particular person rambling on about, first give yourself a slight slap on the hand. You should pay better attention. Then point your browser to the nearest Blockbuster or Hollywood Video website. Follow the same procedure outlined in steps 1 – 3 only this time, elect to rent 5 or 6 games that look appealing. This will give your tot a chance to play some games and select one to keep forever while you return the others.

6. If on the other hand, you did find a game in step 3 or 4, you can either check out online, or drive up to the store and buy it there.

They say you can’t judge a book by its cover, but the illustrations on the both video and pc game cases do a pretty good job of representing the game’s content. So if you see an illustration of fighting warriors, chances are the game will be more violent than you prefer. If on the other hand, you see an illustration that resembles what you’d see on the cover of an interesting children’s book, the game should be age appropriate.

 
Tuesday, September 14th, 2010

A Springboard for Video Game Developers

Creating video games is an art, no doubt. The problem is that it isn’t easy to come up with ideas for video games. And even when we do get an idea, it doesn’t seem as fresh or exciting as we want it to be. The following offers a few ways you can generate some creative ideas to keep your video game as fun to play from beginning to end.

7. Play the video game before it has begun development. That sounds crazy, but it can be done and it’s an excellent way to get the plot down. To make this work, relax yourself and visually imagine that you’re playing the game from start to finish. Let your mind suggest scenes, characters, plots, and strategies. Write down the game as its being played before your mind, and then repeat for each twist that you’d like to see implemented in the actual game.

8. Throw the plot into the mixer. There could probably be nothing more challenging in a video game than plot twists. As long as it’s not too confusing to the point where players complain and quit playing, rearranging its plot could lend to some fun mind-bending twists that no one would ever predict. Try putting the game’s beginning in the middle, or introduce all the subplots in the beginning of the game and have it all start to make sense toward the end (Think, “Pulp Fiction”).

9. Look at the game with someone else’s eyes. You may already know how you want your game to play, but so may everyone else. To inject some real creativity into your video game, design it as if it were presented from the eyes of a child, a lizard, or an inanimate object like a television. This exercise will not only keep the game intriguing for it’s players, it will also keep its development challenging and interesting for you! Don’t be surprised if your newfound view changes the game throughout its development. A new perspective has an interesting habit of creating new purposes and new solutions.

10. Challenge the rules. Try to remember that most advances in anything (not just video games) came about from challenging the rules. To make this work, think of the rules imposed on video game developers in the past and just break them! Do the opposite. Where they say you can’t or you shouldn’t – go on and do it. As long as your rule-breaking spree causes no harm and doesn’t jeopardize the integrity of the game, try it!

11. Don’t call your project a video game. Sometimes when you change the name of something, you start to view it differently. This is because different words move a line of thought into a different direction – a different direction that sparks new ideas.

12. Combine ideas. We’re often told to ditch the first, second, or even third idea that we come up with for a project in favor for a much stronger idea. But instead of ditching these ideas, why not combined them into one. Combining ideas is one of the easiest ways to come up with new ideas and you can do the with your game. You could combine life forms, scenery, and all kinds of things. The end result would be nothing short of amazing and all the while, your players will wonder, “How did they come up with this stuff?!”