Showing posts with label amazing. Show all posts
Showing posts with label amazing. Show all posts

Wednesday, July 29

Enacting Experience Part 1: It's a Nice Day Today

This is the first part of a three part article series about the use of "enacting experience" as exampled in three Flash games. The concept of enacting experience comes from the world of poetry and describes how the experience of something matches it's content.
This may be the most revelatory game you've ever played. The title is God Damn It's a Nice Fucking Day Today. And let me tell you, it's a tapestry of pure genius.

Indie games, and, in particular, Flash games, are in a very unique position in the game industry. Flash games hold their own little plane of existence in game design. Because Flash is a relatively accessible way to create games, and games that have potential for mass audiences, many independent designers are taking advantage of the software to create some truly incredible games. More so, often unburdened by the weight of publishing financing, Flash developers have a beautiful opportunity to freely explore a game's design. Whereas mass-industry developers are bound by the limitations of delivering mind-blowing graphics, staying under-budget, meeting milestones, and everything else that comes with the fish basket, Flash developers have the freedom to experiment with their design, experiment with those things unsuitable for the finicky market and experiment with what matters most in video games: the experience (thank you Jesse Schell).

I'm not going to enter a long exposition on the game industry right now, but I will say a few words about a game from Scottmale24 and conceived by Prguitarman, It's a Nice Day Today. Naturally, please play the game first, or go outside. It's good for you.

It's a Nice Day Today excels, specifically, as a video game. After playing for 30 seconds, a message comes on screen: "Why aren't you outside? Go outside or the sun will fucking rape your shit." This is paired with a Newgrounds Medal: "Failure to Communicate." This is convention-breaking awesome on so many levels, just like a chocolate layered cake. It's a Nice Day Today straight-up Falcon-knees the idea that Achievements, Trophies, Medals, pick your lingo, have to be used as rewards for good behavior or skill. Quite oppositely, the message overlay and medal blatantly tell players that they fail at life. By continuing to play the game, players are just. not. getting. it.

The gameplay, angrily sun-laser-nuking every house in sight, perfectly matches the agressive message of the game. It's called "enacting experience." A concept I learned from studying the writing of poetry, enacting experience is a technique used to match the content of a poem with its message and/or meaning: you enact the experience. Rhyme, rhythm, sytanx, line breaks, consoance, and more elusively definable aspects of poetry can be used in concordance with the meaning of a poem to emphasize its overall effect, and ultimately, the reader's experience.

It's a Nice Day Today is functioning with the same technique. It's not a very nice day at all, not any more; it's an angry day, an angry, angry day. You play the sun with the sole objective (and capability) to violently burn every house to the ground, exposing stick-figures to the glory of your wrath (or, what could have been your brilliance). Where enacting experience comes in is the style of message. The game's author could have easily left out the message, left out the medal, providing the gameplay alone and not its meta counter-part. However, what players are given is a blatant, threatening message, telling players that their continuing of play is in direct opposition to the game's intentions. This message of pure gundanium not only matches the aggressive gameplay, but rockets the player experience astro-fucking-nomically. It's like "with our forces combined" creating Captain Planet. It's like when two sounds waves of equal frequency meet to form a single wave louder than both simply added. The result is greater than the sum of its parts.

As a video game, It's a Nice Day Today uses several techniques to be super-effective. Players are the ones who expose the message in the first place and who personally experience it. Scottmale24 and Prguitarman are the ones who created the game (because they had a point to prove), but players are the ones in control. They are able to exit their browser, stand up from their computers, and walk outdoors. Really, that counts as control. It's a Nice Day Today breaks the fourth wall in the hopes that players might actually listen. What is interesting is that It's a Nice Day Today makes no attempt to positively motivate nor positively inspire players to go outdoors; its means are command and fear. An alternative game could have showed the sun in all its splendor, showed a happy picnic or swim at the ocean. But would that have been as effective? It's impossible to say, but what we can say is that It's a Nice Day Today tries its darndest to inspire people to go outside, using their own lack of concern and lazyness against them, with the message, as a second gut-punch. Rather than show, the game tells players: your current actions are preventing you from enjoying the nice outside.

There's the genius, right there. It's a game. You're the one still playing the game. You're the one not outside. Your specific action of playing the game, so chastised by that very game, is the simultaneous inaction of being outside.

Tuesday, April 29

Prince of Persia and Graphics

The above are in-game screenshots. Yes, really. When I first saw them, I almost cried. This game is so unbelievably good looking. This is the new Prince of Persia. Rumor has it the game is called Prodigy, according to a recent trademark filing. According to a press release at Kotaku, Prodigy will be released for PS3, 360, and PC. Another Prince of Persia game is also in the works for the DS. Most importantly, Prodigy is being developed by Ubisoft Montreal, the same studio which developed the Prince of Persia trilogy for the previous generation, and also my favorite developer.

Below is more concept art and renders from Prodigy.

The video game medium is a graphical medium, hence the "video." Our technology, is nearing a peaking point. Thats not to say, however, that in ten years we won't have more realistic graphics; indeed, the potential for realism in ten years will be uncanny. But right now, our present technology allows for a broad range of graphical expression. We can have graphics as realistic as Metal Gear Solid 4, as cartoony as The Simpons Game, or as beautiful as Okami. That said, I think our industry is sometimes afraid to break away from realistic graphics.

There is nothing wrong with emulating reality, if that is what the game calls for. Half-Life 2, in order to relay its story, to convey its message, is best suited with realistic graphics. Using the same engine, Team Fortress 2 possess graphics that represent its own themes explicitly for the purpose of gameplay. Not all games need to be so graphically defined. In fact, we are normally just fine with graphics that fall somewhere in between. And thats a good thing. In the same way that it would be shame if all games featured realistic graphics, it would be sad if games either had to be completely realistic or completely "cartoony."

I think we need to be wary of defining our games by their graphical aspects alone. Okami is downright gorgeous, but its gameplay, its story, and its themes are also commendable elements, to say the least. Part of why Okami succeeds as a game is because each of its elements work copperatively to form a cohesive experience.

That aside, assuming these screenshots are truly representitive, I think that Prince of Persia is the best looking game ever made. Just look at them. When you see these screenshots, I can't help think "what have we been missing." Prodigy continues in the footsteps of The Wind Waker, Okami, and Team Fortress 2 to demonstrate exactly what video games are capable of graphically. Graphics have progressed to a point that allows us to visually express ourselves in nearly any way imagineable. Prodigy looks like a comic book. The fact is even more profound when we consider that Ubisoft Montreal's other two franchises, Splinter Cell and Assassin's Creed, are highly realistic graphically. I've already expressed my love for Ubisoft Montreal, but you've got to hand it to them, they are some talented folk.

Screens from Joypad via Pro-Gamers
Character screen from Recenzeher