December 3, 2007

Final Project

For the Computer Games final project I will be creating a 3d terrain file of my Architecture final project: a constructed landscape of the Oakland Estuary Park in Oakland, California.

I will be using a trial version of Game Studio A7, a trial version of D-Grafix's T.Ed (Terrain Editor) and simple shareware called HME (Height Map Editor).

Note: As far as I can tell, Game Studio uses .hmp files to add terrains as objects.
According to the 3DGS help manual:
"They can be created with MED, or imported from RAW height maps or BMP or PCX height image bitmaps that are created with terrain builder programs."

All programs and respective tutorials/manuals are available online for free.
If you have any suggestions or useful comments please share.

November 16, 2007

The Most Addictive Game Ever?

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SMG or Super Mario Galaxy, came out last Tuesday. Of course, I pre-ordered it AND waited in line for it for 15 minutes at my local GameStop. I have been playing it and forgoing all other responsibilities ever since. I'm seriously thinking about asking my mother to hide it somewhere or take it to work until Thanksgiving break.
I think the only cuter, more addicting and adorable game will be Spore. Can't wait till that comes out... hopefully after I graduate.



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Graphics and Controls
So why is this game so great? Well it stars Mario - everybody's favorite Italian plumber. As we all know the graphics on the Wii are nowhere near as sophisticated as those on the XBOX 360 or PS3, but SMG is one of the first Wii games to fully and successfully utilize the Wii-mote and Nunchuk. For example, by rotating or twisting the Nunchuk, Mario can climb up vines! He can also spin like Link! He flies through three-dimensional space (much like Super Mario World 64) and the use of the two controllers is actually intuitive. More consistency between games would be nice. The B-trigger and A-action are similar to other games like Red Steel, Zelda, and Resident Evil but I often catch myself firing with B when A is required! If B is the trigger, let it always be the trigger!

Swimming underwater is much more evolved thus difficult than it was in SMW 64. In 64, swimming underwater made me very queasy. I think I may have even been afraid... but in SMG, you can see everything at every depth from dry land. There are no dark spots or surprises, although the color changes semi-realistically (loses color) the deeper you go. Mario can dive with the Z button (which is also used for crouching and stomping) and he has a lot more air. He can stay underwater much longer than he could in 64. There are lots of air bubbles and coins so staying underwater for an entire level is no longer a drag. Unfortunately, the controls are still not completely intuitive for swimming.

The graphics are not the greatest, but they are some of the best on Wii: much more crisp and more cohesive than games like Wii Sports/Play, Super Mario Party 8 or Super Paper Mario though, naturally, not as realistic as those in Red Steel or Splinter Cell. The graphic experience is one of overkill: there are so many brightly colored, cutely rendered, sparkling objects begging for interaction that playing the game can be dizzying.



New Powerups

*Red Mushroom - Increases max health from 3 to 6.
*Bee Suit - Mario takes flight! He loses his suit in water and can climb on honeycombs and walk on flowers. Not as cool as the feather/cape from Super Mario World SNES but way cuter!
*Ghost Mario - He becomes invisible. He can walk through walls but he can't walk into the light. I haven't gotten this far in the game.
*Flower-power makes a comeback.

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Other Cool Additions
*For extra stars, you can beat a world after you have attained the first 3 stars in a 4 minute countdown mode. I have yet to attain this, either. 4 minutes is pretty short!
*Mario can roll, jump and squash enemies on a huge ball. Controls are easy to master.
*Mario goes ray-surfing on a giant sea-ray. Controls are difficult to master.


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The bottom-line? It's like crack. Try it. It's great. But it's really difficult to kick.

Final Project Idea

For my Architectural Theory class, I will be writing a 10-page thesis on Virtual Architecture. I have a presentation already prepared on the topic that I will revamp for our class and I will include the main points.
The thesis at this point is:
Virtual Architecture: An Emerging Educational and Experimental Medium
I will study the theory and experimentation of Greg Lynn and LOL Architects, and present student and professional work, along with some work of my own.
I have posted previous blogs on Second Life Architecture and Virtual Suburbia's blog. I am also using Metropolis (an architectural periodical) and I.D. magazine articles.

November 12, 2007

Exercise 1 Thus Far...

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VIEW FROM ROOM 2 INTO ROOM 1 VIA WINDOW

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SUNSET AND STEPS

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VIEW OF ROOM 1 AS PERCHED ON WINDOW "SILL" OF ROOM 2

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VIEW OF ROOM 2 FROM INSIDE DUNGEON

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CLOSE UP OF STEPS AND CHANGE IN GRADE

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THE DUNGEON

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CLOSE UP OF SPIDER AND SWORD UNDER LIGHT

November 5, 2007

Ergodic Literature (and the Legend of Zelda)

My mother and I have been playing Zelda (Twilight Princess) on the Wii for the last two months. We both like the game, but for different reasons:
I love becoming a wolf; she hates it.
I love killing spiders; she loves freeing monkeys.
I love the epic science-fiction action; she longs for the days of animal herding and being an example to the young children in link's village.

By definition, ergodic means: "of or pertaining to the condition that, in an interval of sufficient duration, a system will return to states that are closely similar to previous ones: the assumption of such a condition underlies statistical methods used in modern dynamics and atomic theory." (source: www.dictionary.com)

According to Aarseth:


"In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages.

"A reader, however strongly engaged in the unfolding of a narrative, is powerless.

"The cybertext reader, on the other hand... is not a reader. The cybertext puts its would-be reader at risk: the risk of rejection. The effort and energy demanded by the cybertext of its reader raise the stakes of interpretation to those of intervention. Trying to know a cybertext is an investment of personal improvisation that can result in either intimacy or failure."


By definition, Zelda is ergodic. The point of the game is to restore the universe (game-world) to its original state. This game is much like the Cybertexts Aarseth describes. Without completing objective A, the player cannot complete objective B. In rare cases, the player is able to complete a series of objectives in whichever order he pleases, but he must still complete a pre-designated series of objectives before he is able to move on to the next level.

In this situation, the player is part of a pre-determined narrative. He does, however, feel as if he has choices, for he does, but they are limited and do not create alternate outcomes. His options are contained within in a limited system.

I AM MIRA SCHISM

Visit me in my Second Life


I finally joined the matrix. Of world-class wanna-be's. Second Life has been around since 2003, but it still isn't cool enough for me. Hopefully, I will not get sucked into this alternate reality (which actually happens to be a lot like real life except maybe a little LESS interesting...) And soon, I will be able to afford to buy new clothes. Maybe at the American Apparel HQ... NOT.

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More on Second Life Architecture

Archinet has a lengthy article on Second Life Architecture...

Architecture's Second Life


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October 29, 2007

Indigo Prophecy

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Indigo Prophecy is a movie-like game in which the player gets to be one of four
characters in a pretty unique and mysterious plot.
The realism (and likewise, surrealism) is fairly innovative for a 2005 computer
game.


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The cinematic qualities of the game include an interactive narrative that only
deviates slightly from the more traditional linear story lines common in games.
However, it creates the effect of a level of personification quite uncommon in games.


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Although the mood-meter of the character is not crucial to game play, it is crucial
to player involvement. As one plays, one continually seeks ways to maintain a
"good mood" amidst a series of dark experiences and bleak environments created
by the game's designers.


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The game includes many uniqee features that give the player a sense that the game
would not "happen" without them. This role playing is evidence of Indigo Prophecy's
predecessors, Adventure, Zelda, and King's quest but unlike these older games, Indigo
Prophecy uses time constraints to add yet another layer or realism to the game play.

There are moments in the game where the player is responsible for exploring his world
in a mundane, virtual fashion, such as checking email messages, cleaning his room,
and listening to music. Kissing one's spouse goodbye, playing basketball, and
feeding one's self or drinking beverages are other mundane but crucial parts of
everyday life.


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The game creators use quite a bit of foreshadowing, although, for the first few hours of
play, it is overwhelming, unnecessary, and distracting. There is something deep and
sinister going on, but the player does not know exactly what it is or who to trust. In a
film, this effect of suspense and suspicion would be captivating, but in a computer
game it is simply "fluff."


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Though different paths are offered and "bad" choices can be made, thus prohibiting the
player from "winning" or feeling as if he is on the "right" path, there cannot be complete
openendedness in the game. The possibilities are not infinite nor are they so different
from one another. The creators were successful in allowing more non-traditional
choices. Most games which offer a right way and wrong way, forcing players who travel
down the wrong path to either repeat their steps or miss out on something only to later
realize it was crucial for beating the game. This game removes that pressure with
another one: that if the wisest choice is not made quickly, the remaining choices
thereafter will be significantly limited. As I found out from playing the game, making
wise choices quickly is quite difficult.

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Overall, I was quite impressed with the game. I am currently looking for a version that
works with my console. I would definitely like to play another game like it, though
the characters and story (murder/detective/religious/existentialist themes) are not of
particular interest to me.


HL2/CS Fallingwater Map = Awesomeness

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http://www.youtube.com/watch?v=Tqsk4WARk2I
HL2 version


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http://www.youtube.com/watch?v=ag_sOnD0hsg
CS version

October 10, 2007

AFMP Critique

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I realize that the game is not about graphics, animation, movie sequences or any other eye-candy gamers expect. However, the game could use a facelift, and by facelift, I mean, a new UI. A tutorial would also be helpful! The reading is heavy. Perhaps information could be displayed to the user as he plays. After he chooses the head of his organization, the computer could prompt him for his next move.

I did not play much, but the game lacks appeal. The initial response to playing is a mixture of confusion, boredom, and eye fatigue.


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The desk top/note book page information display seems dated, though the music is credited from 2005! The game could take cues from other strategy and military games by providing an easy first "level," a tutorial, or even a gameplay demo as a video. The ridiculous amount of text could be simplified and the icons could us refinement as well. The sketchbook style graphics and Sim-City landscape are both disappointing and distracting. The overall theme, however, is quite interesting and has a lot of potential.