Thursday 24 December 2015

Visiting Lecturer - Barry Purves


   Barry J.C Purves is an English animator, director and screenwriter of puppet animation television and cinema and theatre designer and director and has worked for the animation industry for over 37 years. From a very early age, Purves has always loved to tell stories, believing that the most challenging aspect of it however is to make it interesting. Having started off in the theatre, Purves had wanted to be an actor, only to realise soon enough that there were far better ones than him.

   That still however did not stop his love for telling stories, and soon enough found himself joining the Cosgrove Hall. It was through animation where numerous questions were answered for him about performance in storytelling. Such as why have we wanted to tell stories from the very beginning? The answer to that question is that: We want to be noticed, to have our existence noted by others in some shape or form.

"Attention must be paid to such a person!" - The Death of a Salesman: 

   Storytelling in the end has nothing to do with real life, what matters if the focus on the good bits itself. To play with artifice, structure, to mess around with colors, editing, textures, lighting to tell a story, just... everything. Embellish the actions of the character, to make him/her/it more interesting. 

   Something artificial is required for one to talk about themselves, an external device that one can talk themselves through. One can never truly speak directly to another, a mask is required. And that is why through storytelling, this 'mask' is required, some form of device. Eg, Mary Poppins is a sort of device, being an outsider that aids in bringing out the issues the Bank family faces. She shows the audience and not just the family themselves about what's wrong with them. Mary Poppins also speaks to her umbrella, by speaking to it, it would seem less odd than talking to herself and voicing her own thoughts aloud.

   Again, enjoy the artifice. Do not think of a story in a straight forward manner, a good story will tell us about ourselves. Find the language that makes the audience buy it, Eg, Warhorse was able to set up the language of its story in a clever manner, the play was able to make itself comfortable with the language of its storytelling. The audience invested its story into the horse itself, they did not pretend that the horse is real, but simply a metaphor.

"Plume"

   Purves' goal behind this film was to tell a story with a puppet with a single source of light (This is also due to budget issues at the time, unsurprisingly). With the meaning behind it being to survive a trauma and finding a way to continue forward and move on, to embrace change after a trauma. Being the only film by him with no actual cultural history, the music was actually composed before the animation.

   The eyes in the animation are the most important thing you can give to a puppet, allowing it to clearly convey its thought processes. While many have believed it the film's main character to be an angel of some kind, he is but only a man with wings (With those wings being the very source of light within this film), a metaphor if you will. To help the audience know where the geography is, the character constantly travels across the screen from right to left.
   Due to budget constraints, the puppet is made out of silicon, and was really heavy and couldn't stretch, if Purves was to remake this puppet he would use latex instead. The wings were made of the loveliest duck feathers, with the bone replaced with a 4 jointed armature. They were surprisingly; never actually torn apart as seen in the film. Purves painstakingly tied parts of the feathers with strings to make them appear damaged and torn as the story progresses (Some CGI was also used for the stray feathers that gave a sense of movement and direction to the protagonist's journey).

   The imps (Or shadow creatures as Purves had officially stated them to be) conveyed stronger body language due to their lack of sight, while the protagonist constantly appears to the right, they start from the left. There were originally meant to be four of them (To represent the four elements), but once again due to budget constraints, only 3 could be afforded. Which was a blessing in disguise actually as this made it easier for Purves to animate them. Their out of sequence blinking made them all the more creepier along with their jagged movements. Such a contrast between them and the protagonist portrays a light metaphor for various things such as beauty and hideousness, and creativity and lack of.

   It is unsurprising that flying and swimming would be the hardest to animate, the swimming scene in the end also shows his embrace towards CGI (Aside from the original message of being able to move on from a heavy loss), swimming shot echoes the flying shot from the very beginning.

   And so, in the end, consider everything, even the smallest gesture can contribute to the story. And cut the number of characters down if possible (Bringing it from 4 to 3 imps had been a smart choice).

"Tchaichovsky, Tales of the Old Piano"

   As the title suggests, this film focused on Russian music composer Tchaichovsky as he goes over his life from beginning to end. The setting was literally framed with a grandiose picture frame (As shown above). With everything filmed in his bedroom, this had been the smallest budget that Purves had ever worked with. While originally wanting to make him play the piano, the lack of it actually liberated the movement of Tchaichovsky.

   As the door opens itself, the character is practically being brought into the room, a room of reckoning as he views the entirety of his life. Set up as a metaphorical courtroom, he is practically being judged. While Purves had wanted to kill him off in the end (With the glass of poison seen throughout), he decided to give the character more dignity, allowing him to walk out with his head held up high.

   Real letters and notes were incorporated into this film. Everyone he loves he gives a red rose, with the color representing love (And so these were placed on his family, friends and lovers), while the swan represented trauma.
   Once again, consider everything, embrace the artifice, enjoy the art of storytelling, find the language of the staging and setting.

Attempted Interviews

   From the beginning, the games of Quantic dreams would be focused upon in my essay on performance in video games (Seeing as David Cage had always aimed to make every game title he worked on an interactive movie of sorts), so around the 5th of November I had this message sent out to them in hopes of getting a response... no luck, though, but it was worth a try (Maybe I should have given Naughty Dogs a try too... wouldn't hurt to give it a try this weekend, I suppose, but if Quantic Dreams was too busy to respond, something tells me Naughty Dogs will be too).


Dear Quantic Dreams,

   I am a 3rd year animation student at Leeds College of Art, I have always been the biggest fans of your works and was wondering if I could do a simple email interview with you for my Dissertation? The topic I happen to be writing about is acting in video game animation. And seeing as motion capture plays a pretty huge role when it comes to the narrative of most games these days, I was hoping to know more about how you go about in creating an empathetic performance for your characters?

   Thank you kindly!

Yours Sincerely,
   Rebecca Wong Si-Lin

   And seeing as Jamaal Bradley made up a big part of my argument (Much like Ed Hooks was), it only seemed right to interview him if possible, but I suppose he himself is also busy on working on numerous projects at the moment seeing that he has always been really high in demand:



Hello Mr Jamaal,


   My name is Rebecca Wong Si-Lin and presently, I am studying my final year of Animation at Leeds College of Art and am presently working on a dissertation on Acting in Video Games. As embarrassing as it is to admit (Though then again I am incredibly slow with most things), I was only able to learn about you and your amazing career through LeSean Thomas' tumblr about a year or so back since I began my studies in animation, but have since then become a huge fan of yours!


   But my apologies for drifting off there, back to the subject at hand, I was hoping whether you could answer a few questions through emails?


   After reading Ed Hook's somewhat disheartening (But nonetheless still incredibly insightful) opinion on the future of acting in video games in his book "Acting for Animators", I was so glad that I was able to chance upon your interview with Nancy Beiman in "Animated Performance" and see a considerably more uplifting outlook on the progression of game cinematics. 

   
   I was wondering however, since that interview (Which should be more than 5 years since), has your opinion changed as well? Do you think there will be more video games to come that will have strong performances that will evoke just as much emotion and empathy to the audience as other forms of media do?

   Would you mind also sharing with me some of the game titles that you have particularly enjoyed when it came to the area of animated performance and storytelling?


   Aside from the more primary focus on gameplay back in the day, what do you think were the aspects that restrained older video game titles form giving a stronger performance (Is it writing? Graphics? Technology? Etc.) as compared to the games of today?


   Does your opinion still stand? Will games and film really have the same quality of character and animation in the future?


   Thank you kindly for taking the time to read my message, please have a wonderful day!


Yours Sincerely,


Rebecca Wong Si-Lin



Update: I gave it a shot and tried contacting Naughty Dogs after I had written this post, don't think I will be expecting a response from them however.

Fifth Tutorial

   A little late on this progress report so I will try to keep it brief, I believe that the positive thing about my essay progress so far is that... well, it's progressing in some shape or form, slow and steady as they say wins the race (But seriously, I really do need to pick up the pace here since I will still need some time to get the thing printed out as well as work on my practical, and I really won't forgive myself if I end up rushing on that part).

   Incorporating my discussion about my practical piece, while not mandatory, would definitely allow me to show my connection between it and the dissertation. After some consideration over the past months, writing about it in first person will perhaps not be as confusing and distracting as I had initially thought it to be. I should try to briefly mention about what I have learnt from all of this and what will be definitive in the final piece itself.

   An important area that I am missing in my dissertation is game theory, namely Agency, a concept, when applied to games, shows how much involvements the player actually has when it comes to the game itself. Particularly, when more choices are actually offered within gameplay, the more agency there actually is. This section will most definitely take up a pretty huge chunk of the essay itself considering what I have read on it so far. This concept will be incorporated into the 2nd chapter and will most definitely add more to my analysation of the examples I have decided to talk about. 

   "The Last of Us" for example, is an game that actually lacks agency and has more authorship than one might realise, based on how it is stylised, the game is considered to be more of an interactive film. Games like "Grand Theft Auto", being of the sandbox genre, allows players to be much more aware of the game's environment while embodying that virtual character, giving a rather nice balance of agency and animation. "Journey" actually has a lot of agency, from trudging up a hill to fighting against the wind. What with the silent conversations with other characters to the hiding, ducking and diving, exploration the finding of another character/player as they go against the environment, this is certainly one of the better examples of games with a high amount of agency.

   As for my practical, based on my findings and analysing of other games. What can I do exactly to make this game concept of mine empathetic to the audience? What area should I place emphasis on? Mock gameplay or the cutscenes themselves? As game gets more complex more opportunities for animation, a whole new area in itself
three strategies: Linear cinematic, Procedural animation, Customisation of animation. So which form of area am I leaning to in particular?

   I am starting to think that including a discussion on virtual worlds (Eg, Destiny, Halo, Any MMO really) will also end up taking a large chuck of the essay, hopefully there will be some way to simply briefly mention it in the conclusion, as I don't see there being enough time to thoroughly research into that area by this point in time. It would still be beneficial to include it in the conclusion, to mention that these virtual worlds from the very beginning have allowed players to create their own stories, allowing them to take control of every single little aspect that is offered to them (Even gestures), Machinama in particular makes for a good example with all the videos that they have created out from these games. I mean... there have been some really impressive stuff done out of GTAV:

Wednesday 23 December 2015

Survey Results

   In an attempt to gather more research, I released a survey out to my family, friends and peers on every social media I had in the past weeks to see what their views on video games are in the coming future. Knowing that this was very open ended, I did my best to make the questions as specific as possible (Especially as there is also a ten question limit for SurveyMonkey and all...)

   While I can't necessarily use most of these for my dissertation (Or perhaps I can, at least insert in few bits and pieces in there of my findings in hopes that it would aid my practical piece as well) seeing as they are all so incredibly different from one another (Also due to the lack in narrowing it down to a specific target audience), it was interesting seeing everyone's views on the matter, from those that play games on their phone to kill some time every once in awhile, to those that make video gaming a huge part of their lives. I will still try to analyse these results a little when I can, as their views on the Uncanny Valley will still be of some help into my research. 

   And if I do get any more results, I will be posting them up here. Also, if you haven't take it yet, here's the link!

   Anyway, here are the results:

How often do you play video games? List down one or a few of your favourites and explain why.

  1. everyday 
  2. Quite a lot unless I have coursework to do. A few favourites are: Assassins Creed Black Flag - I love the world building and the amount of places that you can explore and actually achieve in the game is amazing. A lot of stuff to collect, interesting side quests, and I got quite attached to the main character through his personality, back story and characters he was friends with. Wind Waker - Again the world building and the exploration are amazing. Even though this is quite an old game its still by far one of my all time favourites. The plot is simple but its interesting and gets you hooked. I'm a sucker for the Legend of Zelda games. PT Demo - although it is a demo, I loved every minute of it. I liked how you were kept in this same room where everything was kept the same everytime the loop kickstarted again. It made it eerie and more scary. The use of sound and lighting played a huge role for the game as it wouldn't have been as scary without these elements.
  3. Once a day. Halo for its gunplay. Bioshock for its environment design. The Legend of Zelda for game design.
  4. I play them twice a week. My favourites are "Final Fantasy XIII" series and Star Wars: The Force Unleashed II. The reasons why they are my favourites is the interactive gameplay and the graphics.
  5. Occasionally. Odin Sphere for its deft handling of story, characters and art. Okami, for the characterisation, unique gameplay and painting-like world.
  6. I can honestly say that I pretty much play video games all the time. Some of my favorites are Dragon Age, Mass Effect, Undertale, Bastion, Transistor, and Journey. DA and ME, are my faves because I'm a sucker for games with character creation and I love most of the characters. Undertale because it's got amazing music and equally amazing characters. Bastion and Transistor because the art is amazing, music is A+, the stories always make me cry, and the game's are always narrated in interesting ways. Journey's art was amazing, the story was interesting (once you could figure it out), music was out of this world, game play mechanics were really interesting, and how they wanted you to play with other people without using your voice, I thought it was really cool.
  7. I play video games constantly. My favourites include Metal Gear Solid, because of its memorable characters and strong story that blends itself well with the gameplay; Legend of Zelda because each game is fun in their own way, and age well. Chrono Trigger is my favourite RPG because it has a huge branching story, amazing graphics that age very well, and the best gameplay for an RPG around. Resident Evil 4 for the same reasons as MGS, plus a very smart blend of action and horror.
  8. I play video games fairly often, on average once a day for about an hour. My favorite game is Okami, but some other liked games are the Sengoku BASARA series, the Dynasty/Samurai Warriors series, the Pokemon series, Soulcalibur series, and Undertale. I really like them for their unique character designs and their worldbuilding. The gameplay, of course, is quite good for all of the above as well.
  9. Bayonetta - Interesting story, action-packed! Tales of Symphonia franchise - amazing narrative, typical Japanese RPG style Grand Theft Auto - open world, loads to do, storyline is great with ability to influence outcomes
Do you know what the Uncanny Valley is? Please give any form of explanation about it if you do and list some games you have come across that suffers from that issue.

  1. no
  2. Yes, when an object, animated or real, has an eerie resemblance to that of a human. Polar Express game, took the same evil looks as the movie, couldn't play it after the first few mins of gameplay. Can't think of anymore, tend to stay away from them.
  3. That moment when you detect that something isn't quite human or alive. Anytime you stare at Commander Shepard's eyes.
  4. Uncanny valley happens when a robotic or non living organism imitates real life action, which makes viewers feel uncomfortable. On certain cutscenes in Dissidia, the way the character's blink feels unnatural. The "Pirates of the Caribbean" characters in Kingdom Hearts II also have this issue.
  5. The strange area when a representation of reality comes too near but is still too far from our understanding of it. It is not distant enough to be comforted by the differences, but too near to be in denial of its likeness. I'm not particularly attracted to realism in games, so I'm afraid I have nothing much to add here.
  6. My basic understand is that video game characters look really human and it freaks people out. That's what I understand. If that's the case, Heavy Rain, Until Dawn, and Beyond: Two Souls are 3 that come to mind
  7. I believe I do. It I believe a game that does kind of suffer from this is Silent Hill: Downpour, which does this unintentionally but its enemy designs are very uncreative for the game's creepy setting, and their animations and AI, especially with the Weeping Bat, were just goofy. Sonic 06 suffers by using really overblown HD FMV cutscenes that resemble Final Fantasy, when the game itself looks horrible. As well as the human characters looking way too realistic around the cartoony main characters.
  8. The Uncanny Valley is when an object (or work of art, as in a video game) greatly resembles a human being, but does not look quite enough like a human being and thus triggers a response of disgust or fear from the viewer. I have not personally played any games that have this to a large extent, but I do know of some that exist. As for games that have slight uncanny valley, many of the created characters in Tecmo-Koei's Musou series have a slight uncanny valley effect to them, perhaps due to some face or outfit layouts not being suited to the created character face frame.
  9. Yes, I guess it's that unusual and uncomfortable feeling you get when something doesn't feel quite right, usually down to awkwardly mimicked reality and distorted realism. Things like funfairs, puppets, and mannequins can be examples of this.
Are there any video games that you still enjoyed despite its issue with the Uncanny? If so, why?

  1. not applicable
  2. Until Dawn, even though the motion capture was crazy, it added to the atmosphere.
  3. Mass Effect and Skyrim. Facial animation and conversations only make up a small part of gameplay and I could quickly move on.
  4. Dissidia is one of the games I still like, in spite of this issue. I like to look at the visuals and textures.
  5. The closest game I could perhaps bring up would be the later Final Fantasy series'. I enjoyed it mainly for the flashy and satisfying battle system and to some extent the customisation options of costuming. The uncanny valley is less intimidating when the game is padded with other unrealistic or middling aspects that distract from that disquieting realism.
  6. Not really.
  7. is something that differs entirely to what we are familiar with, and in film it is something withing that narrative that differs tonally to what the audience is accustomed to. A brilliant example of that is in Earthbound, which is a bright, jolly, and humorous game throughout, but at the end it intentionally becomes very dark and scary. It does not suffer from this but rather benefits from it. Deadly Premonition's dark tone is always killed by the very imperfect animations but that's one of the many reasons I enjoy that game. I find Metal Gear Solid: Peace Walker's comic book style cutscenes way too visually jarring, when the gameplay is full 3D. It's still think the game makes up for it with a decent enough story and gameplay.
  8. I still enjoy the Musou series quite a bit in spite of some created characters looking like scary human-dolls, haha. Mostly because the unique characters look good themselves and don't look unusual!
  9. Dante's Inferno - story was great albeit a bit linear and felt a bit uncanny. Character (monsters especially) design was amazing! Fran Bow - interesting and creepy, but uncanny. Evil Within/Psycho Break - Bit of a bland story and incredibly weird but action packed and interesting to play. Outlast - horror game, amazing story
How important is it for video games these days to have a strong narrative?

  1. Very
  2. dont know
  3. Extremely. It wouldn't be a good game without strong storytelling. Games are a form of escapism, we want to get drawn into the story and unravel the plot till the end, it must be gripping for the player to continue. I would rather have low graphics with an amazing plot rather than outstanding graphics with hardly any plot.
  4. Important.
  5. From a scale of 1(least important) - 10(Most important), I would give an 8.
  6. Everyone and their dog can shit out a playable game these days. However not everyone can write good stories to make the game worth playing. Even a dull game can be livened up with a good story that takes the dullness and makes it part of a bigger and better whole.
  7. Nowadays, if everything else in the game but characters and narrative is strong, it's a good game (ie. Bloodborne, Souls games etc). Personally, I think it's important to have a strong narrative.
  8. I think video games tend to benefit from narratives, however I would not say they should be a selling point for games these days so it's not important.
  9. It depends on the type of game. If it is a game meant to be played solely for the gameplay or to be played in bits (such as a puzzle-based handheld title), story does not need to be important. For games on home consoles or PC, story should be as much of a core focus as gameplay.
  10. For me not too important as I get bored easily with games. GTA franchise was the only title that I stuck by all the way that had a strong and successful narrative. Maybe that's why it's so popular? I prefer lots of content over a good narrative, but GTA has always had both.
While a mixture is always good, would you choose a game for its gameplay or for its story? 

  1. Gameplay
  2. no idea
  3. Most likely it's story, but if its a sequel I'll get for gameplay.
  4. Gameplay.
  5. For its story.
  6. Depends on the game, and my expectations from it. I have chosen games for their gameplay, despite the lack of story- or games for their story, despite the terrible gameplay. Although I am more likely to finish games with adequate gameplay, rather than games with adequate story, the latter is more fulfilling and memorable than the former.
  7. Most definitely the story.
  8. If I had to choose it would be gameplay
  9. It depends on the type of game. For RPGs, whether in the "Japanese" style or "Western" style, story is paramount. For action games or fighting games, gameplay is more important- but story is still more than welcome.
  10. Gameplay definitely! If a game is enjoyable and can be played over and over that doesn't require you to complete a story, then I think it has more appeal, especially for those of us that get bored easily and prefer to free-roam and mess about, like Halo forge mode, Minecraft, GTA online, Elder Scrolls Online etc.
What are your thoughts on photo realistic (Eg, Heavy Rain, Beyond: Two Souls) and more stylised games (Telltales: The Walking Dead, Journey)? Do you have a preference between these two?

  1. Goosebumps
  2. no comment
  3. It all depends on the narrative but I personally prefer the stylised games, its brings something different to the story and game play.
  4. They both have their moments and each lends itself to their own gameplay design.
  5. The photo realistic games tend to tackle more serious issue and emotions as compared to stylised games. I personally prefer photo realistic.
  6. Stylised games. I play games not for more reality, but an escape from the banality of it.
  7. I think they're both very interesting. Photo realistic shows how far video game making technology and such has come and I think that's really cool. Stylized games like Telltales games, I'm personally not into because they mess with my eyes, Journey was super pleasant though.
  8. I prefer stylised games. Photo realism isn't, it can certainly still have art style built around it, but I just find stylisation more appealing to video games.
  9. I prefer stylised more than realistic. I notice many games I play have heavy anime influence. Realism is still a nice thing to have, of course.
  10. Telltale games do a really good job in general when it comes to realism. The Game of Thrones game they did looked amazing. Realistic-looking games tend to be more believable, but more stylised and quirky-looking games with unique characters and an 'avant-garde' sort of look might tend to be successful among younger audiences as there's that element of imagination and surrealism.
Why do you think so many major game developers are going for the more photo realistic look when it comes to recent games?

  1. Video effects are instant
  2. more realism
  3. I think its to make it seem more realistic, with the advancement of technology as well, they have all the tools to allow them to do this, Until Dawn as a recent example.
  4. Photo real (technical) is arguably easier then highly stylised art direction (e.g. Wind Walker, Okami, Jet Grind)
  5. It is due to the current capabilities of games engine since they are able to support better and able to store high resolution/photo realistic information. Also, they want to give players a sense of reality, especially on VR or simulation games.
  6. Because it is a safe and easy choice, requires less guesswork, less visual development. Easy to shit out and not have to think too much about.
  7. They want to drag the people in more, think that they're actually there, I guess? I don't really know to be honest.
  8. I believe it's so that the games appeal to casual gamers, or audiences just getting into games, like they don't want to distance that audience too much from film. It's unlikely that a casual gamer will look at Okami and Call of Duty then pick up Okami, for instance.
  9. It is likely that they feel it makes them seem more "adult" or "mature", so that they can lure in people who feel they are too old for cartoons and by extension cartoon-esque games.
  10. With improved technological advances and a huge demand for games that have amazing graphics, I imagine developers would want to opt for a realistic style as that seems to be the target of competition at the moment - games are aiming to aesthetically 'wow' the audience. When GTA V came out (sorry, I love GTA so much!) everyone was fascinated by the detail and realism of the environments, characters, and physics. That sold so well and I think that was one of the main reasons - it looked so real!
In recent years, people have begun to analyse video games much like they would films and while this for some reason continues to be an argument among critics, are even seen as works of art. What are your thoughts on this?

  1. Beside kids adults are into it so thus different demands..LIKE
  2. great
  3. I think it should definitely be a form of art or even interactive literature, at the end of the day you immerse yourself in this narrative, in the game, much like you would with a film, animation or book. They are all a representation of a reality that the creator has envisioned.
  4. Video games and interactive media are indisputably art. And just as the medium is young and finding evolving, so to is the language to critique and dissect it. Unlike static art forms, games introduce a larger number of variables to their consumption. As such, the only question is not whether gaming is art, but what path it's school of examination will take.
  5. It is great to have more exposure on various roles.
  6. Works of creativity are always worthy of analysis or admiration. Art is meant to make you feel, and make you think. If a game is able to do that, why can't you call it art?
  7. Hm, well I get why people do it but I personally don't really care about what other people think of games. I just wish people would stop tearing at each others throats over it. It's getting kinda ridiculous.
  8. I believe we've far since reached the point in which games can be considered art. The games industry in the 90s was practically at the point film was at during the 1910s, when people were trying to prove this could be used to tell stories. A lot of games have challenged audiences and experimented enough for the medium to be considered an art form.
  9. If the industry is to develop and not stagnate, criticism of games as art must be allowed. This includes criticizing more than just gameplay- but story, art direction, animation, music, voice direction/acting, and more. It also includes being critical of more social issues.
  10. Video games are most definitely works of art! They provoke the same if not more intense emotions that traditional art, they engage us in the same way and allow us to interact with them unlike other forms of art. Designers, artists, modelers, programmers, and coders alike all make some form of art - art comes from the imagination and soul and video games are exactly that!
What would you actually like to see in the future of video game narratives?

  1. Short to the point..
  2. full explanation of how to play and what is the goal of the game
  3. I want to see the next stage up of a game like Until Dawn, Until Dawn was great I loved how it was designed to make it appear like an interactive movie, but I would have loved to have seen more interesting endings that don't all depend on the entire house exploding (not saying anymore as spoilers). Would have been nice to have seen more substantial consequences etc.
  4. Narrative informing gameplay and vice versa. Gaming is not film. It shares some similarities, but it would be a mistake to neglect the power of its original intent which is to afford the user control and agency. This participation is what separates gaming from all other media and should inform its evolution.
  5. More interaction with players.
  6. A more cohesive whole, between gameplay, aesthetics, story and characterisation. Showing a story rather than telling it, and characters that engage and grow with the player rather than a brainless ragdoll you fling through the game.
  7. Honestly, I just want less white scruffy dudes with tortured pasts. I want more girls as game protags
  8. More narratives that aim to challenge audiences and work with the gameplay, like the Mother, or Silent Hill series'.
  9. More games set in Asia or Africa. Also, more games with female leads. I'd also like it if Western devs would give games set in Japan a try without fetishizing the setting (i.e., ninjas everywhere in a game not about ninjas, geishas everywhere in a game not about geisha, characters going "HONOR this, HONOR that" outside of the Edo period, etc.)
  10. I'd like to see a greater level of interaction between the audience/player and the game through the use of augmented and virtual reality, much as the Oculus Rift allows the player to move their head and arms to react to the game. This will mean that narratives can be even more influenced by the audience and in the future who's to say we can't push the limits of gaming and create worlds that we're psychically capable of interacting with on a more sophisticated level? That could change the future of narrative in gaming.

Tuesday 1 December 2015

Lecture Notes 3: Resolving your Research Project (Academic Conventions)


  • Our dissertations require:
    • Introduction
      • Outline your question
      • Outline your general argument and how it will develop
      • Academic Conventions structure and standardise and aspire to academic honesty
      • You're expected to:
        • Demonstrate a critical knowledge of practice
        • Apply theory to practice
        • Analyse relevant material (Such as linking two materials together synthesis)
        • Evaluate theory and evidence within the context of study
        • Reflect - Critiquing and critically reflecting on your learning and using this to improve practice 
      • Deep and Surface Learning: Knowledge/Remembering > Comprehension/Undersranding > Application/Applying > Analysis/Analysing > Synthesis/Evaluating > Evaluation/Creating
      • Surface/Superficial Approach (What you won't get great grades for):
        • Concentration on Learning Outcomes
        • Passive acceptance of ideas (Without questioning it and comparing it to others)
        • Routine memorisation of facts
        • Sees small chunks 
        • Ignore guiding patterns and principles
        • Lack of reflection about, or ignorance of, underlying patterns and theories
        • Little attempt to understand
        • Minimal preparation and research
      • Deep Approach:
        • Independent engagement with material
        • Critical and thoughtful about idea and information
        • Relates ideas to own previous experience and knowledge
        • Sees the big picture
        • Relates evidence to conclusions
        • Examines logic of arguments
        • Interested in wider reading and thinking
        • Ongoing preparation and reflection
      • Deep understanding of your topic
        • Academic Writing is formal and follows some standard conventions
        • Each academic discipline has its own specialist vocabulary which you will be expected to learn and use in your own writing
        • The substance of academic writing must be based on solid evidence and logical analysis, and presented as a concise, accurate argument
        • Academic writing can allow you to present your argument and analysis accurately and concisely (No more than 500 words)
      • Aim for precision. Don't use unnecessary words or waffle. Get straight to the point. Make every word count.
        • If there is any uncertainty about a particular point, use cautious language (Such as may, might, could, potentially)
      • Unless you are a confident writer, it is best to avoid over-long sentences and to aim for a mixture of long and short sentences for variation and rhythm.
        • Avoid repeating the same words
      • Avoid abbreviations and contractions
      • Avoid slang words and phrases
      • Avoid conversational terms
      • In many academic disciplines, writing in the first person is NOT acceptable as it is believed to be too subjective and personal. Many tutors prefer impersonal language to be use in assignments.
      • Structure:
        • Preliminaries - Title/Acknowledgements/Contents/List of Illustrations
        • Introduction - The Abstract (Quick summary, no more than a paragraph) / Statement of the Problem / Methodological Approach
        • Main Body - Review of the Literature / Logically Developed Argument / Chapters / Results of Investigation / Cast Study
        • Conclusion - Discussion and Conclusion / Summary of Conclusions
        • Extras - Bibliography (Alphabetised by surname) / Appendices (Interviews, statistical data)
      • 1.5 Lined Space, 12 Point Type, Single line space for quotes, all properly Harvard referenced
      • 14th January - 4pm
    • Project Self Assessment
      • Write down the major aims of the project (So you don't go off track)
      • Give a brief summary of the work so far
      • Comment on your time management
      • Do you know what the final project will look like? (How the practical relates to the written)
      • What steps will you take to ensure it gets there?
      • What areas of the project are you worried about?
      • What 'risk management' plans do you have