Friday, January 30, 2009

MMO Community Enhancement

It is done.

trentish.com/community.html

Or as done as it can be at this point.

So what is "it"?

I'd say it's 50% compilation, 50% white paper, 50% proposal; which if my calculations are correct, adds up to 150% pure awesome.

I started this project for a few reasons. First, I love this stuff. I enjoy analyzing MMOs as much as I like playing them. I also learned a ton through doing the research for this. In fact, I'd say the second main reason I did this was for completely selfish reasons. I hope that someone somewhere gets some benefit out of it, but really, it was rewarding enough on its own to make it worth it to me.

I don't pretend to know everything and I'll be the first to tell you I have so much more to learn, but I hope I've at least managed to present some good ideas.

I welcome any and all feedback.

Thursday, January 29, 2009

Time Soars

Has it really been a year already?

That would seem a ridiculous prospect, if not for everything that has happened. My desire to break into this industry has only intensified since then. I awake in the mornings with thoughts of game development grandeur and fall asleep to tomorrow's aspirations. I continue to strive to learn as much as there is to learn here on the outside.

My excitement has grown even more recently. I feel as if my debut is just around the corner. I'm ready now. Ready to take that entry-level step.

I'll probably look back next year on such words and see the naivety dripping off of them, as we are apt to do after a year's worth of personal growth. But I suppose that's the nature of growing older.

In March, I'm going to the Game Developers Conference as a Conference Associate once again. This time I return wiser and ready. My goal is to find an entry-level position or internship inside of the industry proper.

I'm hoping for entry-level production position, but those are rare enough as it is even without the current economic downturn. I'm more than willing to take a QA job or something in customer service. I'd prefer something relating to MMOs, but I'm not burning my bridges. At this point, I just need to break in and start showing people what I'm made of.

So there we are. One year down, with many on the horizon.

Happy Birthday blog.
Happy Birthday me.

Monday, January 12, 2009

Bagpipes and the Undead

I don't know if I would consider myself a follower of the genre, but I've always had a soft spot for Celtic music. There's not many things that can consistently have the effect of instantly taking me to a different place. I often wonder why this is.

Is it because I am of Celtic decent?
Is it merely from the knowledge of my heritage?
Is a susceptibility buried somewhere, hidden away in my DNA?
Or is it ingrained into us as humans, as beings, children of emotion and sensation?

Do others see as I do? Floating on the notes of a soft bagpipe, the swaying grassy plains of the highland stretched out beyond, standing atop a craggy cliff in a land I've never been to, chilled by a salty sea breeze from the western surf. Do others see it?

Maybe I need to stop watching Braveheart at 4:00 in the morning.

In reality, the right music can have the deepest of effects on us, even if it shouldn't. Take some footage of someone chopping vegetables, put a Clint Mansell score over it, and you'll somehow find yourself empathizing with the plight of the common celery. This of course leads to the dilution of great works. When everyone and their dog uses Lux Aeterna, it begins to lose its effect.

Blanketing your creation with great music will only lead to ineffectiveness through repetition. Successfully coupling the auditory high points with the visual ones is a vital part of creating those all important "neck-shiver" moments. This of course becomes exponentially more difficult when the medium is nonlinear.

Which, of course, brings us to games. (Oh don't pretend like you weren't expecting that transition. I can segue to the industry from eating pancakes with your Grandmother at a Japanese IHOP.)

Linear singleplayer games have an easier time with this. Not only are they generally shorter, but because they follow a set path, designers have a better idea of where to put music cues. They have somewhat more control over what the player is experiencing. Of course, they still can suffer from being too repetitive, depending on the length of the game and how much music is available.

Spore used a generative music system. It seemed to work well for that type of game. The music was always recognizable, but it still felt mostly fresh.

Unfortunately, music in multiplayer games generally gets shut off by players after awhile. It just gets too repetitive after multiple play sessions. Also, for the most part, the music is played at random times or might even be on repeat.*

*(Related note about Red Alert 3: I love you EALA, but dear god, looping music hurts me in the face. Also, there's a reason we love Frank Klepacki; give him more to do.)

Valve's Left 4 Dead has attempted to remedy this. As Tim Larkin explains in the audio commentary, "We took several steps to keep the music interesting enough that the players would be inclined to keep it on as they play. We keep it changing so it won't become tedious; to this end, we created a music director that runs alongside the AI director, tracking the player's experience rather than their emotional state. We keep the music appropriate to each player's situation and highly personalized. The music engine in Left 4 Dead has a complete client-side, multi-track system per player that is completely unique to that player and can even be monitored by the spectators. Since some of the fun of Left 4 Dead is watching your friends when you're dead, we thought it was important to hear their personal soundtrack as well. This feature is unique to Left 4 Dead."

From personal experience, turning off the music in L4D is a very bad idea. The gameplay cues (such as when a Witch or Tank is nearby, or a zombie horde is incoming) you get through the music are very important. And honestly, even after playing it awhile (read: too much), I have no desire to turn it off. In my eyes, they succeeded.

So what about MMOs? Is it possible to have effective music that lasts?

A few people over at Slipgate Ironworks (John Romero's startup) are trying to do just that. They're developing what they call a "Generative Adaptive Music System" for their MMO. Rather than only having a set soundtrack, music is generated on the spot. Different zones might have different instruments or "feels" associated with them. As Jim Hedges explains in the article, "We don't want the music to tell the player how to feel -- we want to create a sound canvas that hopefully supports how the player is feeling." It's hard to know how successful it will be until we hear it in action, but it sounds very innovative.

These sorts of systems are trying to bring us to the next step in music. They're striving to not just be generative, but adaptive. That is, matching the high points in the music with the high points in gameplay. The music adapts to what is on the screen.

I think this is where the future lies. Luckily, there's a large trend in the industry to make gameplay itself more adaptive. By watching what our player is doing, as well what challenge level our player seems to be at, we can cater to them better. The more we can keep track of this and act accordingly, the better our players will be immersed and achieve a flow-like state. Hopefully, music can be a part of this trend.

The next logical step, of course, is in a few years when we might even have access to what our players are actually feeling. That's a blog post for another time, but my neck is shivering just thinking about it.

Sunday, January 4, 2009

Color and Perception

I have to plug my friend Caleb here on his recent blog post about being a color blind gamer.  It's not something most of us think about.  As he says, "I give green Sour Patch Kids to my wife when she asks for red. Other than small things like that, I live a pretty normal life."

When it comes to games, however, it can quickly become a big deal. Not being able to distinguish between certain elements can obviously be devastating to gameplay.

I know it strikes a little close to home for me, although in a different way. My Father has Retinitis Pigmentosa and therefore has been visually impaired for the better half of his life. Besides the more obvious (and arguably more important) side effects, growing up as a kid gamer, it was always difficult to share the games that I loved with my Dad. Because of his sight, he had trouble participating or even watching me play.

I remember one specific instance where I tried to get him to play Goldeneye with me on Nintendo 64. He made a valiant effort, but in the end, I could tell that for the most part he was faking. He would do his best to respond to any flashes or change in imagery. It was just too difficult for him to see and understand everything on the screen.

Obviously anything like a first person shooter is going to be difficult for the visually impaired, but other genres might be much easier to manage. Games like Civilization might be doable but the amount of information can be overwhelming. Simpler games, such as your average Flash game, would be much more suited.

I kept many of these things in mind while developing Fugashu. I wanted my Dad to be able to play it without special help. This was one of the reasons I made the numbers nice and big, and made sure to make them contrast well with the cards. (Contrast is something he can actually see very well. Occasionally he'll pick a tiny piece of lint off of your shirt, much to your confusion.) I gave each action a specific sound. Positive actions were rewarded with a nice "bloop", but moving a card where it shouldn't go gives you a not-so-nice "bleep". Special cards all have their own sounds, to tell you when they act.

I also showed him how to make the SWF file go full screen, which meant he could play it on his computer without any kind of magnification.

It worked quite well and he's definitely Fugashu's biggest fan (although, he might be a tad biased).

I guess my point to all this is we as developers should do our very best to make our games as accessible as possible. There will always be budgets and deadlines that force us to focus on other things, but we should try to at least keep in mind how our decisions affect others. A small change might make a large difference to someone. Whatever gives us the most bang for our development time buck.

I encourage you to read Caleb's post.

Saturday, January 3, 2009

Volcano Tacos

The revolution has begun.


(I know I'm slightly crazy.)