Sunday, September 27, 2009

More idols than realities

The iPhone itself is a convergence device, at it's factory settings the iPhone is not only a phone but a calendar, email device, iPod, video player, gaming machine, and a sub-par GPS. With a recent update Apple added a horizontal keyboard which now allows me to type out ideas and store them while I'm out and about.


If the iPhone had a more robust document application and a more streamlined to get text files off the iPhone and on top a computer, the iPhone could replace my laptop as my main scriptwriting device. Some of my friends even use the iPhone to play movies on their TV in lieu of a dvd player, personally I can't afford the $90 cables to make my iPhone work with my TV.

The iPhone as a convergence device isn't perfect, the keyboard is still too small for long writing sessions, 3G is too slowly and inconsistent for real internet use/gps and the touch screen isn't always precise (works 90% of the time). Although it is a step in the right direction and is miles ahead of it's competition on intergation. It's main advantage is how Apple has turned the iPhone into a open platform through the App store which allows 3rd parties to help shape the iPhone's direction.

Thursday, September 24, 2009

Motivation to write this blog

Motivation to Play is an article that breaks down the reason why people play certain video games into 12 main factors. I decided to test the questionnaire on a self-proclaimed game addict Rebecca Ambrose.

Sample Questions:

1) How much do you enjoy being the leader of a group?
A) Not at all

2) How often do you take charge of things when playing in a role-playing group?
A) Don't like taking charge

3) How important is it to you that your character has unique skills and abilities that the other characters in the group do not possess?
A) Important

4) Socializing with the other players?
A) Hate it

5) Planning and executing tactical strategies and plans?
A) Good

6) To create stories of individual character rather that of the entire group?
A) No

7) Prioritize character interaction rather than combat?
A) Not often

8) How important is it to you that you play a character that is central to the game story?
A) Not at all

9) How important is it to you that you play a character that has a large impact on the fictional world of the game? (e.g. saves or dooms it)?
A) Very Important

10) How important is it to you that you can customize the appearance of your character clothing, armor and similar?
A) Bonus

While going through the questionnaire we found that without a point of reference some of the question we're too vague to make much sense and in some cases didn't seem relevant. An online RPG rarely contains a story they are played for their social interaction and so question about story development don't seem relevant. Since there are some many different variations on the RPG formula, the study should have focused on one game or one type of rpg to avoid confusion in the respondents.

Wednesday, September 16, 2009

A Million pixels for a million idiots

The million dollar homepage is a reflection of a new trend that is sweeping the internet called micro-transactions. When the iPhone app store was first unleashed on the world (11 of July, 2008) many experts scoffed at the idea that anyone would purchase such truly terrible 99 cent games and applications. By the 23rd of April 2009 a billion applications had been sold and by September 2009 over 1.8 billion applications had been sold. The experts believed since consumers are so carefull and picky when they buy full priced$100 games that this would mean death to iFart and a million other bad ideas turned into applications. But the less money involved in the purchase the more carefree (more stupid) the customer is with his or her money. Many people applications were bought on a whim since 99 cents seems like a trifle amount but when 1 million people buy a million 99 cents applications, the money begins to roll in for developers. The same logic applies to the million dollar homepage where the consumer was happy to fork out such a small amount for invisible real estate. Especially since the micro-transaction is electronic people don't have to physically watch their dollar leave their possession, it's just a number on bank balance screen.

An off-shoot of micro-payments is the development of micro-currencies. Micro-currency is a kind of virtual currency that is purchased in bulk, frequently with greater discounts for larger purchases. The currency is then spent, in a separate transaction, on whatever items are available for purchase. For example Microsoft's Xbox Online Marketplace uses Microsoft-Points instead of dollars. A user buys the points using their credit card ($10 = 800 Points) up front and then spends the points at a later date. The (evil) advantage of this process is that even if a customer doesn't buy anything they have already bought the non-refundable points.

Wednesday, September 9, 2009

Story to Music: Celebration

We enter as a group of women are arguing in a large hall. Each one of them are related to a man of importance in different ways his wife proud and ambitious, his mother full verve and venom and his sister who has simply resigned to her fate. Each one wishes to led the others out of the hall and out into the parade. After much discussion the mother takes the led as the doors open to reveal the city streets are covered with cheering crowds. The women walks down the path lined with a sea of onlookers and take their seats upon the podium. The crowd begin to jeer as actors portraying the man's rivals walk down the path wearing monstrous masks to represent their failings. The first one with the head of a goat represent his father who believed men should not be ruled by one man, the next two who have dog masks are his younger brothers who foolish believed they could all share power together. The animal like masks please the man's wife but the mother and the sister turn away in discuss as they realize what they have lost. Finally the man steps out from his his fortress into the city surrounded by his screaming people. He waves at them as throw rose at his feet, since the deaths of his rivals all opposition has washed away and all that remains is acceptance. As the man approaches his throne he smiles to himself content in knowing he had achieved his life long ambitions. He sits down on his throne for the first time as the crowd yells, "Savior," "hero," "leader." Another word springs to mind, "Tyrant".

Tuesday, September 8, 2009

The Big Red Button of Interactivity

Article 1: Fox to Air Twitter-Enhanced Re-Runs of "Fringe" and "Glee"

Personally I think this is more of a gimmick or tie-in than an actual improvement. It's seems rather jarring to have part of your screen taken up with a twitter feed especially when your trying to absorb the story. Maybe if each show housed the text in boxes that had a similar colour palette to the show. Twitter's bright blue and white colour scheme against the subdued colours of Fringe would be distracting. Plus I prefer to watch a show for the first time without director's commentary and then on later viewing find out about the tidbits. Perhaps they could had a Q&A after the show has aired not during.

Article 2: BBC Unveils its Red-Button Interactive TV Schedule for the Coming Weeks

BBC recently unleashed the Red-Button on it's unsuspecting viewers as a new level of interactivity. The problem is it doesn't seem to amount to a lot of actually interacting. The Proms in the Park concert could be viewed from different camera angles and you could take a quiz while watching Doctor Who but neither option seems that compelling. While the quiz would be distracting and would actually detract from the show, the different camera shots might be interesting in a scripted drama. For example during an intense scene the viewer can switch between cameras to see how each character is responding to what they are seeing and hearing.

In my opinion both of these options are very poor attempts at interactivity. Neither option allows the user to interact with the narrative (the main reason we watch TV) in any meaningful way. Both options seemed to be sticky taped on to existing show rather than starting with interactivity and building up from there.

Wednesday, September 2, 2009

Deep End

The Myth of the Ergodic Videogame by James Newman discusses his belief that games are not an interactive medium, which I do not agree with. My problem is not with his conclusion but with his choice of evidence. First problem is with his first choice of the game Star Fox 64. This game was created on the cuspid of the 3D game revolution (1997) and so Nintendo did not take too many risks with their new platform, the Nintendo 64 and decided to remake Star Fox (1993) in 3D. The end result was Star Fox 64, a game with a 20 year old approach to game design.

This is the main problem with the entire article, James has selectively chosen games that are known more for their narrative or a single game mechanic rather than their interactive qualities. Despite writing this article in July 2002, James seems intent on discussing games that are five years old. In some cases the games appeared on last generation consoles. These points weaken his argument and make him come across as a man with only cursory knowledge of game design.