While it is perhaps a true blue mark of the sophistication of our species that we can find the time to indulge in such deep intellectual consideration of the life the universe and everything and why it equals 42, I am a pragmatic soul, and I cannot quite see how any of that is ever going to find practical use in improving the human condition it discusses all day long. Philosophy seems deliberately opposed to finding solutions; it’s more interested in thinking at length about the questions. Also, it’s a hard word to say sometimes.
Friday Feeling
Why am I talking about Philosophy? Well, our last contextual session was about the Philosophical perspective on aesthetics and design, which I think acted as quite a poignant metaphor for the subject as a whole. It was entertaining to watch and some fun discussion was had, but when we left, we hadn’t actually learned anything. On a related note, I was talking to a student of Philosophy about a month ago, who described to me the theory of the collective unconscious. A brain child of everyone’s favourite Philosopher, Carl Jung, this states that all human thought and imagination exists on a shared plane of existence, and therefore any idea you ever have is merely an existent concept translated from the shared ether. Preposterous, obviously. I was actually borderline offended by the implication my ideas were not my own, but, I must admit it does act as a pretty colourful explanation for some of the things I discovered in the weeks that followed.
Jung would be Proud
Initially I was reluctant to bring any of these discoveries to light. Firstly in case it comes off as inventing an alibi for arrogant trickery after-the-fact, and secondly because pointing your audience towards anything similar to your ideas can often dilute their impact. In the end though, I think it factors into my reflective exercise (in an aesthetically pleasing way), and anyone that knows me or reads this very blog, knows I don’t suck so hard I have to go around stealing ideas to pad my own. I came to my conclusions the old fashioned way. Scribbles, spider diagrams, and caffeine induced hallucination.
So the first disappointing realisation was that upcoming horror title, Alan Wake, while totally different in narrative, setting, theme and specialised mechanics to Parasomnia 101, was almost a direct realisation of how I wanted it to look and control in game. Wake even went so far as to use the torch/pistol crossover position and light-beam-as-a-targeting-cursor concept. As anyone I mentioned this to knows, I was quite disproportionally excited about that very superficial part of Parasomnia... One could suggest from the trailers Alan Wake also experiments in using open control/camera methods in combination with rebalancing the protagonist/antagonist ability ratio to bring back the survival element to the equation. And with some success it seems. Well, lucky I still have my personal phobia director, adaptable enemy types and sleep deprivation mechanics all to myself.
Ultimate, which was based on a concept Matt Burton and I had originally conceived in mid-first year, had some of its own thunder stolen by a little game called Borderlands. Although I read a bit about the title about a month ago, I was to be honest, more wowed with the graphic-novel visuals than the premise, and didn’t realise how many similarities in theme could be drawn until it released. Mixing RPG and MMO elements into the FPS genre, advanced teamwork and instanced areas were all shared topics for Ultimate and Borderlands... luckily, the latter is more concerned with dungeon crawler style mechanics and focuses on a small band of characters in a free roaming world, rather than persistent community zones as lobbies for dozens of gamers. Also, when the RPG aspect was imported into Borderlands, it brought with it stat-based balance, which I deliberately avoided in Ultimate; balancing the game via gear and ability levels.
Final kick in the teeth was my shadow walking mechanic, which I deliberately designed to be a unique defining ability for Narro’s character in Affinitus. Hello November’s GamesTM issue, featuring an article on a game called Lost in Shadow. Although this quirky platformer is barely on the horizon, it is all about puzzles based on manipulating light sources to cast shadows you can then use to progress. On the bright side (pun?) in Affinitus the shadow walking isn’t nearly as central to the experience, and finds itself supported by many other unique elements.Great Minds Think Alike?
At first I must confess these little jabs kind of took the wind out of my sails, but thinking about it another way, this was bound to happen. My activities this semester were based on analysing current trends and designing new concepts based on what I anticipated to be the upcoming demands and interests of different demographics. The industry has to be doing the exactly same thing, so if anything it perhaps only demonstrates I was on the right track all along with my design outcomes, realistically generating ideas which are in fact applicable to the market place. They must be, because approximations of them are already appearing on shelves in the coming year. The shadow walking mechanic was perhaps less fortunate, but again I must be on the same wavelength as professional designers to be landing at the same conclusions when looking for new mechanics. In this regard, it’s all quite reassuring. Obviously though, I will have to go much further outside the box in future, I’ve been making small leaps of a year or two, when perhaps I could think much farther ahead.
It isn’t like these examples are the first time I’ve been burned this way either. I’m sure all of us have had ideas which appeared in the market before we had a chance to make them reality. Believe it or not, I had designed games very similar to Gears of War and Crackdown prior to even starting the BA course...You probably don’t believe me, but that’s ok, I have plenty more ideas were that came from!
1 Down 2 to Go
This will be my last blog/diary/reflective entry for the semester. All that remains is for me to do is burn my project folders to disk, which I will be doing as soon as Jim has done a last check to see it is all in order. I have really enjoyed this first stage of the Masters, and feel I have genuinely hit my stride as far as idea generation and conceptualisation goes. My process is becoming more natural and polished, which is allowing me to manage my time and meet deadlines with relative ease. The proof lies in the pudding, being that I “finished” a week early, somehow. Next semester though, I’ll be out of my comfort zone, tackling new problems and challenges I will no doubt struggle with. Hello, UDK. Be gentle.
-Steve






This idea of “testing the water” links in well to one of my favourite idea clusters from the turtle. I cannot credit the source due to how the question bounced around several groups, but the concept is that companies would package samplers of new innovative properties (tech demo’s, beta’s or episodes) along with products the developers are already confident in; aka the sequels and franchises lamented for saturating the marketplace. This is an adaptation of how Pixar include “movie shorts” at the beginning or on the DVD release of their larger attention-grabbing titles such as Toy Story. This tactic would nurture a pre-release install base (the reason sequels are so reliable), garner early interest, and alike episodic release, enable time to consider player feedback and cater more naturally to the audience. Some companies already experimented successfully with this concept, packaging access to multiplayer beta’s and demo’s in other titles, although rarely with the intention of testing new innovative properties. One interesting twist on the idea can be seen by Konami with Zone of the Enders. They did the opposite, and packaged a demo for the latest entry in an incredibly popular and highly anticipated series (Metal Gear Solid) inside a new IP, which did wonders for their sales. People came for the MGS2 demo, stayed for the ZoE itself. Both interpretations of this approach could be utilised to encourage and support innovation in the industry and actually exploit the audiences attraction to “old” IP rather than find a way around it.







