Archives For Observations

By some strange paradox, E3′s lack of announcements regarding the next “next generation” of hardware has prompted many news sites (and publishers) so speculate as to when the next cycle will begin.

When I first began animating games at home in my highschool years and was invited up to the local game studio, DMA Design, back home in Scotland it was exacly at the time of the big shift from the 2D of the 16bit consoles (SNES and Genesis) to the impending 3D revolution of the as-yet unrealeased PlayStation and N64. I still clearly recall being informed by my tour guide (Art Director Oz, who by some strange twist of fate now works just up the road from me in Montreal at local studo A2M) that it would be “a long time before we’ll be seeing round edges in games again” with the move to hard-edged low-poly games like the original Tomb Raider and Tekken. As such, I promptly ditched my computer and all my 2D skills and instead decided to apply for art college to get drunk and meet girls.

On completing my studies and joining the industry proper it was 5 years later and the old-hands I learned from and I were wrapping our heads around the leap from the original PlayStation to the PlayStation 2, with its analogue input and superior power and memory specifications. During this period a lot of over-estimation of these specs on our part resulted in much trial and error, (with the latter being most prevalent), and the unfortunately disproportionate ratio of actual creative-to-technical work was quite the learning experience. But hey, I didn’t know any better…

4 years later and I make the jump across the Atlantic. After a brief stint with the Xbox, it’s on to the Xbox360 (at the time, known as Xenon) and the then unfinished Unreal 3 engine. Again, lots of over-estimation of hardware specifications despite being some of the first developers to receive the new hardware kits and being the UE3 early-adopters. Again, having to relearn how to create animation in games from scratch as we apply new methods such as blending, additive animation, IK and an entirely new facial system, not to mention the poor artists who had to completely rethink their workflows with the move to normal maps and Z-brush modelling.

So here we are once more. 5 years later and on the verge of when another hardware generation cycle is expected to be announced, so I’m going to put it like this…

Can you imagine how crippled the art of filmmaking would be if every time shooting starts the vast majority of the crew’s time is spent creating reels of film and re-designing how it works inside the camera? If every time an author sits down to work on his or her next bestseller they must first spend years establishing workflows for simply getting the words down on the page? And every new album is delayed months as your favourite band is holed up in the studio, luthering their own guitars?

For the first time ever I’m coming into work and purely creating art. Not worrying about whether I’ll get the tech in time to finish the workload. Not dealing with crashes, bugs, delays and instead just knowing that when I want something to work, it does. For the first time in my career I’m spending 100% of my day creating mature, thought-provoking content, and it’s really something of a marvel to be discussing character motivation and story arcs safe in the knowledge that everything else is taken care of.

To this end you can keep your new hardware and your fancy camera inputs and magic wands, because I’m concenrating on content.

Voicing Complaints

May 24th, 2008 — 5 Comments

Three years ago, when I first began this site, I posted this about voice actors complaining over the videogame industry’s position of not providing the same financial rewards as other more traditional media given their percieved profits – most notably residuals, (an ongoing stream of payments for the completion of past achievements). Since then, I’ve not only worked on more than a couple of projects with a heavy focus on high-quality voice acting, but also directed motion-capture actors in hollywood. This has given me a better appreciation of the artform and of the difference that a real talent can bring to a performance.

Nevertheless, I still got really mad at this recent interview in The New York Times with Michael Hollick, voice (sometimes mocap – though if all the actions in the game are done by one guy I’d be surprised) actor employed to breathe life into the main protagonist of the recent hit GTA4, Nico Bellic.

Mr. Hollick is understandably upset about the fuzziness of his contract that, unlike those offered in the mediums of film, television or radio, does not offer him pay whenever his contribution is featured in promotional materials, and perhaps that should have been made more clear to him. However, if he or any other voice actor believes that the work he provides is IN ANY WAY comparable to the years of intensive creative labour, off-hours problem-solving, and let’s not forget, unpaid overtime by the hundreds of talented developers at any given game studio then he is very, very mislead. I wholeheartedly agree with the below statement from the piece:

The actor whose appearance or voice is used is more analogous to a session music for a band. The session musicians don’t get residuals on the sales of the CD. They get paid a session fee.” – Ezra J. Doner, a former Hollywood executive who represents entertainment companies as a lawyer at Herrick, Feinstein in Manhattan, N.Y.

Funnily, an interview in the April issue of EDGE magazine sees series creator Sam Houser talk of Ray Liotta’s similar comments following the huge success of GTA Vice City:

…I hate that kind of chat. It’s like, be cool. You know? I hate that – it’s so cheesy. Like he’s saying, “Next time I’m really going to pin it to them”. Well, how about we just killed off your character? So he doesn’t exist – there is no next time. That’s how we handle that.

No more Nico Bellic then.

In the combined absence of a working XBOX360 and an unreasonably harsh flu knocking me on my ass for a whole week, I’ve been going Old Skool lately with some PS2 and Wii action. Thankfully, I simultaneously ran out of contact lenses so the games didn’t look as bad as they could have so an admitted graphics-whore such as myself was able to muscle through God of War for the first time, Shadow of The Colossus again (that never gets old, or ugly for that fact) and now Mario Kart on the Wii.

Now, Nintendo is second only to EA for peddling the same franchises year on year with only minor tweaks and updates, and Mario Kart Wii is no exception – but once again, (and I’ve been playing this same game since high school), it’s an absolute blast – especially in team mode (co-op). What impressed me most though, and therefore resulting in this post, was the online experience – my first with Nintendo.

Being used to XBOX Live’s often unsavoury company of middle-American cowboy attitudes further shielded by online anonymity, as well as the downright embarrassing experience of being a grown man playing with children, it was refreshing to simply play a game against complete strangers that could not be interacted with in the slightest outside of the actions presented in gameplay – ie. throwing shells etc. I used to hate the idea of Friend Codes, (Nintendo’s enforcement of only being able to choose online opponents you already know in real life), but when I come to think of it, I rarely play against folks outside private matches on Live due to the aforementioned issues.

Every race, I am shown the geographic loaction of each participant on a spinning globe, (and the matches are truly international based on when you jump online), with only their smiling avatar and name to distinguish them. No headsets. No trash-talking. No ChildKilla69 or Assr8p firing bigoted insults with every other headshot- just a clean, simple race to the finish with friendly folks sporting names like Bill, Jake, Canadagirl and WingMario. I fantasize that, unlike the petty XBOX crowd, I was playing against similar young professionals as myself. Doctors and lawyers, designers and architects all kicking back in their loft appartments after a hard day’s work – donning the Nintendo avatars of which we all share a particular nostalgia, or their own personalised yet similarly cute Miis.

Sometimes ignorance is bliss.

Read at Mayerson on Animation:

“If you make a half hour TV show and a million people watch it, you’ve used up 500,000 hours of human life. If you make a feature and a million people watch it, you’ve used up two million hours of human life. There are only 8,760 hours in a year, which means that your TV show burns up more than 57 years of human life and your feature burns up more than 228 years of human life for every million viewers. These amounts are not trivial. We should all ask ourselves if we are providing value for the amount of the audience’s life we are using up.”

This got me thinking about the sheer amount of time that can be spent inside a game as opposed to a film or individual television show. Doing a little rough calculation on a large-scale game like Mass Effect:

  • The last official figures, (pre-holiday season 2007), showed the game to have sold over 1.7m copies. That number has certainly increased since then, but we’ll stick with that for now in the interests of being conservative.
  • We know that only under 20% of games are ever completed, (though I’m estimating that figure might be higher based on the targetted RPG user-base over the perhaps more impatient “Halo crowd”), plus this is a game that actively promotes muliple playthroughs. Again though, in the interests of erring on the conservative we’ll just stick to 20%.
  • Depending on how the player decides to approach the game, a single playthrough can last anywhere between 5-6 hours and 30-40 hours, so let’s take an an average of roughly 10-15 hours per playthrough. (Additionally, the remaining 80% will likely have sunk a significant amount of time before hitting a wall, but we’ll leave them out for now).
  • 20% of 1,700,000 is 340,000, multiplied by 10-15 gives a total of 3.4-5.1 million hours, or at least 388-582 years of human life spent inside the game-world.

That’s a shitload of time!

Just think what these people could have been doing to further the human race – discovering cures for cancer, solving global warming etc. Of course, there’s a lot to be said for downtime and escapism. Losing yourself on an asteroid hurtling towards a human-colonised planet certainly allows you to punctuate your presumably less (than that) exciting existence, but imagine if we could infuse our unique entertainment medium with the kind of education and exploration of the human condition that has been the staple of much less time-consuming entertainment mediums since inception. We really as an industry owe it to ourselves to provide some kind of cultural value to the people who are going to be investing time in our creations so that not only can they justify the time, but us our creations.

Mario’s Planet?

January 26th, 2008 — Leave a comment

I finally concede defeat – I’ve played a Wii game that isn’t shit. Despite being a huge fan of the Zelda series, I found even the Wii launch title Zelda to fall flat on its face after just an hour’s play and has never been touched since. I did, however, receive a copy of Mario Galaxy for Christmas this year and actually found myself laughing while playing. On reflection though this wasn’t because of enjoyment of the game, which is fun in an old-fashioned, time-killing kind of way, but instead an appreciation of Nintendo’s genius behind such a no-risk design.

Mario Galaxy

In the game, each and every level merely consists of a connected series of “planets”, (or rather floating platforms tethered together by splines on which Mario can travel). These planets feel like a series of unrelated test-levels where the designers were free to come up with various unique gameplay mechanics that would never have any adverse effect on each other. A safe, non-cohesive progression like this must have allowed for great experimentation at the Kyoto-based developer without fear of a quota of levels to hit. I imagine a minimum of 100 stars was laid down and 10 times that many were created, with only the best retained in the final game.

The non-linear order of level completion is unhindered by something so complex as a story, and as such the designers were free to create a game where good old-fashioned gameplay and fun take precedence over innovation. I’ve spoken to several colleagues that hail Call of Duty 4′s often one-time uses of game mechanics, with the downside only being game-length, (as re-use is a given standard in game design), but I imagine Infinity Ward were not afforded the same freedom as Nintendo due to the necessity for a cohesive linear narrative.

The reason I write this is that, while clever, it seems that every new challenge we face in bringing gaming to a more mature level is all but undermined by Nintendo. From consoles aimed squarely at children and non-gamers to consistently immature games sporting vacuous subject matter that conform to many a critic’s interpretation – is this really where games should be going?