Super Mario, Learning, and Vulgarity Revisited

Posted on May 10th, 2007 in Journal by spazeboy

This is an admittedly far less entertaining video than the last one, but it’s impressive nonetheless.

Oh, I was totally going to embed the video, but since it starts playing automatically, it sucks. Click here to watch (it’s worth a click, but seriously, who thinks it’s a good idea to have videos start playing automatically?!).

New Media Advertising

Posted on May 2nd, 2007 in Journal by spazeboy

Paul Bass at the New Haven Independent (a new media news outfit: it’s all digital and all networked) reports on Yale sophomore Victor Wong’s new web business:

GPaper hopes to accomplish the first goal through “flyerboards,” a new technology that mimics kiosks or bulletin boards with flyers. A strip of low-cost, shrunken “posters” — for time-sensitive events, like store sales or public events — would appear on the side of a homepage, for instance. The reader could see one that looks interesting, click on it, and have it appear enlarged on the screen. (A larger version of this, not tailored to hyperlocal news sites, operates on the Yale campus. Click here to view it.)

Wong’s idea is one that makes you slap yourself on the forehead and ask, “Why didn’t I think of that?” The example linked above (and here) is just a digitally transcoded bulletin board. I have a regular board above my computer as I type this. We have bulletin boards all over the Tunxis campus. Supermarkets and restaurants have them too.

We walk by them all the time, but if a well designed flier catches our eye, we stop and take a look. Wong is taking the same concept and monetizing it. If I understand the concept correctly, thumbnail fliers will hang out in the sidebar of local media sites, and if one catches the reader’s eye he can click to enlarge it right there without leaving the site. That’s key.

If I see a good posting on the Tunxis bulletin boards, I can just walk up and read it, then get back to what I was doing. The way advertising on the web generally works now is that a small ad draws your attention, but to click it means to leave the site (or open it in a new window) to learn more. That’s kind of like seeing a posting on the Tunxis bulletin board, but having to go to the Library to actually read it.

So as I delve into the Futures project with my teammates, maybe we can hone our big idea by taking a step back and looking for something so obvious that it hasn’t yet occurred to anyone.

Does Tunxis Suck or Rock?

Posted on May 1st, 2007 in Journal by spazeboy

Either way, this commentary on MySpace is a compliment to Professor “ERSIGHAUS” whoever he is:

Steve is right, MySpace is overrated.

Exercise 6 - Game Analysis

Posted on April 25th, 2007 in Assignments by spazeboy

For readers who stumble upon this post and want a little bit of context, here is the assignment, and here is a link to Amanita: Samorost and to Zork.
———————————-
Amanita: Samorost is a game with no instructions. At the start, it doesn’t look like a game at all. There is some music playing in the background and an interesting collage/image with a few scattered animations (blinking lights). The whole thing just sits there. If the player shows no initiative and gives up, the game is over. If the player begins to wonder what the hell he is looking at, he starts exploring the game space with his mouse cursor. When it changes from the traditional arrow pointer icon into the hand clicker icon, he clicks. Something finally happens!

The player learns that he must look for his cues on what to do next. The opening graphic screen of Amanita: Samorost has what appears to be a bottle neck with a stopper in it, just asking to be clicked. Clicking in the general area of the bottle stopper gets the story going. So for a game with no instructions, it certainly has rules. The initial goal of the game is to manipulate each environment in such a way that the little fella from the bottleneck can proceed. And for the most part he’s no help at all, content to wait on the player to figure things out.

And the story gets rolling after that first user interaction. The view is expanded and the player sees that another planet-ship is on a collision course with the planet-ship that the protagonist is living on. A cut-scene where no user input is allowed shows how the little guy gets from his own planet-ship over to the other one, and the game again waits for the player to explore with his mouse. There are some characters toiling away in the fields that smaller than the one in the foreground, though similarly dressed. The difference in scale implies that the little ones working on the hills are much further away.

The first step to completing this stage is to check out the relationships of all objects in the environment. The character lounging in the foreground isn’t smoking his hookah. So the player clicks on the hookah and he smokes it. The contents are spent. Try clicking on the hookah again, and the guy tries to smoke from it, but gets nothing and discards the mouthpiece. This mouthpiece looks kind of like a key, and there’s a keyhole very near where the mouthpiece now rests. Clicking on the mouthpiece causes it to jump up and rattle around in the lock. The next thing to do, naturally, is click on the button atop the lockbox. This starts that ski-lift in the back ground rolling—but nothing happens! The player notices a loose cable, and clicks it. Try the button on the lockbox again and the ski-lift brings the main character up the mountain. He’s ready to go, and he’s facing to the left. There’s a left-pointing arrow on the left side of the screen, so the player clicks on the character, who turns around and skis back down where he came from. There’s another environmental factor to tweak. It’s the sign. Clicking on it until it points toward the left (where the hint/arrow points) ought to do the trick. Bring the guy back up on the ski-lift. Oh wait, on his way down he knocked the cable loose again! Finally after getting him back on the hill, with the directional sign pointed in the right direction, the player clicks on the guy. At this point, the player receives a pretty explicit hint. The character says “He’s in my way” and an arrow appears out of nowhere pointing directly at the obstructing character. When the player clicks on the little worker dude, he moves and then the player can click on the main character and send him skiing off to the next level.

Compared to this early stage, clicking on the main character from here on in elicits nothing more than a shrug and a stupid look (unless he’s able to act, assuming that the environment has been appropriately manipulated). The ultimate goal of the game is revealed at the end, when the other planet-ship that the little guy landed on (and explored with a great deal of help from the player) is steered clear of collision with his home planet.

As a game, Zork starts off very similarly to Amanita, but instead of the player being faced with a graphic environment and background music, he’s faced with a brief text-only description of the environment. Those superficial differences aside, the games both sit there and wait for player input, with no indication of where or how to start other than environmental cues. A person interested in playing Amanita will use his mouse to explore the environment, checking for places to interact. A person interested in playing Zork will mentally construct the environment, and will perhaps take the most obvious action by typing into the prompt: “open mailbox”.

The player can manipulate and explore the environment in Zork just as he can in Amanita, except that in Zork the player can move back and forth between rooms or spaces. Using text commands instead of the mouse, the player can walk around the house and discover a window that’s ajar. Attempting to enter through the window at this point is impossible, because the window is not open. This is a lot like trying to lift the character up on the ski lift in Amanita when the cable is loose. It’s an environmental condition of the game space. The player in Amanita cannot operate the ski lift with a loose cable, just as the player in Zork cannot enter the window while it is merely ajar.

Similarly to the subtle hints in Amanita, there are some subtle hints in Zork. Using the window example, the description of the window upon examination is “The window is slightly ajar, but not enough to allow entry.” Hint, hint! If the player enters a command to open the window, he is informed that “With great effort, you open the window far enough to allow entry.” Another hint! The next command is to “Enter window” and then the player is in the house.

In Zork and in Amanita, the player learns the rules of the game as he goes. In Amanita, if the player attempts to do something that is not possible, he is notified visually or aurally. In Zork, he is notified via descriptive text. There are many objects in the world of Zork that the player may wish to interact with, using commands like “spit on table,” that are not possible. In Zork, one cannot just spit on the table, it’s a limitation of the game’s programmers, who did not foresee that the player might want the character to spit on the table. In Amanita, perhaps the player wants to swat one of the little flies that is buzzing around. Well, it simply cannot be done. Clicking on the fly—at least when I tried it—has no effect.

I would say that Zork and Amanita have more in common than not, when viewed as systems. It’s easy to take a superficial glance and conclude that Amanita is far more advanced than Zork, but that ignores the fundamental aspects of the gameplay, which are the same.

The Time Before New Media

Posted on April 24th, 2007 in Journal by spazeboy


John G. Timmons (above right) and Steve “Lettucehead” Ersinghaus, gave us an exclusive interview about the new program they are designing for Tunxis called New Media.
View Movie (Windows Streaming Media Player Format)

OK, OK, what happened to the video?

Super Mario, Learning, and Vulgarity

Posted on April 19th, 2007 in Journal by spazeboy

In class, we’ve played a wide variety of video games over the last three weeks. One of the key things that we discussed regarding Interactive Fiction, Games, etc. is the trial and error learning that we do when we start playing a game. We learn its rules. We learn what works and what doesn’t work. We try again and we get better, improving based on our experiences.

So what happens when we play Super Mario Bros.? We’re all probably familiar with the game and its mechanics, and so we don’t expect anything like what the video below shows. Apparently this is a custom-designed level, and it’s looks to be painfully frustrating to play. And I admit that I haven’t watched all 24 minutes of this video, but if the remaining 19 are as entertaining as the first five, then I’m in for a treat.

The guy who is narrating the video isn’t actually playing. He added his commentary for comedic purposes. Don’t play this video at work–at least not with the sound on.

Class Notes - April 19

Posted on April 19th, 2007 in Notes by spazeboy

Space in interactive fiction is purely conceptual. The player never sees the room he’s in, but it is described.

Games have rules that are sometimes contrary to the rules in the real world. Within those rules, when playing, we must suspend our regular expectations, morals, etc.

To demonstrate the importance of architecture to New Media, we played Half Life 2 for a bit. Then we took a look at the editing program called Hammer, and were able to navigate through the same world that we played, but we were able to see the keyframes and triggers that set off events.

The building blocks of Half Life 2 are modular. They work together, they’re customizable, and they’re interchangeable.

Class Notes - April 12

Posted on April 12th, 2007 in Notes by spazeboy

We’re playing Ring King for the NES and I feel compelled to mention that the game has some questionable content:

Compared to a game like Pong, Ring King is more sophisticated graphics-wise, but is still primitive. The size of the characters in proportion to eachother doesn’t change when the fighters move around in the ring.

Blackboard Notes on Ring King

  • Boxing - 2 players (or 1 player plus computer)
  • Background effects (crowd)
  • Color
  • Movement
  • Iconic Representation

Gun.Smoke for the NES. The game moves you forward, whether you want to or not. Compared to the “confines” of the ring in Ring King or the “table” in Pong, Gun.Smoke has a much bigger world to explore. It’s akin to first person shooters, but without the perspective or the ability to wander wherever you want.
Blackboard Notes on Gun.Smoke

  • Screen Movement
  • Vertical Scrolling

Picasa - Exercise 5

Posted on April 12th, 2007 in Assignments by spazeboy

In class on March 29th, we went through all of the steps required to get a photograph from a digital camera and publish it on the internet. After snapping some pictures, we plugged the camera into the laptop via USB and copied the pictures into a folder that we created. Then we opened Photoshop to crop one of the pictures, which we saved under a new filename. After that, we opened a web browser, logged into the WordPress dashboard of the New Media weblog, uploaded the picture, and published it as a post.

And that’s the simplified version. Which is why I am looking at Picasa for Exercise 5. Picasa is a photo organizing software, offered free by Google, that essentially fast-tracks the process that I described above. Rather than using a minimum of four different pieces of software (Explorer, Photoshop, Web Browser, WordPress), I can simply use Picasa to accomplish what ought to be a very straight-forward task.

This is Not a Journal

Posted on April 10th, 2007 in Journal by spazeboy
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