Wednesday, March 9, 2011
Reflection on the Gaming Presentation
One of the key elements we had trouble explaining or defining was who are audience would be. The game concept was so expansive, and adaptable, that it could really be written to accommodate most audiences. The aspect we wanted to hone in on was social interaction in exuberant, extravagant high-spending society, so that would appeal to people in their consumptive stages of life, from teens to late forties.
We had a problem defining the audience, and ultimately communicating what the game would be about, because we didn’t have an end goal in mind for the game. We wanted the player’s options to be limitless in these ‘levels’, these stages of social interaction, but the limitless options would drown the player in purposelessness. We had a hard time trying to find a balance between a sandbox game and real fake life.
The objectives of our game were hard to describe because there didn’t seem to be any. There were plenty of goals, optional conditions a player could meet to gain a reward, but that’s all there were. Like a define-your-own-adventure book, the player would need to ‘create’ his/her own objectives through interacting with the NPCs of the world. It would have been better if we could define a particular objective for each scenario - for example, the player would have to interrupt or stop the wedding in that level. In that case, there would be multiple paths the player could take to stopping the wedding, but each path would have goals that would need to be met to advance towards the ultimate goal (objective) of stopping the wedding.
The rules were difficult to explain for the same reason as the objectives: there wasn’t a defined motivation for the character, so it was hard to define what the character would be willing (and therefore able) to do to fulfill a goal or solve a problem. For example, could the character climb around in the environment? Unless there was some object to obtain or person to talk to on a roof, it seems like that wouldn’t be necessary; but we want the game to accommodate anything the player wants to do.
The goals were easy to define. They were integrated into the interface in the List menu, and would be updated every time a player gains new info about the goal. The mechanics of the game were built around achieving these goals through dialogue and action. There would be potential for mini games built into the context of the game narrative.
Heros and Villains
Corey Longstreth created the hero Merman, who contrasts pleasantly with his enemy, Petroleum Man. The lighting in Merman’s animation is very soft and natural, besides his tail, he has almost no shadows. This could suggests that Merman has nothing to hide, and he is a valorous and honorable hero. As far as shadows and symbolism, because the shadow on Merman is in fact on his tail, it could denote that any evil within Merman is the bestial, animal side in him. Merman’s colors are also very bright, and not very saturated. He seems sort of washed out, but this starkness seems to compliment his character. Although Merman shares blue and yellow with Petroleum Man, it’s hues are brighter and more inviting. Merman also has some green in him, which makes him seem more dynamic and whole.
Petroleum Man contrasts very slightly with Merman, which is just fine, as the similarities help the audience believe they are part of the same fictional world. Petroleum Man has many more shadows on and around his figure, which creates a more sinister mood than Merman’s portrait. The shadows also make Petroleum Man seem like he is in deeper water than Merman. The dark, murky depths of the sea is a scary and evil sounding place, so it follows that Petroleum Man is shadowed as such; just as Merman, being the transparent hero, should be closer to the surface, and less shadowed. The similar colors with varied hues also helps the audience distinguish between this good and evil duo. Petroleum man has darker blues, and a duller yellow than Merman.
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This American Life

Click on the title of the post above to listen to Chris Ware talk about superpowers on the radio show This American Life.
Tuesday, March 8, 2011
Joke Video Reflection
Sunday, March 6, 2011
Saturday, March 5, 2011
Reframing
Original on bottom, modified on top.Tuesday, February 22, 2011
Thursday, February 3, 2011
Soundscape Critiques
Saturday, January 29, 2011
Mac and John - "Don't Stop"
It’s not often that I find covers that I like about as much as the original, especially when the original is produced by a great group like Fleetwood Mac. However, Elton John’s cover of “Don’t Stop” certainly gives the original a run for it’s money. His intricate and layered composition gives the classic a fresh new feel.
The rhythm in Mac’s is driven by the drums and the bass. Both of these components are tightly woven together and in the pocket, they don’t stray from the rhythm to fill. The drums are the main source of rhythm in John’s, while the base supports, and the synth and piano help fill. The vocals drive the melody in each of the songs, while the piano supports in Mac’s version, and the synth supports in John’s version. The stadium piano provides soul and spunk, while the synth provides soul and funk. The melody of each song shares a stark affinity with each other, due to in part by the similar pitches and structure.
The overall pitch is contrasted in each song. Mac’s has a high, fleeting synth in the background, which is supported by a muted, low baseline, mid to low piano and mid to high vocals. Each of these elements stay the same pitch throughout the piece. The texturing of these different pitches mixed together coupled with the stalwart tempo gives the song a sense of simultaneous depth and thinness. John’s song, on the other hand, has elements that change pitch throughout, which gives the track a larger sense of depth. His synth starts low, and squeals up to a higher pitch, while the base grounds everything else in it’s consistency.
The timbre of each song also heavily contrasts with each other. Mac has a rich, crisp stadium piano that, combined with the reverb-vocals, provides the texture for the personality for the song. The muted base isn’t meant to stand out, and keeps time with humility. Finally, the slightly distorted electric guitar is a punch-in-the-mouth, a shrill watermark that brands the song, making it original and recognizable. John has more elements to his song with more variation in timbre. The deep, thick, low synth is a bit more soothing, especially when combined with the thick, echoed guitar solo. The flat throaty bass is a bit more flashy in this version, it begs to be noticed every time it’s slapped. The tension that is built throughout the song by the low tones and fuzzy timbres is finally released when the angelic, hearty, choral vocals are introduced to support John’s peppy singular voice.
Picking a favorite between these two songs is about as hard as granite. They both have qualities that I enjoy, and even worse, they both seem relatively flawless. This is an interesting point to note: while perfection warrants pristine timelessness (that is, that which is perfect cannot change, without forfeiting perfection), there are still clear differences in each song, so it cannot follow that each song could necessarily be perfect. But, music is all subjective, and subjectivity deals in ranges instead of absolutes.
I am biased towards the Fleetwood Mac version, because I heard it and them before Elton John. So, while I like the Elton John version better, my favorite version is the Fleetwood Mac one. This means, if I could only listen to either song once, I would choose John; if I had to choose either song to be the only song I can listen to for a year, it would be the Fleetwood Mac version.
Huzzah.
Friday, January 21, 2011
Tuesday, January 18, 2011
The Hoping Hopper
Sunday, January 9, 2011
Ways to Get Ideas
Nouns: boot, street, shrew, fence, wire, zombie, trunk, mud, tire, egg
Verbs: squint, drop, roll, search, holler, twist, count, stack, balance, consume
Adjectives: old, fierce, salty, soft, enormous, iconoclastic, orange, eight, wet, near
