Spiral-bound

July 4, 2010 in Methods

I wrote before about my alarming tendency to archive anything of interest on my PC. As I try to clear my room this weekend I’m being confronted by my physical archives, and I have no idea what to do with them.

I’ve already disposed of clippings and magazines from my fanatical hoarding days, most of which have been scanned and stored somewhere on an external hard drive anyway. All that remains is a nice-looking collection of Edge magazines, some tutorials I’d printed off the internet, and a collection of spiral-bound partworks.

I collected these some time ago: a childhood fascination with model cars led me to subscribe to A Century of Cars, but I’m not sure what possessed me to collect a warship factfile like Warships Maxi-Cards. Perhaps that was down to impressionable advertising. These folders are simply packed with information, however.

The warships are presented as large postcards, sorted into class (e.g. frigate, aircraft carrier…) with information about their scale, weapon capability and campaign histories on the reverse. The photos also make for a handy visual reference.

The cars are more detailed still, sorted by date of manufacture. There are photos, unique features, Top Trumps-style performance statistics and often a write-up about the model’s history and cultural impact.

I have never used this information in a game design, but I cannot bring myself to throwing these fact-files away, just in case. I’m the same way with books, as I have never parted with one no matter how often I have read it or ignored it. Sometimes that has paid off, as I suddenly develop a keen interest in classic sci-fi or need an atlas nearby as reference for some illustration.

My problem is that physical archives take up space, and I often had to leave this sort of thing at home while I went away to uni. It’s hard to imagine myself being a transient game designer if I have to lug this sort of thing around, but keeping this sort of thing gives me confidence in my ability to write flexibly.

Does anyone have some boxed-up archive horror stories of their own to shame mine?

Idle Picasa is the Devil’s Plaything

June 13, 2010 in Methods

Confession time: I keep looking back at my own habits and tendencies, finding what I hope are good traits for a game designer. Many of these are expressed as near-obsessive compulsions. I love to alphabetise things, to form cataloguing systems and maintain an orderly hard drive, however it’s often the process which excites me more than working with the system itself. To wit:

  • I’ve created four separate game design-related blogs in my time, all achieving roughly the same goals;
  • my website has been through near enough a dozen revisions and three name changes since its original launch, all with quite different layouts and logos;
  • my hard drive too has seen tens of gigabytes of data reshuffled many times over, all so I can access my picture libraries more easily.

You would also not believe how many times my bedrooms have been shuffled about. It is a mercy that my current furniture layout cannot physically fit any other way, and my bookshelves have to stay as they are. Despite that, this weekend has seen me re-organising paper documents, installation disks and the behemoth that is my Picasa library, mostly for fun.

I think I was an early Picasa adopter, once Google had bought it and released the desktop photo manager as a free download. I piped my photos into it, and all was well until I read an article by ‘Duddlebug’ in ImagineFX. He suggested using Picasa’s smooth layout, handy thumbnail views and tagging features to organise a visual reference library. I remember this much: the fortnight after I had read that advice were a blur. The fifth or sixth iteration of my file folder system was thrown out of the window as I set about importing everything into Picasa, then toying about with its albums and categories. It took a while, but I got there and have a system which stands to date. I’m rather proud of it.

If I were to read this staple of my digital life back as a design brief, I’d have the following:

  • My Picasa library is a combination of visual reference and photo album – there are spaces for my own photographs and a variety of visual mood boards comprising found images, magazine scans, screenshots and downloaded artworks.
  • The system is mirrored in Windows Explorer under the ‘public’ and user -specific ‘My Pictures’ folders.
  • Pictures are sorted by:
    • theme, e.g. cyberpunk, erotic art, pulp;
    • and purpose, e.g. stock, photos, inboxes.
  • There is room to tag each image with appropriate keywords, or they can be searched for by title and folder name too.
  • Photos can be held in a temporary tray and exported into new destinations, compiled as photo sheets, or added to ‘mood board’ albums independent of folder structure.

This creates a desktop-launched environment in which I can scroll down a set of themes, opening each to see a few dozen folders, all containing images related to that theme. I can then pick out a few pictures from various sources and bind them in an album for sharing online, printing as a contact sheet or exporting to a disk.

Open “raypunk”, for example, and I find:

Screenshots: "Adventures of Sonic the Hedgehog", "Sky Captain & the World of Tomorrow", "Flash Gordon" and "Things to Come";

Artworks: Andy Hill, Bradley W. Schenck, Frank R. Paul and Johnna Y Kuklas;

Generic pictures relating to artworks, fashions, architecture and even glamour shots taken in the raypunk style.

Pretty useful if you happen to start designing a raypunk-themed game!

I’m currently threatening myself with starting a tagging regime. As with many of my cataloguing systems, the tags drifted into obscurity as I imported too many images to handle. My Picasa installation is surely housing around 10,000 images if not more, and I have to wonder about the balance between ‘making do’ and investing a few days’ tedious data processing in order to add another, more useful indexing method.

Sadly, it’s hard to find an answer when even tedium fulfils some odd compulsion of mine.

Research Day at the School of Computing and Engineering

March 26, 2009 in Uncategorized

A brief look back upon the University of Huddersfield school of Computing and Engineering laid on for its prospecting postgraduates.

On Monday, my university began its two-week program of research events,which may be tracked on Twitter this year. A general conference is to be held this Saturday, outlining research strategies across the campus, but today was my school’s individual showcase day. Those who know me know that I’m looking upon postgraduate study with serious intent, and so I jumped at the chance to see what my lecturers and those already in postgrad. study are up to.

One of my biggest concerns was finding a programme which would allow me chance to further explore online gaming and social environment design, by looking more closely at the tricks and techniques put into drawing certain experiences out from their users. Thanks to Dr. Martyn Prigmore, I actually found this. His talk, entitled Engaging Users with Multimedia, set out research which is currently being undertaken into cognitive load, and how virtual worlds and other digital media are feeding into our ‘working memory’.

The way we communicate via internet media has become second nature to us, in much the same way as the acquisition of language might, however I do confess a certain interest in writing for this sort of outreach to a user. I believe that game logic falls into this category – the teaching of common rulesets within a game which allow a player to explore without being consciously aware of rules such as reincarnation and the effective use of fire spells upon a snow-dwelling enemy. My dissertation is currently exploring that phenomenon, in an attempt to use game logic teaching methods to teach users about a non-gaming environment.

An amusing lecture, also from the department of informatics, was delivered by Games Programming lecturer Dr. Zhijie Xu, in which he walked us through some practical use of 3D pattern recognition technology. It didn’t appear particularly relevant to my interests, although the same hardware is apparently being put to use in augmented reality experiments within the department. Still, he told an amusing story about photographs depicting the supposed appearance of a rare Chinese pygmy tiger in Shaanxi province. Doubts about their authenticity led to the usual scans for digital doctoring, however researchers also turned to creating a 3D model of the scene, comprised from the 71 photos its finder took. This was to see if objects within the scene were of a reasonable enough scale. It actually emerged that the 3D model could only generate a flat image of the tiger, at a maximum of 10cm thick with margin for error. Why? The spotter had photographed a carboard cutout.

As I heard from another lecturer, Graham Watts (also my dissertation supervisor), this technology is being put to use in barcode recognition and 3D viewers. Laptops, configured with webcam-enabled software can be used to simulate a 3D environment upon a given surface, almost like viewing a hologram with the laptop monitor as the medium. This has already been seen on The Eye of Judgement, of course, and although many applications I’ve seen since appear to be utterly useless, I still hold some hope that such augmentation can be good to real and good use with interactions in future.

Amusingly, he mused that this might even be a fun tool at gaming conventions. Imagine if your attendance badge carried a barcode on it, and all attendees sent details of their 3D avatar on to the organisers before they arrived. With the right viewer, complete strangers in the physical world could be reunited with virtual friends, in their own virtual skin too. Could there possibly be a better way for geeks to spot each other? Frankly, I’d be happy just to see this put to use in rendering somebody’s name atop their heads, Second Life style. That’d make networking a real walk in the park.

In a nice segue, this brings me to the final lecture I attended, from Dr. John Bonner. Called Technology and Happiness, his was a discussion of how happiness can be factored into design, and why we should avoid superfluous dead-enders such as weather reports from refridgerators or marginal upgrades to iPhones. I feel that there’s less grounds for research here, because of course there have bee centuries of study into what human happiness is. Applying technology to our models of satisfaction is a relatively simple affair. Still, it makes for a fascinating debate, and it is something I feel I wish to keep tabs on in my own work. Heaven forbid I bow to hypocrisy and some day create an app. just to remind people that they need to breathe.

Digital Goth

February 27, 2009 in Uncategorized

Exploring the perceived ‘dark side’ of virtual worlds and gaming, and how I may have inadvertently joined the “gothic web”.

Along with my good friend John, I’ve decided to embark on a more structured writing approach to this blog. Friday afternoons are my time to pick an issue, read a little about it and attempt a short essay. I enjoy writing, but give myself scant chance to practice it and often channel it into projects from which I can glean no critique other than a grade, such as at university. I hope you enjoy it.

I identify myself as being gothic. Such thinking tends to sound pretentious to me, but it’s truth in that I indulge in some darker aesthetics, and tend to linger on a counter-culture, even if it is in rather a muted fashion. I recently came to understand what being a part of gothic culture actually means in the most unlikely of places – my coursework. In studying the use of biomechanical or cyborg themes in visual media, I made one of the exciting, epiphanic (but, in hindsight, obvious) leaps of discovery which only academia can provide me with. Cyberpunk, portrayed in either a positive or a negative light, is macabre and more gothic than I had hitherto realised. It is an aesthetic which Horner and Sloznik (2000) have said “concerns itself with boundaries and their instabilities”, as cited by Anne Quéma in an exciting 2004 paper, entitled The Gothic and the Fantastic.

Quéma covers some thought-provoking arguments in her paper, defining gothic media as basically fantastical, but not as safe as a fairy tale or adventure story. The gothic genre can be said to take a fantasy world, to build up our expectations of it and shock us with stark comparisons to everyday culture. Where a fantasy can transport us to new sensibilities without ever letting us forget that it is just fantasy, gothic fantasy seeks to bring its unique brands of desire and horror directly into our plane, whereupon we can see their impact in our own setting.

Part of me was struck by this sentiment for a different reason other than my choice of culture, and its sudden clarity. I’m also a keen resident of virtual worlds and, most recently, the World of Warcraft. In it, as readers of my previous ramblings may have noted, I’ve dabbled both in what some call ‘augmentationalist’ play, and a particular brand of ‘immersionist’ play. Whilst the former is more common, referring to a user who will invite ‘real-world’ friends around to group and guild activity inside the world, the latter has coined the term ‘digital person’. If I may risk pretense once more, a digital person would define themselves as being ‘of’ their world, immersed into a second life and detached from any first. More than exercising common avatar privacy, however, there is a culture inherent in digital personhood which such users will tend to embrace.

The reason I mention this is because in my time away from such second lives, I have had time to reflect on what they mean to me, and perhaps to the worlds my digital personae inhabit. I now come to realise that, despite suspending many core traits of my own personality inside this second life, I’ve still managed to create a rather gothic persona for myself. Escape, it seems, may be harder than I thought.

The same friend of mine, John, pointed me to a particular essay within the tantalising Journal of Virtual Worlds Research. In a piece which concerns itself with Sulake’s Habbo Hotel, Mikael Johnson and Tanja Sihvonen (2009) write about their perception of gothic culture inside the youth-oriented virtual world. Whilst I disagree with many of their claims about the expression of goth culture, they pin down the notion that goth players will tend to evoke a certain anti-mainstream attitude. As the writers themselves point out, “by re-enacting gothic rituals, players seem to explore and contemplate their own emotional responses to these issues”. This would seem to be to the exclusion of those around them.

Two similarities seem very clear to me, between my own experiences and the examples of a typical gothic player. Digital people, despite being found predominantly on a world named Second Life, are actually rather the minority, and tend to attract some controversy for it. I’ll leave discussion of the irony that has, within a world named such as it is, to a dedicated rant. The plight of some users attempting to live a life free of their own seems similar to the stigma attached not only to goths, but other social cultures in our ‘real world’, typically borne of lifestyle or gender types. Second to this is the similarity between moody Habbo Hotel avatsr, shunning talk with those around them, and contemplation of the deep issues which any mature digital person is likely to have faced.

The Dark Side essay mentions some examples of such player habits. In one, ‘Luna-Lovegood’ recalls her addressing one of a group of Habbos (Habbo Hotel avatars) of gothic appearance, written for a Habbo Hotel fansite. From the essay:

Hi how are you?
No reply.
hello?
Still no reply.
How are you?
Then one of them said:
Cant you guess, we’re off people.

Apparently, a common way to express gothic anti-culture within Habbo Hotel is to refuse to chat, rebelling against the core function of this chat client. Second Life‘s population of digital people do not share this brand of anti-mainstream culture (in fact they could be described as embracing a truer nature of having ‘a second life’). Where they stand out is in riding against a world in which ‘first life’ details may often be shared. Those who refuse to acknowledge the meaningful presence of their ‘first lives’ become a minority, for a culture has grown in which Second Life avatars would make way for ‘real’ humans wanting to meet each other, for business or, as media often protrays, love. Such a culture has, in fact, bred paranoia in a minority of those described as ‘augementationists’, some of whom refuse to interact with anyone who chooses to withhold ‘real world’ data.

Digital people may share a fate common to role-players, cited by Johnson and Sihvonen as being a catalytic part of goth culture. They say that when themed table-top role-play was attacked during the American Christian moral panic of the early 1980s, both gamers and goths were obliged to take steps to define or justify the nature of their hobbies and cultures. Although the digital cause is not as inflamed as religious objections to role-players were back then, that conflict seems tied into ‘gothism’ itself. Fantasies are implanted upon an unsuspecting world, many began to question that contrast and where some may see such change as positive, horror seems the more common response. Just as Bram Stoker shocked his audiences with the threat of vampires lurking in civilised European society, and groups of youths are seen to be practicing unusual rituals from fascination for the unworldly, those on the outside become fearful and the perpetrators emerge as gothic.

For my own part, I feel that my second life may even be more gothic then my ‘first’. A world which is freer to expression is more than capable of drawing out caricatures of a person, and mine evolved to express desires and fantasies which demand so much more time and effort in application to the ‘real world’. The same can be said of any gamer who longs for adventure with sword and bow in hand, however when your activities become too deviant even for the internet to comprehend, then we have found what I may even label “the gothic web”. Just as I attract stares in the street for my long black coat and sharp tunic collar, my avatar attracts fear and confusion for being an entity unto itself – tricky to comprehend, mysterious and unsettling to an everyday sensibility. Of course, goths being goths, neither I or my avatar had any idea this was happening until now.

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