Posts Tagged ‘camera’

I got a new camera yesterday.

I’m joining the digital SLR ranks with a Canon Rebel T3.  Also on order, a white umbrella, some slave flashes, and a remote control (all the better for those “bulb” extended exposures like star shots and light painting).  Then, I’m going shopping for supplies to build some do-it-myself tripods for the flashes and umbrella (I’m thinking of bugging the local hospitals to see if they have old IV stands for sale/free, and maybe repurposing some old office chairs and such), and maybe even setting up a muslin backdrop and tie dyeing it with the leftovers from the Great Dice Experiment.

So what’s the first big photo shoot?  Something old, if I can help it.  That’s just where my mind inevitably goes when I think “explore and take pictures“.

Maybe not a trip to Pripyat or Battleship Island (though those would be awesome to go shoot in, the ol’ budget isn’t too kind to such ideas), and I missed the time window for Kowloon (though I’d be afraid of what I’d find there), but there are a few ghost towns around here I can get to without a ton of travel.  That’s one nice thing about living in the western U.S.; there are a lot of old prospecting towns out in the deserts and mountains, so there’s plenty to see beyond taking panorama sets of the terrain itself.  This new camera even has some HDR potential, so I’m looking forward to experimenting with that.

Yes, that means I’ll be taking photos of the Real World instead of adding to my 9,000+ MMO screenshots, but I hear that “fresh air” is good for you.  Maybe it’s time to find out.

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Game Tourism

Bartle thinks I’m an Explorer.  (EASK 100/50/50/0, to be precise.)  I spend more time looking around and taking screenshots in MMOs than any other activity.  I love sites like this:

Postcards From Azeroth

The WoW Map Viewer makes me very happy.  (Of course, it’s broken for patch 3.2, which makes me a sad carebear, but since it’s a labor of love, I can’t really complain.)

To me, the most interesting part of an MMO, and most other games, is the worldbuilding involved.  Some of that is due to my career (I’m an artist in the game industry), some of it is just personal preference.  A large part of it is due to my constrained gaming time and very low tolerance for grind and abusive game design.

Shamus of Twenty Sided fame has a great Escapist article up on this, coming at it from the angle of wanting an “I Win” button.

I wholeheartedly agree with the sentiment.  I’ve matured past the point of wanting to prove my self worth by conquering an abusive video game.  (Truth be told, I hated it back in the NES Ninja Gaiden days.  I didn’t quite have words to express it then, I just knew that I liked some of the game and hated the “gotcha” moments and “Do It Again, Stupid” gameplay.)  I detest grind (known as “do the same thing over and over so you can qualify to do something else”).  I can’t stand memorization as a general rule, so long “Quicktime” events bother me.

I come to something like WoW or Guild Wars and want to spend a lot of time looking around.  I’m a tourist, that’s what I do.  It’s a matter of priorities.  I don’t care for the mindless treadmills that pass for “gameplay” or the puerile cesspool that passes for “community” in most games.  I want to see what the devs put together, and how their worldbuilding comes together.

Devs, if you believe that you have an interesting setting and great game world, let me look around in it.  Let me see it at my leisure and poke around the fringes.  Stop pushing me through cattle runs and Achievement galleries.  Let Team Ninja do the whole “we’re the Dev Gods, kiss our feet” routine wherein the player has to qualify via self-flagellation to see your magnum opus.  Players bought the game, let them play it and see what you made.  Some players are masochists, sure, but if you want to make money in the mainstream, realize that those players aren’t the bulge of the bell curve.

Devs, if players who have purchased your game are only seeing half of it because they don’t have da skillz to see the rest, you ripped them off.

So, how about some potential fixes for the problem?  Complaining is cheap and easy, right?

I worked on Tiger Woods for the PS2, and we had a “dev cam” that we could take control of and look around the scene.  This was a vital tool for us to actually see what was going on with our art, and how we could fix things.  I want that as a player.  Make it a cheat, fine, but give me control of the camera for when I just want to look around.  I can promise you that I’ll have a greater appreciation for the artistry involved with the game if you let me study it, especially if you let me pause the game and then take control of the camera.  (Frame by frame control would be brilliant, too.)

It’s scary, since some visual elements are indeed constructed like Potemkin Villages, and letting players look “behind the curtain” to see the wizardry might feel a little… drafty.  Thing is, in a world ever more preprocessed and spun into superficiality, I think that some players would appreciate such candor.

For MMOs, let me buy levels, or just do away with the gating grinds in the first place.  Ultimately, what would be great is if there were a Map Viewer in every MMO.  It doesn’t need to affect the live game (though a “Ghost Mode” would be great).  In games where moment to moment tactical information is important to conceal for playability, an offline Viewer would be perfect.

Make all of the cinematics available from the start.  If someone wants to spoil the story, that’s their choice.  If they don’t understand the context because they didn’t play through some parts, maybe that’s a good reason for them to go back and play the game some more and have a bit of fun playing through. 

(Tangent:  Why are these heavy story-based games pretty much just “story for a while then game for a while, the two rarely mixing”?  One simple reason is that interactive stories would require a lot of permutations to work and that gets expensive.  So, if you’re going with the traditional “play game, play movie, repeat” route, let gamers skip the game part if they so want.  And vice versa, to be sure, let players skip any cinematic they so choose.)

Adjustable difficulties are another great tool, adjustable at any time.  (Or as close to any time as possible.)

Invincibility codes are the baseline on this one (at least for single player games).  It’s an absolute minimum, and it should be hardcoded into the game itself, and noted in the instruction manual.  No Game Shark, no hex editing.

In an age when we can pause live TV and many people buy DVDs for the extras, I still find it odd that we don’t actually have more control in games.  You know, those silly entertainment things that are all about letting the end user control the experience?  Devs, if you’re trying to force your players into narrower and narrower chutes, perhaps you should be making movies.  Let game designers do their job.

And let the players look around and play.

Addendum:  What about a game that is all about giving players control of pausing time and not just looking around, but playing in those interstitial chronological spaces?  Think The Matrix meets Okami.  (I never thought I’d make that particular pairing.)

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