Wednesday, December 9, 2009

Here's a great video submitted by our TA Jesse Busch about the history of Nintendo's Mario. Accroding to Wikipedia:

Mario (マリオ) is a fictional character in his eponymous video game series, created by video game designer Shigeru Miyamoto. Serving as Nintendo's mascot and the main protagonist of the series, Mario has appeared in over 200 video games since his creation. Though originally only appearing in platform games, starting with Donkey Kong, Mario currently appears in video game genres such as racing, puzzle, role-playing, fighting, and sports.

Mario is depicted as a short, pudgy, Italian plumber who lives in the Mushroom Kingdom. He repeatedly stops Bowser's numerous plans to kidnap Princess Peach and subjugate the Mushroom Kingdom. He also has other enemies and rivals, including Donkey Kong and Wario. Since 1995, Mario has been voiced by Charles Martinet.

As Nintendo's mascot, Mario is one of the most famous characters in video game history, and his image is commonly associated with video games. Mario games, as a whole, have sold more than 210 million units, making the Mario series the best-selling video game series of all time. Outside platform games, he has appeared in video games of other genres, including the Mario Kart racing series, sports games, such as the Mario Tennis and Mario Golf series, and role-playing games such as Paper Mario. He has also inspired television shows, film, comics, and a line of licensed merchandise.

Friday, December 4, 2009

Breaking into the biz


Recently a student of mine was asking, "How do I break into the Games Biz?"

The answer varies depending if you are an artist, designer or engineer. Below are my recommendations to you. If you can address all of these you will greatly increase your chances of breaking into the games biz:
Finally, I can't say enough about following up and being polite, professional and consistent. An employer wants to know that you can be counted on. Be sure to write back when your blog is up!

Video Games Sales


What makes a video game franchise successful? Check out this article about the recent release of Pokémon Diamond/Pearl for the Nintendo DS. Thanks for the submission Cydney!

Thursday, November 5, 2009

Video Games as Art

Do video games approach art? Without a doubt, according to curator Chris Mellesinos who will be mounting an exhibit in March of 2012 at the Smithsonian National Gallery of American Art. Mellesinos states:
"In the same way as film, animation, and performance, [video games] can be considered a compelling and influential form of narrative art."
Moreover, video games continues to eclipse other forms of media entertainment - more than seventy percent of American households play video games on a regular basis, and many families now have two generations of computer users, and gamers, at home. Developers are broadening the complexity of the content to reach every demographic.

Recent game releases are directly challenging us with compelling content. Industry observer Adam Weinberg presents this question to the public at large in his recent article, 'Top 10: Video Games That Approach Art'. Conspicuously absent from Weinberg's list is "Linger in Shadows", which stands as an example of a video game that was specifically made as an art piece.

Raph Koster argues in his book
"A Theory of Fun" that Media becomes art when the communicative element is either novel or exceptionally well done. This communicative element should be open to multiple interpretations, for if there is only one possible meaning, the message no longer becomes an interactive dialog between the piece and the observer. He further argues that there is a crucial difference between games portraying the human condition and the human condition merely existing in games.

My personal definition of art is any communicative act or creation that is done or made with an intent towards aesthetics. The key here is communication - art is separated from craftsmanship in that beautiful objects absent of any message are simply beautiful objects. Thus a found object like Duchamp's "Fountain" must be considered art. Whether or not the object or act is particularly well executed is a debate over craftsmanship, but the intent of the art can't be refuted.

I believe the debate over the validity of video games as a topic for scholarly debate is a moment that has long passed us by. If you are still questioning whether the aesthetic study of video games is worthy of scholarly attention while the very medium is being featured in the marbled halls of the Smithsonian, you can conclude that the ship has long sailed along with all of the early advocates, leaving you on the dock. The moment to formalize the aesthetic study of this medium is now.

- St.John




Sunday, October 11, 2009

Pacific Pinball Expo


Here's a cool post from Brehon Humprey about the Pacific Pinball Expo. It all started with Pinball!

Tuesday, October 6, 2009

Game Deconstruction

This document provides a guideline for analysis of the essential elements of video games. Questions are divided depending upon whether the deconstruction is intended as an Analysis of an existing game or as a Vision document for a game pitch presentation.


Summary
Describe:
  • Game Archetype and Plot Genre
  • Basic game play description
  • Briefly describe storyline (2-3 sentences)
Questions to consider:
  • Analysis: If deconstructing an existing game, Who is the game creator? What company published the game? For which platforms? 
  • Vision: If presenting as a pitch, is the game concept compelling? What is the hook that pulls the audience into the game? What is the over arching message? Why do we care?

Game Goals
Describe:
  • Overall Goal of the game
  • Sub Goals within the game
Questions to consider:
  • Analysis & Vision:
  • Do the sub goals advance the overall goal of the game?
  • Do the sub goals conflict with the overall goal of the game?

Key Features
Describe:
  • Key features of the game. Key features are technical mechanics that are unique to the game.
Questions to consider:
  • Vision: What does the player do in the game that makes him/her want to play it?
  • Analysis & Vision: What are the Core Game Mechanics required to achieve the vision of the game?
  • Analysis: How do these features advance the established goals?

Target Audience
Describe:
  • The target audience.
Questions to consider:
  • Analysis & Vision: Does the game appeal to a Mass, Core or Niche audience?
  • Analysis & Vision: What is their age range? What is their gender?
  • Analysis & Vision: What features of the game would appeal to the stated demographic?
  • Analysis & Vision: What Games/Activities outside the game would appeal to the stated demographic?
  • Analysis & Vision: How does the overall Game goal appeal for this demographic?

Game Structure
Describe:
  • What kind of encounters are there? (small goals)
  • What is the core loop for all levels? (middle goal)
  • How does game play work toward achieving the long term goal? (large goal)
Questions to consider:
  • Analysis & Vision: Is progress through the game dependent on reaching the end of a level, gaining a specific item, or acquiring a powerup?
  • Analysis & Vision: Are boss battles involved?
  • Analysis & Vision: How does the player acquire goals?
  • Analysis & Vision: Do the types of things the player does change as the game progresses?
  • Analysis & Vision: How does the Game Structure affect the storyline?
Main Characters
List and Describe:
  • All player controlled characters
  • Main NPCs 
  • Main enemies  
  • In older Arcade Games, the narrative is largely limited to the gameplay assets and cabinet art. Think about how the target audience would interpret the unwritten narrative described by the visuals and why this would promote the game. An excellent example of this is Missile Command. There is no written narrative, and yet we know the earth is being attacked by a hostile alien force. How do we know this? From a few scant clues in the instructions and the cabinet art that elaborates on the simplistic graphics.
Questions to consider:
  • Vision: What are their abilities?
  • Vision: How do they Move/Attack?
  • Vision: What special abilities do they have?
  • Analysis: How do they relate to one another?
  • Analysis: How do they contribute towards Gameplay?
  • Analysis: How do they contribute to the Storyline?

Art Direction
Describe:
  • The Art Direction.
Questions to consider:
  • Analysis & Vision: Are the visual/audible elements used in the game integral to the idea of the game?
  • Analysis: Could this game have been executed using different visual/audible elements?
  • Analysis & Vision: What art techniques are used to generate a distinctive visual style?
  • Analysis & Vision: What programming techniques are used to generate a distinctive visual style?
  • Analysis & Vision: What cultural touchstones are evident as influences in this game?

Conclusion
Questions to consider:
  • Analysis: How did this game make you feel? Is there an overarching theme or message that this game introduces?
  • AnalysisIs this game art? What aspects of the game fall within definitions of art?
  • Analysis: Is there more than one possible interpretation of this game? Every narrative has an over arching message. In that case, the question, "is there more than one possible interpretation to the game?" follows. Therefore:
    • What is the over arching message of the narrative of the game? 
    • Are there lessons to be concluded from this message?
    • Is there more than one possible interpretation of the narrative or it's message?
  • Vision: Is this game fun? What is the hook that makes players want to play?
  • Vision: Is this game innovative? What key features hold a distinct advantage over other games in the market?
  • Vision: What elements are key in the financial success of this game?

Saturday, September 5, 2009

Challenges for Game Designers


Dear Class,

One of your classmates, Joseph Goldberg, wrote to suggest "Challenges for Game Designers" by Brenda Brathwaite and Ian Schreiber. I haven't read it, but it is now on my wish list. I encourage you to read it as it appears to be well suited for this class. It reinforces and expands upon what we are talking about and is written at an introductory level that requires no formal knowledge of the games industry.

Reading this book is optional!

Best,

Prof. Colón

Thursday, September 3, 2009

Raph Koster's "A Theory of Fun"

Dear Class,

Here are the instructions for accessing Raph Koster's "A Theory of Fun" on Homer:

First, go to this link: http://library.usc.edu/uhtbin/cgisirsi/glR7ItlXBC/DOHENY/126361682/38/1/X/BLASTOFF

When there, enter "Theory of Fun" into the search box and be sure to click the "Title" button so that Homer searches its records for the books title

Once the search is done, Raph Koster's Theory of Fun will be the one at the top of the list. Click on its link

What shows up is an electronic card catalog card. There will be a single, long link at the bottom of the card. Click on this to access the online copy.

And that's it.

Please read through Chapter 8 for this coming Tuesday's lecture.

- Prof. Colon

Tuesday, September 1, 2009

Week 2

Dear class,

I have confirmed that our texts are not available at the campus store and I apologize for the inconvenience. I hope you are all able to find them online. As such, there will be no reading expected for tomorrow's class.

Class tomorrow will be as follows:
  1. Confirm which materials students possess
  2. Lecture covering chapters 1-5 "A theory of Fun"
  3. Play games
  4. Games deconstruction (TBD)
I'll see you at class!

- Prof. Colon

Tuesday, August 25, 2009

Welcome!

I am Professor St. John Colón and I will be teaching your CSCI 180-Digital Games and their Technologies class this fall semester. Computer Science Games is an exciting field.

This blog will provide you with assignments, reading lists and other announcements you will need throughout the duration of this course. Should you need to contact me to discuss any matter pertaining to the class, I can be reached during my office hours below or via e-mail:

Professor St. John Colón
Office Hours: Tuesdays 2:00pm - 5:00pm SAL 216
scolon@USC.edu

This course provides a historical, technical, and critical approach to the evolution of computer and video game architectures and game design, from its beginnings to the present day.

The course offers lecture, reading, discussion, guest presentations and projects on the developing culture and technology of computer and video game design. We'll also be actively testing (playing) many of the legendary games that helped the video games industry become what it is today, so I hope that you will both learn a great deal and enjoy our time together.