Showing posts with label mood. Show all posts
Showing posts with label mood. Show all posts

Friday, July 10, 2009

empty space

Take a minute to look at this picture:


Such an impressive image, yet so empty.

Empty is good sometimes. Space without objects isn't always wasted space.

Friday, May 15, 2009

the uncanny in sci-fi

Science fiction is fertile ground for the uncanny. As I've explained before, uncanny describes objects and situations which are simultaneously strange and familiar, often disturbingly so. This is typically manifested in a character or object that is familiar in all ways but one.

I thought of this while watching the Skynet infomercials (clever ads for the Terminator: Salvation film).

The characters in this video have an oddness about them. The man seems like just a poor actor. But the woman's head movements, facial expressions, and repeated touching of her earpiece suggest something disturbing about her.

Anyway, while watching that video, I realized that robots become creepy when they resemble creatures that don't move like robots. For example, one wouldn't expect a robot to move like a snake or a fish. The eye-scanning robots in Minority Report were creepy because they moved like spiders.

But if there's not enough familiarity, then it's not disturbing. For example, the cybernetic tree in Too Human is equally like a tree and like a computer, and so it simply looks cool. A cyborg is more unsettling when it is mostly human than when it is only half human.

One could design a good sci-fi horror story by filling the world with uncanny technologies.

Friday, April 03, 2009

Chasing Churchhill

I watched an excellent documentary last night by the granddaughter of Winston Churchhill, called Chasing Churchhill. It avoids retelling all the old stories of Churchhill's brilliant leadership during WWII, and instead focuses on the man as an adventurer and painter. I couldn't find an online gallery quickly, but I highly recommend taking a look at his paintings. They're beautiful and serene. He had a great sense of colors.

The documentary showed many of Churchhill's paintings. Surprisingly, all of them were pleasant. That impression might just be due to his granddaughter's selection, but I don't think so since she said he rarely painted during the great war. The man endured many conflicts. He experienced bullets whizzing by his head in battles, scenes of a hundred war-torn bodies and groaning men, assassination threats while walking foreign streets, and much more. Yet those experiences are not reflected in his painting. He chose to paint, or was moved to paint, only the pleasantries of life: beauty, hope, light-heartedness, etc.

It got me thinking: How many big, triple-A games are so? How many games are about beauty and joy to the exclusion of all conflict and darkness? I can think of many arcade games and small titles like that, but it seems there are few blockbuster titles of this sort besides sports games.

What do you think? Does the industry for big titles tend to emphasize struggle and strife? Do many games celebrate beauty and the lighter side of human nature? Or is it hard to stay joyful and keep your eyes on beauty while writing code?

Wednesday, March 04, 2009

keep mood and tone dynamic

A friend suggested that Fallout 3 is "too soulless for its own good". I have to agree. It's a great game, certainly. But the relentless dreariness works against it.

Dynamics in mood and tone are vital for any RPG, and games in general. This is particularly true for visual presentation.

Fallout 3's environmental design is really impressive, particularly due to the scope and level of detail. But it's bleak, almost without exception. That certainly fits the story and the overall tone of the game. However, too much consecutive bleakness ultimately has the same effect it would have in true life -- it drains enthusiasm and motivation.

With a game so big, there are undoubtedly factors at play which differ from player to player. If you initially focus on wandering and sidequests, as I did, then it can be a very long time before you enter Tenpenny Tower or the wooded sanctuary. For perspective, I've spent dozens of hours in the game and explored much of the world, but am hardly beyond Tenpenny in the main questline.

In any case, it's good in any RPG to offer a variety of environments with different color palettes and tones, as well as missions/quests and encounters with a variety of moods. Dynamics provide freshness, which is necessary to maintain momentum and excitement. This is one of the reasons I think color palettes and elegant designs like World of Warcraft uses are the best visual design option for the majority of games.

I still enjoy Fallout 3 (though I haven't played in a while), but the different areas and experiences of the gameworld started to blend together after a while.