Wednesday, 17 November 2010

The Brothers Grimm

As advised by Sharon, I am going to research and explore a few Brothers Grimm fairy tales that have female main characters. To do this I read “Grimm: The Illustrated Fairytales of the Brothers Grimm” a very beautifully illustrated book which has a handful of stories.



The reason for doing this is because I wish to explore the narratives that surround these stories, in order to inspire a story for my game. I will also look at the female characters in a critical manner and a feminist viewpoint, as to ensure that my female protagonist has depth and doesn’t come across as helpless.


Little Red Cap (Illustration by Rilla Alexander)

Next, I am going to look at the Brothers Grimm version of Little Red Riding Hood. I thought it would be interesting to study this after playing the path.

The Grimm version of the tale is very different to previous versions, as Red Cap and her Grandmother are saved by a huntsman (rather than being eaten) and also the protagonist doesn’t remove her clothes for the wolf in this version. Overall, the story is more appropriate for children.

The story clearly has a moral ending, warning not to talk to strangers/sexual predators and to do as you’re told (Not to stay from the path/venture into the woods). However, I am going to look at the meanings and representations of the protagonist. Many theorists suggest that the story is a metaphor for sexual awakening and transformation to adulthood. However, many critics say that the story has a gender imbalance due to suggesting that the female characters are weak and useless and could only be saved my a man. Feminist such as Susan Brownmille and Simone de Beauvoir disapprove of the Grimm and Perrault versions of the story, as they promote “passive, helpless, beauty-queen” ideas of femininity.

I will strongly consider these theories and opinions when creating my character. I want to ensure that my female protagonist does not come across as helpless and passive.


Cinderella

Cinderella is a story that is known to have originated in the first century BC. One of the most well-known versions is by The Brothers Grimm.

From reading Cinderella, I feel that the story tells of a women’s place in society. Cinderella, unlike her step-sisters, is kind, gentle and sweet, despite her troubles. Thus, because of her nature, she gets a marriage proposal of elevated status (she marries a prince). The importance of this high-staus marriage is emphasised by the step sisters cutting off their feet to fit the glass slipper. They are then blinded by pigeons for tricking the prince.



Little Snow White (Illustration by Kinpro)

I will now briefly look at the character of Snow White. Like “Little Red Cap” the writing suggests that Snow White is also vulnerable and helpless, it seems that she cannot survive without the help of men. For example, the huntsman who was originally supposed to kill Snow White saved her. Also, when Snow White is lost in the forest, she is saved by the seven Dwarfs. Finally, once snow white was poisoned by the Queen, she is saved by the Prince.

The stereotype of a naïve and innocent woman who gets into danger, only to be saved by a man is a common trait found in fairytales. For example, Sleeping Beauty, Cinderella, Rapunzel etc. Of course, I have to take into consideration that these stories were written at a time of a male dominated society.

Studying these different tales has been very useful in helping my narrative. It has also allowed me to look at the different representations of women in fairy tales (most of which are poor). For my own game, maybe I could take a usual fairy tale setting, yet make my female character empowered, rather than useless and passive.

Research Document Presentation

As a requirement for this term, I have to hand in a research document. As I have done a lot of research this term, I feel that it should be well-presented and reflect my games idea. Here is an example of a page.



The design of the research document was influenced by the Rococo artwork I looked at earlier.

Wednesday, 10 November 2010

Making My Game


I will now think which programme I am going to make my platform game with. I will consider all pros and cons of each programme.

Flash

My first option is Adobe Flash, a program that I am familiar with, as I have used in past projects. Many indie developers that create games to publish on the internet use flash because it’s widely available and fairly simple to use.

However, although I feel confident with flash, there are many reasons why I do not want to use it for my final project. For example, I think it would be hard to import 3D models into flash. Also, in the last year or so, there has been a lot of talk about flash becoming obsolete and that it may be replaced with html 5. Because of this, I feel that I should keep researching into something more relevant to use.

Although I may not use flash for my final project, I may use it to make a prototype to my game, in order to experiment with game mechanics and ideas.


Yoyo Game Maker

I also considered using “Game Maker” to create my project, as it is known for being easy to use. Its appeal is that it can make interesting games without having to use any scripting or code. However, there is a built-in programming language, so that the user can make more advanced games. In Games Maker can make use of both 2D and 3D graphics, and is free to download.

However, I am hesitant to use this programme, as I have heard from internet forums that it’s 3D support is poor.

Torque Game Engine

I have heard very good things about the Torque Game Engine (TGE) as it is a powerful engine, capable of generating good 3D graphics. There is a good online community for help and it has a built-in scripting language.

However, I think this programme would be too much trouble for me to use. TGE seems to be limited to only creating first-person-shooters and third-person-shooters. I would have to modify the TGE source code (in C++) if I wanted to make a platform game.

Unity

I decided to use Unity to build my game in the final term for several reasons. Firstly, I was drawn to Unity because of the fact that the program can import 3D model and animations from Maya. This leaves me with more choices of what I can create for my visuals.

I also like the fact that the Unity engine can process game for various platforms, including Wii, XBOX 360, PlayStation 3, Google Android or an iPad/iPhone/iPad App. Although I have not thought about putting this game on any devices, it is useful to know that I can.

Also, Unity’s interface is very simply laid out and easy to navigate. My only worries about using this program are using scripts to programme to game mechanics and characters. Therefore, I will invest some time into researching Unity further, until I am more confident in using the engine.

Finally, the programme is free so I can use it at home, as well as in University.

Tuesday, 9 November 2010

Super Mario Bros. 3

Super Mario Bros 3 for NES is one of my favourite platforms games because of its level design and challenging gameplay. Therefore, I thought it would be appropriate to look at some of the levels and mechanics for this game and see why they are successful. I have also chosen to look at early Mario games, because I think they are similar to Alice in Wonderland. For example, there is a normal character that is a fantasy world and there is an emphasis on growing and shrinking.

The main reason I preferred to look at the early Mario games as opposed to other early side-scrolling platform games, like Sega’s Alex Kidd and Wonder Boy is due to the fact that its levels are explorative with hidden rooms and items, making the game experience more enriching and encouraging the player to re-play the levels, in order to find all the items and hidden levels.


I particularly like the levels with floating platforms, (such as world 3-6, above) as they are more challenging. The player has to be precise about where they jump, which route to take and which floating platform to use.



I also think they are very dream-like because of how surreal they are (floating platform are obviously very unrealistic). When I think about designing my game, I imagine these kinds of platforms to create a dream-like atmosphere to suit the concepts of the narrative.



Platform Game Research: Scott Rogers


Next, I will move on from researching art and and will be looking at what makes a good platforming game, as this is my first time making a level. I will start by talking about a useful 21 page document I found by Scott Rodgers, who has worked on God of War, Pac-Man World and Drawn to Life. The document can be found on his website: http://mrbossdesign.blogspot.com/2008/10/platformer-primer.html

Firstly, Rodgers talks about the importance of the game's protagonist. The character's height, for instance, can make a big difference to how they are perceived. He says "Small/short = Plucky, Tall/Big = Heroic, Skinny = Fragile, Fat, = Funny" He then goes on to say that it's important to consider the characters reach, as well as creating metrics for your game world.

Rodgers explains controls and jumping, obviously an important aspect of platforming-based games. He really emphasises the importance of jump zones where the player jumps from) and landing zones (Where they can land safely). Also, he warns designers not to make the game feel inconsistent with the placement of platforms, in order to make the game fair.

In the document, there is a great deal about how to approach a falling character. For example, Rogers explains that most players will cautiously approach an edge and that the designer should think carefully to include a teeter animation to the game. On one hand, it acts as a warning, but it also disrupts the players’ control.

After talking about the basics, Rogers explain how to simply make the game more enjoyable though hidden items, design and aesthetics. For example, he says to make the music more exciting than what’s happening on screen and to create "Perceived Danger," where the character looks like they are in more danger than they actually are.

Finally, I will explain Rogers’ theories on enemies, which I found extremely useful. Although I am not sure that I will include enemies in my platform game (due to time restrictions) I still think it’s important to learn about them. He starts with explaining the basic kinds of enemies that are often experienced in these types of games.

He then stresses the importance that fighting enemies is supposed to be enjoyable, and that the designer must give the player reasons to fight the enemy. For instance, taunt animations are a good way to make the player dislike the opposition. Also, narrative elements can encourage the player to fight, such as the enemy kidnapping a girlfriend, burning down a village etc.

Overall, I gained a lot of knowledge from reading Scott Rogers' informal document and I think it has prepared me for designing my own levels.

Monday, 8 November 2010

Sue Wong

Finally, I wanted to look at Sue Wong’s Collection that she designed in collaboration with Disney for the 2010 Alice in Wonderland movie. Sue Wong always seems inspired by the past - a lot of her designs for this collection seem to be influenced by fashion from the 1920s. However, on the collections website (http://www.suewong.com/alice/) it seems that each dress is inspired by environments from the movie. I really like 1920s style clothing, so the combination of that along with Alice in Wonderland has made some very nice dresses, in my opinion.


Angelic Pretty

I also found the Japanese fashion label “Angelic Pretty” to be quite inspiring. The brand started in 1979 and specialises in “sweet lolita” style clothing. From what I understand, Sweet Lolita is influenced by Rococo style, Victorian and Edwardian clothing. Some of the common themes in Angelic Pretty are Alice in Wonderland imagery, showing designs of white rabbits, tea parties, playing cards, cake etc.

Japanese girls seem to like angelic pretty because of their unique prints and patterns. Therefore, I may look at them further next term when I develop my character design using an iterative process.