Monday, 28 November 2011

November 2011 Reading Summary

Since the volume of information, personnel and material is quite daunting when diving in to any new subject field, I thought that it would be useful to summarize the content that I have read on a month-by-month basis as a blog post.  This will act as a refresher and quick reference to the content that I have consumed in support of my ambition to become a Games Designer.  I will look to include books, magazines, articles and documentaries that have expanded my knowledge or sparked my interest in some manner.

So at the start of November I made a few purchases on Amazon.co.uk to start my reading on the topic of game design.  I also decided that I would start to read Edge magazine every month again.  And then I'm constantly cycling through various games magazines to stay on top of the latest games news, with Eurogamer.net tending to be my mainstay.


A Theory of Fun for Game Design - Raph Koster

Of the three Amazon purchases I bought, I have read two so far; A Theory of Fun for Game Design by Raph Koster was the first.  First of all, I'll admit that I was somewhat deterred by the presentation of the book; every right hand page was taken up by crudely pencil-drawn cartoons to illustrate points presented in the text.  Also, the early introduction and persistent use of comic sans was concerning...

But over-coming my personal tastes (though surely no one can appreciate and justify the use of comic sans, right?) and getting in to the text, I quickly overcame my initial impressions.  The content is wonderful and provides an insightful glimpse into the concept of fun, and how it applies to game design.  I can understand that the cartoons are probably intended to illustrate/amplify particular points to a younger audience, but for me, they only served to initially devalue the actually written content.  The content is pitched at an introductory level, but I feel that there is plenty to take away for anyone concerned with game design.  I felt that the book was also well paced, never labouring a point for longer than necessary, maintaining a solid rhythm of points, concepts and examples throughout.

I guess this goes to show to never judge a book by its cover.  Or illustrations.  Or choice of fonts.  I'm going to use a separate blog post to digest and revise some of the most pertinent content from the book.  I'd recommend this book as an early introduction into the fundamentals of fun, game theory, game design and player psychology.


The Art of the Video Game - Josh Jenisch

The second of my Amazon purchases is "the first book to celebrate an exciting new visual medium."  Published in 2008, Josh takes a look at a diverse range of twenty-six console and PC titles; presenting screen grabs, concept art/renders and interviews with the artists featured.  Starting with a concise synopsis of the history of the videogame medium, we're then presented with a look at each of the titles, including some of the biggest games at the time; Call of Duty 4: Modern Warfare, Half-Life 2, and Tomb Raider: Anniversary.

As a fan of videogames in general, and also as someone seeking industry employment, I found much of the work very inspirational and insightful.  The lengths at which some of the artists go to in order to create their work was eye-opening.  In particular, Valve artist Ted Backman's design of the Hunter enemy amazed me.  How the spectrum of attributes that require consideration of technical requirements, form factor, and artistic direction are eventually crafted into such an iconic and downright provocative creature is awe-inspiring and entirely worthy of Jenisch's plaudits.

Although I'm not entirely sure FIFA 08's graphics could be considered art so early into the new engine (the players still had that zombified glaze finally rectified in FIFA 09) this is sure to be a book that I will revisit time and again; to act as inspiration for my own output, to consider artist design principles,  or simply to admire the work of some of the industry's best.

Wednesday, 2 November 2011

PC Build & Battlefield 3

After a lengthy and highly anticipated wait, Battlefield 3 was finally released in Europe on 28 October 2011.  Having enjoyed many an hour getting shot in Bad Company 2 on the 360, I decided that it would be a worthwhile investment to design and build my first workhorse/gaming PC in order to play the game as it's intended.  With 6 hours, 169 kills and 242 deaths (ahem!) under my belt, I thought that I would reflect on the experience from Concept, to Creation, to Lance Corporal 2 Star (forgive me).

Concept

It's always been a background ambition to build my own PC, although I had never given the idea much weight, contenting myself with my Xbox 360.  A few months ago I read (and thoroughly enjoyed) John Teti's article "How to Build Your Own Gaming PC" for Eurogamer.  Despite the blatant tongue-in-cheek tone (which was unsurprisingly wasted on some of the article's commenters), it did fuel my curiosity into what is specifically necessary to build a PC from scratch.  With my Macbook on its last legs and lacking the grunt to run Pro Tools plug-ins for even my modest requirements, and with my passion ignited for videogame design I finally decided to have a crack myself.

It's difficult to say with any accuracy, but I'd guesstimate I spent around 25-30 hours reading various how-to articles, researching various components, pricing up and comparing parts, and generally familiarizing myself with the whole system-building scene.

With an approximate budget of £1,000 to spend on the system alone, I bought from Amazon, Scan and Aria the following;
  • Asus P8P67 Pro (3.1 rev)
  • Intel i5 2500K (3.30Ghz unlocked)
  • Corsair Venegence RAM 8Gb
  • MSI Twin Frozr II GTX 560Ti 1Gb
  • Kingston SATA II 96Gb SSD
  • Western Digital SATA II 2Tb HDD

All of this was to be housed in an Antec Three Hundred MIDI case, powered by a Corsair 750W PSU and controlled by a Microsoft Sidewinder X4 keyboard and Sharkoon Fireglider mouse.  Before P&P, the lot totalled £1,004.

When finalising my decision on which components to choose, I tried to maintain John Teti's advice; "Your ignorance is an enormous asset. It saves money and preserves fun. Build something that works nicely within your budget, and then forget that anything else ever existed. If you still find yourself tempted by the high-end, keep in mind the great equaliser: no matter how much you spend on your PC, in a few years it will be junk."

Construction


After only a few days wait, all my components had arrived.  The most valuable media throughout my build was NewEgg's three part guide hosted on YouTube [Part 1 | Part 2 | Part 3], which proved to be extremely concise throughout the whole process.  That, and my motherboard and case's user manuals when things became specific to my components.

Build time totalled approximately four hours, and that's counting for a trouble-shooting few newbie mistakes (not seating a stick of RAM properly, and not considering proper cable-management far enough in advance proved to be my most prevalent blunders).  The graphical BIOS on the Asus P8P67 made configuring and installing Windows 7 on to the Solid State Drive a breeze.  Updating the various components' drivers again proved to be uncomplicated, utilizing my Macbook and a USB stick.

Battlefield 3

After a bit of a faff with my ShopTo preorder delivery (I hope that whoever now lives at 7 Kenton Lane in Newcastle is enjoying their complimentary Physical Warfare copy of the game) I eventually installed Origin and Battlefield 3 before jumping straight into an online match.

My first impression was one of awe.  The graphics delivered by the GTX 560Ti were far better than I could have imagined.  The dynamic lighting and abundance of visual effects on screen at any one time are truly absorbing.  But what really captivated me (and still continues to do so) is the title's sound.  The audio environment is the most authentic that I've ever experienced in a game, with every shot and shout reacting perfectly to the landscape.  Coupled with the impressively bassy roar of land vehicles and the scream of fighter aircraft passing overhead, the sound and graphics combine to create a truly immersive experience.

And thankfully the gameplay hasn't strayed too far from the Bad Company 2 template.  Teamwork is still the order of the day, with objective based game types taking place across large-scale maps.  Vehicular and gun play is tight and punchy, with each kill feeling hard-earned and rarely fluked.  Even when on the losing side, the game continues to reward objective-taking and supporting team-mates, keeping the battle varied and fun.

All in all, I would consider the whole journey of researching, building and installing my first self-built system to allow me to play Battlefield 3 on high settings as richly rewarding, thoroughly enjoyable and therefore comes highly recommended.  Building a PC is definitely not at all difficult, providing some time is spent researching the necessary components and build process.  To play Battlefield 3 as it's intended (in graphics, audio and scale) truly feels like the next generation of videogaming has arrived.  DICE are to be applauded on what they have achieved with this title.