Tag Archive for 'artistic overanalysis'

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Nintendo R&D Meeting – A “Femto-Length” Film

I decided that I wanted to experiment with making a movie with a complete three-act structure lasting somewhere around 15 seconds. In extremely technical terms, I definitely achieved that goal, but most people will just see this as random. That’s fine with me.

Anyway, here’s a 15 second movie depicting Nintendo employees as people with D-Pads for heads:

If you’d like to see it in HD without full-screening it or if you’re reading this on a “mobile device,” check it out on YouTube.

I call this a “femto-length” film because it’s astronomically shorter than a “short film,” and the “femto-” prefix is smaller than both “nano-” and “pico-”. So yeah, that’s REALLY small. Not quite as small as “yocto-“, but this movie isn’t quite that pointlessly short.

Maybe it’ll catch on. Maybe not. But if it doesn’t, I’ll cry.

    Gameplay Format – Because Video Game Writers Need To Go On Strike Too

    I was looking for a decent way to write a script for a video game but found nothing. So I decided to create my own.

    I call it “gameplay format,” because if a screenplay is a movie script, a “gameplay” should be a game script. Now, “gameplay” is already used to describe the experience of playing a game. That’s precisely why I called this format a “gameplay,” because it describes exactly that.

    In filmmaking, screenwriters aren’t supposed to talk about shots or blocking or directing all that much; at most, they make minor suggestions. The screenwriter’s job is to describe the action. Why not give the “gamewriter” the same job — talk about what happens when the player’s character does what, and leave things like controls and programming to the designer and programmer?

    I decided to try creating a format based on a screenplay, and I’m writing a surreal dystopian comedy/thriller game to test it out. It will be called “Status Quo”. But I want to make sure I’m on the right track as far as it being readable by humans.

    I will say two things: I envision this as a 2D sidescroller simply because I can’t program or model in 3D to save my life, and centered underlined text is a “level heading”. If I have to say anything else, then this format isn’t easy enough to read, and I have failed. MISERABLY.

    So, please let me know if this is comprehensible, and whether I can improve it (the format, not the game necessarily). Without further ado, after the jump, level one of “Status Quo”:

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      Brighter Black

      I decided to do a complete rewrite of Bright Black. The old one made Bright look like too much of a psychopath as opposed to a guy who’s just having fun.

      Also I got writer’s block trying to write the gunfight, which is where I stopped writing the original. Because of this, and becuase getting realistic prop guns in New York City is expensive when legal, I decided to replace the guns with shurikens and lightning. Well, okay, just shurikens. And katanas!!! It’ll all be very Snow Crash-y; Jarod Bright actually is kinda similar to Hiro Protagonist if I remember the novel correctly.

      When is Snow Crash going to get adapted into a movie or video game already? Actually, to be really meta-weird, someone could code a Snow Crash action/RPG in LSL and put it on Second Life. It would be like…Third Life.

        The Eight I’d Really Rather You Didn’ts Of Storytelling in Games

        Aubrey at Wolfire Games recently posted a discussion he had with another game developing friend, Jack Monahan, about mastering gameplay, and what that means to the player and about the game. Eventually they drifted off to talking about how story factors into this, and it took the comments thread a little while to realize that they didn’t mean to say “a good story gets in the way of gameplay.” Actually, what they criticized was a situation where “the story is the best part of a game,” which I agree is a bad thing. If a game is trying to be a narrative, it should have the story and gameplay complement each other without either taking precedence; I will now elaborate on that to the amusement of the audience.

        If a game developer feels they cannot tell a good story, or if they can’t get a writer…actually, scratch that, if they aren’t a writer already and they can’t get one, then they should probably be making a simulation game. By “simulation” I don’t necessarily mean Microsoft Flight Simulator or SimCity, that’s just the term I use to say “non-narrative” because “documentary” doesn’t always work (i.e. Space Invaders isn’t exactly based on real life, but it doesn’t tell a story). But assuming a developer feels up to telling an epic tale of some grizzled space marines fighting against insectoid/reptilian aliens in a palette of gray and brown, there are a few things I’d really rather they didn’t do. I will now follow in the footsteps of Our Great Noodly Lord The Flying Spaghetti Monster and give you eight of them.

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