Just Kiel  
 
29.11.05 Uber Supervisor
Personal

Too tired to type anything coherent, research wise anyway. Monday and Tuesday are essentially days of pain as I'm supervising throughout as well as running the Humans research forum.

Apparently the Humans UCLAN trip went well, shame I couldn't go, teaching an all.

Tomorrow I'll try and upload the Scrapheap Challenge projects from a few years back aswell the photos from my day with students during the school-taster day at the university. I think it was the soul-stealing aspect of my research that scared them off, now that was funny.

Mood [21:34] | Ring : N/A | ECG :N/A

 
24.11.05 White Room and Main Theme
Personal

Uploaded 2 new painting from James to Just James. More to follow as they come in - sadly broadband is still not supported where he lives.

Mood [12:04] | Ring : N/A | ECG :N/A

 
21.11.05 Time Tuner Required
Personal

Not enough hours in day, expect promised updates to NetWorld sometime today. I've yet to collate my notes on the design concepts I wrote during summer.

Edit:

Alright don't expect promised updates, running behind again. I've uploaded the conference paper to the site on NetWorld. Still deciding whether or not to upload the power points though.

Mood [20:22] | Ring : N/A | ECG :N/A

 
10.11.05 Games Design Technology Workshop '05 Experience
Research

Last Update to Report (FIN): 23:10 GMT, 12/11/05

Back from GDTW 2005 and all I can say is WOW. I've attended several academic run game conferences over the past few years that despite being top-notch for game research have all failed in attracting a sufficient industry presence.

When at DiGRA '05, the general theme of the Plenary: Game Studies Now and in the Future was considered with the divide between industry and researchers (academic in the main). With games now costing in the millions of pounds to make the game industry no longer want's to take risks on new forms of gameplay, it's just not cost effective. So as a result they regurgitate proven formulas which is not exactly useful if the industry wants to attract new audiences and grow. However researchers are actively encouraged to take risks, to push the boundaries of human knowledge and so forth. So when it comes to games research we can go places the industry can ill afford too. However researchers don't have access to the user bases or resources the industry has, so it would really in both parties interests (as well as gamers in general) to work together instead of ignoring one another.

However GDTW started as an industry workshop back in 2003 and it's only with successive iterations of the workshop has the academic community been invited to present the latest in games research. In a few years time I wouldn't be supervised if the GDTW model of having both a dedicated industry and academic stream at games conferences isn't repeated by others as it provides ideal ground for not only the exchange of ideas and knowledge between the separate communities but promotes relations between industry and academic researchers.

Day One

Now as I mentioned before GDTW runs both an industry and research talk stream. However being a gamer, I spent most my time hanging around the industry talks, although I did have to leave to present our (me, Danny Hughes and James Walkerdine) paper on P2P videogames. So I did see at least see some research, though being on the program committee did mean I'd already read some.

What follows is a brief overview of each of the talks I attended (full program can be found here) and some of the thoughts I jotted down at the time (most of its nice).

Gripping Players by Making Games Emotionally Engaging

- Speaker: David Freeman
- Website: http://www.freemangames.com

Of all the delegates attending GDTW this is the guy I most wanted to hear considering my PhD focuses on monitoring the affective state of gamers during play, so an understanding of how games are designed to provoke emotional responses would be useful i.e. if a given event is designed to illicit a particular response in your target audience, changes to the affective state of the player could be evaluated and be used to determine if said response was brought about and so what should be done next.

Freeman started off with the obligatory ice breaker of any presenter the funny joke and Uwe Boll certainly meets that requirement (Uwe is directing the Dungeon Siege movie and apparently had fun hacking Freeman's script to pieces, which he now disavows, sensible fellow). I felt like gouging my eyes out when I caught House of the Dead, seriously the games industry has to stop giving him the movie rights to their IP.

This talk was concerned with how emotional experiences are engineered into games, specifically game play. Freeman began with analysing the emotional qualities of a series of images taken from his book Creating Emotions in Games and how they can build complex emotional relationships with the player.

Figure 1: Front cover to Creating Emotions in Games.

For example the relationships between the player and game world in figure 1 are rather complex - the player takes center stage as the hero trying to save the girl from the advancing aliens. However the story behind the girl is that she's the cause behind the aliens killing everyone and has decided to commit suicide to save face. She's also responsible for a friend of the player's being turned into an alien.

So does the player let the girl die so he can concentrate on the bad guys, or play the hero but risk death at the hands of the aliens?

Who knows but the process of selection can have a profound impact on the player, making play potentially more enjoyable.

Unfortunately for me most of Freeman's presentation covered material from Creating Emotion in Games which I've already read. But there were was one noteworthy thing to take back. Freeman has expanded the number of emotioneeering techniques he's developed by 2 to 34 (not mentioned in the fore mentioned book). No. 33 concerns techniques that create interesting moments and situations e.g. sudden role reversal during game play. No. 34 concerns techniques of the heart, making players feel moved by their situation e.g. the charge of the Rohirrim in Return of the King always gets me.

Pretty obvious when you think about it, but if someone doesn't formalise it would one of considered it?

The Game Attorney:
Ins and Outs of the Developer Publisher Relationship

- Speaker: Tom Buscaglia
- Website: http://gameattorney.com/

Buscaglia's talk concerned the setting up, enforcement and renegotiate of developer-publisher contracts with a particular emphasis to protecting developers from being screwed over by their publisher.

As Buscaglia mentioned, the developer-publisher business relationship is not like the old days where publishers effectively threw money at developers to go make them a game, publishers now require them to offer a vertical slice of their game before they even consider funding them. A vertical slice being a small element of the gaming experience such as a single level, but completed in every detail as if it was the finished product, no place holders allowed.

Publishers also require a game design document - a complete listing of gameplay mechanics, character / enemy / level designs and story line (see Game Design, Theory and Practice by Richard Rouse, the game design document listing for The Suffering makes for an interesting read). And finally a budget, if you want to make commercial games you have to focus on the business side of your venture just as much as the creative otherwise don't bother.

Buscagalia then went onto cover some of the contract particulars developers usually have trouble sorting out with their publisher and their legal rights. Below I've jotted down the ones I found particular interesting: -

  • IP Rights
    Developers will always want to ensure they maintain their IPR, however publishers like to build a portfolio of potential revenue streams. Not necessarily tied to the same developer of course; for one you can't guarantee the developer will always be a client. Which of course puts the developer and publisher at loggerheads, unfortunately less you can find a generous publisher, first time developers might have to give away their IPR just to get started.
  • Flexible Milestones
    When agreeing a timetable for deliverables negotiate a measure of leeway; projects often overrun and if the contract does not allow for flexibility the publisher can declare the contract void and refuse payment. If the project does overrun and the publisher allows late submissions get the new deadline in writing. Verbal contract aren't really worth anything.
  • Audit Rights
    If the contract stipulates royalty payments, developers have the right to instigate an audit to see if all monies owed are being payed by the publisher.

Buscagalia ended with a few pointers on breaking into the games market: -

  • Barriers to Entry
    Publishers are looking for development companies with at least 5-10 years worth of experience, so before you can even consider making games you need to have a well-built development studio.
  • Distribution Models
    With the advent of digital distribution mediums such as Value's Steam service, developers can now circumvent publishers and offer their products directly to consumers.

Wipeout Pure: A Post Mortem

- Speaker: David Burrows
- Website: http://www.development.scee.net/profile_liverpool.html

Burrows of SCEE Liverpool (previously called Psygnosis), came in to talk about the development process of Wipeout Pure for the PSP. Now if anyone can remember the last Wipeout game, Fusion, it was far from perfect. Being a particular fan of the series since the original Playstation I was somewhat disappointed by the unreadable fonts, bland level design and buggy framerate of Fusion, so I was particular interested what Burrows had to say when he went over the development problems involved in Wipeout Fusion.

The problems involved with Fusion's development process included: -

  • Game was based on a render demo.
  • Artist - Designer communication problems.
  • Poor build process.

From this it was decided that future development processes would involve: -

  • Playable Game
    Building a playable version of the game as soon as possible to judge whether the project was going in the right direction with respect to gameplay.
  • Iterative Development
    For every 6 weeks a series of items would have to be implemented, if they could not then they were left for possible implementation later on. In this manner successive builds of the game would have a wide selection of items (some buggy) implemented instead of a just a few good ones. Iterative development was also brought up by Free Radical in their presentation on the development cycle of Hulk: Ultimate Destruction.

After covering Fusion, Burrows moved onto Wipeout Pure's development process. I'll keep this brief cause I didn't catch most of the talk, by the time I'd written down one item, the talk was several items ahead, I should of brought my dictaphone. Wipeout Pure's development preceded the availability of any PSP hardware to run the actual game on, so they were confined to a PSP emulator that ran poorly. Considering Pure is a fast paced racing game, this wasn't a good start.

So a Win32 OpenGL PSP Library Layer was built that mimicked the PSP Library functions exactly. To help level design a track editor was built as a Maya plugin, with which a track could be designed using splines, generated (including AI) and played. I didn't have my stopwatch with me at the time but the demo took about several minutes to complete.

To ease Pure's implementation, items were coded based on the thinking behind that item. For example a missile needs to be created, drawn and moved, thus we would have the methods Create(), OnRender(), OnUpdate(), or something to that effect. This isn't anything new really, simply a movement towards to object orientated code, but it can help when debugging. For instance if their's a graphical flaw in an item then the most logical point of call would be it's OnRender() function.

The talk also went onto cover how Pure used LinkObj trees, was data-driven and how the infrastructure for downloadable content was designed. Sadly I didn't have chance to write any of it down so if anyone who was at GDTW could fill in the gaps it would be much appreciated.

Other Talks

I also attended the Future of Games at the BBC by Dr. Marc Price that day but I didn't take many notes on that one. Apart from if I'm going to present power point slides using a 3D game environment, I might want to at least know where my slides are in the game world and bring them into focus, it's difficult to read when the text is at an angle. The theme of this talk was on the research the BBC does in interactive media.

Day Two

CELL: A New Platform for Digital Entertainment

- Speaker: Sarah Ewen
- Website: http://www.technology.scee.net/

Back again for another GDTW, Ewen's talk was on the CELL architecture and the support mechanisms Sony was putting in place for developers of the PS3. First off it was disappointing that there was no PS3 demo, Sony doesn't look too kindly to showing the PS3 on anything short of a high definition TV. Though Ewen did bring in a plastic duck (sorry inside joke to those who didn't catch E3). Secondly I understood practically zip of this talk, which is about as much I understood last time Ewen presented.

What I did manage to understand though is unlike the PS2, Sony are providing comprehensive development support and reducing the barriers to entry. The PS3 uses C/C++ only, no more assembler and supports both OpenGL ES and the CG shading language. The use of out of the box API's such as OpenGL ES should make the learning curve to programming games for the PS3 somewhat shallower compared to the PS2 (well that's the theory anyway). To assist management of art assets the PS3 also uses Collada an XML format designed for the interchanging of art assets.

Sony is also developing their own middleware for the PS3 from what I could gather but there wasn't many details concerning this, though Sony is expecting a 3rd party market to spring up for management middleware of the Synergistic Processing Elements (SPE). For those who've no idea what an SPE is, in the not so well remembered words of Ewen, the SPE's are the orchestra to the conductor of the CELL chip, the PowerPC Processing Element (PPE). I think that means the SPE generate the graphical effects you'll be seeing during play.

The last point of call of this talk was of course the PS3 release date, let's just say a date was mentioned and it was close.

Game Republic: Engaging Support for Game Production

- Speaker: Michael Crampton
- Website: http://www.gamerepublic.co.uk
- Useful Links: The Independant Games Developer Association (TIGA)

The last talk I want to cover concerns the setting up of game development studios in the UK and getting support from local government. Recently advocates of British game companies i.e. Game Republic, have been educating government as to the benefits of supporting their contribution to the economy. For one the games industry in the UK exports more than imports by 3:1 in comparison to the movie industry of 1:2 (numbers are from memory so don't quote me on them). Through this, money, not a lot but growing (~£Million or so currently), has been allocated to support British businesses in the game industry.

Crampton's talk covered the basics of getting funding in the UK which I'll list here: -

  • Preparation
    Who are you? Before approaching your local government official for funds, be sure to know who you are. Saying you want to start a kick-ass games company called [Insert Bad-Ass Name] won't cut it. The entire games aspect of your identity is irrelevant. A more acceptable description would be I am a Software Engineer working in Interactive Entertainment. Though technical and devoid of life, it does have a hint of professionalism.
  • Planning
    Once you have decided who you are, you need to compile a list of requirements to setup and expand your company. A vision is not a plan so forget it. Example requirements would be - I need to send 2 people to E3 to setup a stall and advertise our products to the community. The more detail the better. Avoid asking for money because you won't get it.
  • Delivery
    Funding will rarely be given in advance and so once the plan has been okayed you have to claim back the monies with the relevant receipts later on. No receipt, no money. Remember that although funds are guaranteed once the plan is approved, you can only claim back on items listed in the plan. It's all good and well to be funded a few thousand pounds to fund a business venture but if the receipts are missing or are for something else that deviates from the plan , you won't be able to claim anything back.

    Crampton mentioned this is the biggest problem with companies that are government funded, they forget to play by the systems rules.
  • Tracking
    With anything that involves tax-payers money, you have to compile a report. What is expected is a summary of how the funds benefited your business. For example, if you managed to secure funds for a trip to the Games Developer Conference, saying it kicked ass would be bad. An ideal report would include items such as the companies you talked too (contacts), products sold (if applicable) and training acquired e.g. did you attend a seminar at the conference.

    If a report is not filed you seriously damage your chances of acquiring further government funding.
  • Follow On
    After the process of acquiring, spending and reporting back on awarded funds, the process starts all over again.

Crampton also provided some handy pointers for working in the UK games industry, they are as follows: -

  • If asking for funds, paint a positive image of yourself. If you act as if your company would fail without the funds then your not likely to get them. You can also drops hints that it would be cheaper for you to run your business in another part of the UK. Obviously the more people who work for you the better this line of reasoning will work.
  • Government prefer to deal with companies of +2 personnel. For one there's the job angle, a company of 1-2 people isn't exactly something one would care about if it went bankrupt.

Other Talks

The second day was busier day than the first for industry talks, well I had to skip 3 of them on the first day to do my talk on P2P games. I don't think my department would of been too happy with me if I decided to skip it.

Anyway on the second day I also attended Path Planning in Games by Prof. Mark Overmars. Not much to talk about really as AI is not my particular subject area so I understood pretty much nothing. Though Overmars did bring up something I thought was poignant considering current trends in the industry - as the realism of game graphics increases so does the expectation for more realistic behaviors. So if the next generation games still suffer from I walk on rails AI, we've got problems.

I also attended talks Iterative Development: The Technical Requirements of Strike Teams in Radical's Hulk Ultimate Destruction by Ben Geiser, How and Why we Play Games by Chris Bateman, Gameplay Design by Dino Dini and An Open Approach to Game Development: New Skills, New Tools, New Business Models by Jon Wetherall and Chris Orton.

I don't have the time to formalise my notes at the moment so if you want to know more I recommend you contact the relevant speaker. I will say this though, Dini's talk didn't exactly instill me with confidence, though I partially agreed with his line of thought that game development should focus on design instead of technological improvements, only quoting yourself as a beneficiary of the technique doesn't count as a valid example in my book. And I swear one of the speakers from An Open Approach to Game Development was Del-Boy in disguise (though I can't remember which one it was, invisible software indeed).

Mood [23:10] | Ring : N/A | ECG : N/A

 
07.11.05 Get your Sword
Personal

Off to GDTW 2005. In the meantime, beware of angry ginger wolves.

Mood [19:47] | Ring : Browny Orange | ECG : 75-77 bpm (3-5 bpm Above Rest State, ARS)

 
07.11.05 Son of a .....
Personal

----------------------------

Kiel will be giving a presentation tomorrow (Monday the 7th) at 3:30PM on a new P2P game, as practice for the GDTW conference in Liverpool.

Everyone is welcome and Kiel is keen that lots of people attend and ask him very difficult questions ;-)

The venue will be confirmed tomorrow.

----------

What: Presentation: "NetWorld: Exploiting P2P in the Creation of Game Worlds"

Who: Kiel Gilleade

Audience: All welcome

When: Monday 7th November, 3:30PM - 4:00PM

Where: TBC.

----------------------------

Danny kindly posted this to the department this morning, yup my suffering starts today. Bring on Wednesday already! Well least I have 10 slides ready (30%) of the presentation done. I'm dead.

Mood [03:01] - N/A

 
03.11.05 Brain Haemorrhage
Personal

I've just finished reviewing conference papers and now my brain feels like it's going to implode. I've really got to stop saying yes to these requests I get (yeah like thats going to happen).

Anyways the Games Design and Technology Workshop conference is on next week so I've got to somehow prepare for that and considering that fiasco with my last public appearance at DiGRA 2005, I better have a stunt double ready, or at least the speech on disc in case I blow it again. One thing I'm known for is not responding to well in is hot and humid environments and Vancouver was like the surface of the Sun for me. I had the misfortune of forgetting everything, which to say the least was embarrasing as hell. But the crowd was fantastic, they didn't rip what was left of my fragile being to pieces.

What actually suprised me more than anything was for once there was a crowd, a big one, and in the last presentation slot as well, normally everyone's gone home by that time. So fingers crossed I don't botch this one up.

Anyways tomorrow I'll hopefully remind myself to upload a few more of James images. No promises, I don't expect to be in the best of moods tomorrow.

p.s. And for those of you who've read the publications page, no I didn't review my own paper. That would be cheating, though it would of saved time during the review process.

Mood [02:54] - N/A

 
 
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