Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Tuesday, March 10, 2015

The Weekly All In!

I've got a good excuse for not posting, I've been writing for The Weekly All In, a new digital magazine exclusively about Starcraft. There's some news and commentary, but also lots of satire. Also there's been a lot of time constraints in my personal life that have been keeping me from posting, so The Weekly All In has been getting 100% of my writing time. There are five issues so far (see links). I'll start posting here each week until we get a proper website going. There is also a Patreon if you like what you see so much you just have to throw money at it. :D So yeah, I'll put links to each article here and a list of what I wrote that week.

First issue - Streamer profile/interview

Issue #2 - Brief News

Issue #3 - Brief News. SC2 Community manager interview.

Issue #4 - Brief News. 

Issue #5 - Brief News. Streamer profile/interview. A second interview that is not yet published (hopefully next week).



Friday, August 1, 2014

Hiding in a Dark Corner: Analysis of Amnesia: The Dark Descent

The following is the essay I wrote for my application for a position at Blizzard Entertainment. The requirements were: 

The game analysis should demonstrate your understanding of the gameplay mechanics and relationships to the design and implementation of the game. The game analysis should be on either a computer game or console game. This game analysis should not be on a game made by Blizzard Entertainment. Please limit your game analysis to no longer than 5 pages (the average length of an analysis is approximately 3 pages).

Amnesia: The Dark Descent[1] was made famous by the fact that it scared the pants off of just about every person who dared pick it up and play it as it was intended (that is, at night, with the lights off, with headphones). It was surreal, supernatural, and terrifying. And dark. The subtitle is serious: the player spends a lot of time in the dark as well as descending deeper into it. What made Amnesia so effectively unsettling was that it removed almost every standard mechanic from a first person shooter and then replaced them with new mechanics to make gameplay even more scary and unfamiliar. Sanity, in addition to restrictions on player actions, and the game's willingness to alter musical and event triggers make Amnesia a truly terrifying gaming experience.
The most distinguishing mechanic of Amnesia is Sanity. Our poor protagonist, Daniel, has had a pretty rough few months preceding the starting point of the game. He now has some psychological damage (beyond mere amnesia) that the player will need to manage. Players are informed via tips on the loading screens that Daniel's sanity will decrease as he spends more time in the dark, witnesses a disturbing scene, or looks directly at a Gatherer. Gatherers are grotesquely deformed body-snatchers that the antagonist uses to find people for his experiments and are the most common enemy that the player will encounter in Amnesia. There are some scripted events in the game where Daniel will take a hit to Sanity. Players are also told that Sanity increases as Daniel spends time in the light without anything disturbing going on and when the player is able to solve a puzzle. 
In gameplay, losing Sanity is manifested with an increase in difficulty, as well as visual and audible changes. With low Sanity, monsters will be better able to follow and find Daniel, and there are a few situations where additional monsters will spawn in the area due to very low Sanity. Much more noteworthy, however is the visual and audible implementation. With decreasing sanity, the screen will become blurry. Additional disturbing events, such as bodies hanging from the ceiling or doors suddenly closing (seemingly without reason), will occur. And, paintings of the principle antagonist will change into a more ghastly image. Roach-like insects will occasionally begin to crawl across the screen as well. Audibly, the player will begin to hear additional sounds such as Daniel's ragged panting. Daniel's footsteps will begin to sound as though he is walking through a slime or liquid of some kind even though he is not. And, the player will even begin to hear the distant crying of a child wherever Daniel goes. Finally, if Sanity reaches the lowest possible point, Daniel will collapse onto the floor and lose health. The player will only be able to make him crawl slowly on the ground for several seconds, and then he'll get back up.[2]
To the player, this is an obviously disorienting mechanic. The visual and sound queues are very effective inducers of stress and discomfort. The player immediately learns that darkness will lower sanity, and that low sanity means the game will become even more dangerous, difficult, and scary. The obvious solution to this is to stick to the light as much as possible, but this is purposely made a very difficult task. Conflicting with this idea is that if Daniel is constantly in the light, he is more visible and easier for monsters to find and kill.
Additionally, looking directly at enemies will lower sanity, so if an enemy is encountered, the player will generally turn away when hiding. This action creates additional mystery around the danger, making it all the more uncertain and scary. Players are forced to go against their instincts of defeating enemies and resort to fleeing and hiding. While hiding, they are left to listen to the scary music, hear the sounds of an enemy shuffling around while hunting them, and frequently stare at the wall or the box they’re hiding behind through blurring effects of the screen to further disorient them. This is a decidedly abnormal state for the vast majority of games. Should the player be found, the game will most likely end with Daniel’s death, and there will most likely be nothing the player can do at that point to stop it.
Before going any further, it is important to note an early version of a surprising and significant mechanic shift. In Unreal (1998), at the start of the game, Prisoner 849 awakes in a cell on a prisoner ship that has been shot down and its inhabitants massacred. She has no weapon or any other means of defending herself. As she proceeds toward the ship’s exit, she encounters enemies but manages to avoid them without fighting (generally because they are distracted or she is unreachable in some way). With an increasing sense of vulnerability and panic, the prisoner leaves the ship and, after a loading screen, enters the second level. Right here at the start of the second level she manages to find the first weapon of the game, the Dispersion Pistol, just before an actual potentially-fatal encounter with an enemy begins. This lack of defense was a jarring start to a first person shooter game. Players were surprised to be in a situation where all they could do was run from enemies and hope for the best, and not simply face them head on as with the majority of games in this genre.
Similarly, Amnesia subverts the expectation that a player will be able to defend themselves. The only thing Daniel will ever pick up and hold between himself and danger is a rustic oil lantern. The lantern’s only function is to light up nearby surroundings; Daniel can't even swing it at anything. This persistent offensive and defensive limitation is in direct contrast to almost all other first-person games for adults.  Daniel never finds a way of dispatching enemies. If Daniel should turn a corner and find something dangerous, he has to run, hide, and hope to be overlooked. The only way he can escape danger is to avoid enemies effectively enough to survive as long as it takes to solve the puzzle in the area and move onto the next area, leaving enemies behind. Daniel's danger is real and (as far as the player can tell) constant. This mechanic is not only novel, but is effective in inducing stress on the player throughout the course of the game. The player will constantly be reminded of their inability to defend themselves and their perpetual vulnerability.
This lantern also requires oil to continue to burn, and the player is forced to keep a sharp eye out for more oil and tinderboxes (which can be used to light one wall fixture per box). While needing to collect a scarce resource is nothing new in this sort of game, the oil and tenderboxes are in very short supply. Unless he is very, very conservative, Daniel will be running out of both constantly, leaving him in the dark for longer and longer amounts of time, leading to lower and lower Sanity. Thus, the player is forced to make a choice with lingering and unsavory consequences. Does the player to spend their resources on more light and more Sanity now and hope they find more resources later? Or, save them for greater light and Sanity later when they may need it more? Either way, the reality is that Daniel will probably need to spend more time than they player would like in the darkness.
Another way that controlling Daniel is very unique is the mechanic to open and close doors. In the majority of games, when a player encounters a door they press an "activation" button and the door opens. In Amnesia, there are two ways to open a door, both of which are much more purposeful. The player will left click and hold to grab hold of the door's handle and then can open/close the door slowly and quietly by moving the mouse forward or backward until the door is completely opened or closed. Alternatively, the player can left click and hold and press the right click to slam a door open/closed.
This greatly affects gameplay in two ways. Firstly, opening a door is changed from a thoughtless, one button, affair to an active procedure that actually takes a little getting used to. The player is now in control of not just when a door opens, but how it opens. Secondly, the player becomes psychologically tied to the opening of the door and whatever may be lurking behind it. This change in control adds an enormous amount of suspense to the game and players will begin to fear every door they encounter. At each door, the player will have to decide to just stay put and progress no further in the game, or to continue and risk additional dangers by proceeding to the next room.
The last mechanic is the game's willingness to alter previously-established mechanics for dramatic effect. Generally, this fluidity of established rules would be called a "cheap trick," however, the primary design goal of Amnesia is to scare the player, so anything that will more effectively incite fear is valid. There are many instances of this later in the game. I will focus on two, music queues and enemy spawns.
In the beginning and midpoint of Amnesia, there is a certain musical track that will play when a Gatherer is nearby or on the attack. It consists mostly of string instruments and distorted drums. During general gameplay, this music means that Daniel is in immediate peril of dying and escape is unlikely. Much like Pavlov's dogs, players learn very quickly to associate this music with stress and will automatically begin to panic and (at least in my case) start screaming at the computer monitor. However, at some points of the game, similar music will begin to play for entirely different reasons, sometimes just for entering a certain room. The effect is jarring and scary. Players aren't in any immediate danger, but the player does not know this, and will play as though each step is a step closer to peril, building greater and greater suspense indefinitely.
Another instance of mechanic alteration is based on an early portion of the game where the area that has been flooded with about two feet of water. In this water dwells a water monster of some kind that will injure and eventually kill Daniel. Interestingly, there is no visible threat at all, the player can see and hear the distinct splashing of movement in the water as well as growls and hisses. The player is forced to navigate the area on top of boxes and bookshelves to avoid the water, and sometimes must create a diversion of some kind to distract the monster while Daniel sprints through a door or down a watery hallway. In a later portion of the game, Daniel is again forced to travel in a semi-submerged environment. As he makes some progress, that distinct splashing and growling is again heard, but the monster never actually appears. The player's knowledge of previous danger is again used against them, causing stress and fear, even when no actual danger is present.
Amnesia was a truly unique experience at the time of its release. Sanity was, and is, such a unique mechanic that it made for a gameplay that had never been seen before and scared the players to great effect. Amnesia is a model for how to play on the status quo, the mundane, and the “already been done” with the result of achieving incredible drama. Sanity, a restrictive yet more deliberate set of abilities, and a willingness to stretch mechanics make Amnesia a great example of unique mechanics and design. 



[1] Frictional Games. Amnesia: The Dark Descent. 2010.
[2] "Sanity." Amnesia Wiki. Web. 01 Aug. 2014.


Monday, June 3, 2013

New gig!


As of today I am officially a staff writer for Overpower3d.com, a video game new site. I'm in charge of writing editorials, making guides (written and video), and performing interviews with game developers. I submitted my first post today. It's about the new Humble Bundle, of course!

This is currently a volunteer position, but I might get some monies out of it one day. 

Anyway, feel free to check it out. I'll continue to post here from time to time. 

Sunday, June 2, 2013

Vocation and Video Games

I'm currently taking a class called "Leading Productive Lives" wherein we examine the various facets of life and incorporate Jesuit ideals into them. Note: I am not Catholic.This week's was about vocation and choosing your life's work. Mine was about video games, so I thought I'd go ahead and post it here. Also, my Mom's been saying she wants to read one of the essays I have written for this class. Win-win-win. Enjoy.

The evolution of my vocation and work through my life so far has been fairly typical. The first time that I began to think seriously about what I wanted to be when I grew up I obviously wanted to fly fighter jets. I was eight years old at the time and my father taught aircraft maintenance in the Air Force. On weekends we would go to the grocery store on the base and I would get the see planes and jets of all sorts, both in the air and on the ground, and each and every one was fascinating. Then, I learned a little more about the nature of money and that it doesn’t just come out of ATM’s whenever you want to go to Burger King.
            I got over being a pilot quickly when I discovered that doctors made a lot of money. I still wanted to be in the Air Force, of course, as all of the doctors that I knew at the time were in the Air Force. Additionally, I wouldn’t have to pay for my college and I would still get to go on military bases and have a military ID card when I grew up. That seemed important at the time. If I had been about 15 years older the fact that members of the US military had socialized health care and the rest of the population did not would have carried a lot more weight. However, the concept of health insurance and benefit packages are a little beyond 10-year-olds.
            My ideals changed again when I found out that being a dentist is just like being a doctor but a lot easier. You had your own little office. People came at regularly-scheduled intervals. Everything you have to do is fairly simple and you have sweet gadgets to help you do them. Also, one of my first dentists had two arcade games that you didn’t have to put quarters into in his waiting room. Bingo. I had found the ideal career. Additional benefits included that I could still be in the military and that I would for sure get to be “The Boss” at work. I was 14 and had everything figured out.
            Unfortunately, I was yet to consider how much I would actually enjoy any of these careers. Being a dentist would certainly pay well, but is that something I would actually enjoy? My thoughts about vocation began to mature a little when I got into high school: I found out that Orthodontists made even more than Dentists, but I found the work to be less pleasant so I was not interested. This was the first time I had considered something other than income when thinking about my life’s work. I was yet, however, to consider any of my actual interests or things that I enjoyed doing.
            My major interests in high school consisted of playing and talking about video games, programming my (and others’) graphing calculator to do funny things, messing around on my parents’ and school computers to see how they worked, and girls. At no point in my public school experience did I, even once, consider that I could find work related to any of my interests. Granted, I don’t believe there are any honorable professions related to “girls.” But the point of the matter is that that there was most definitely work to be had in my other interests.
            I did not ever perceive of the concept of work/vocation being related to my interests until I read a speech given by Norm Nemrow, an accountant, who created and sold a very successful real estate firm in the 80’s and discovered that simply no longer needed to work in his early 30s. He then struggled to find what he would do with all of his time, as he didn’t have to go work anymore. First he tried golfing full time, but it was not fulfilling. Gradually, he discovered that his real passion lay in teaching. And since he already happened to have a master’s degree in accounting, he became an accounting professor. He found that he was able to pour all of his passion into this new job and found more personal fulfillment in it than anything else he had ever done.
            I was blown away by this revelation. If I played my cards right, and became qualified, I could actually get paid to do something I already enjoyed. This was the Holy Grail. I was then 19 and had it all figured out.
Since then I have had some trial and error with educational and career paths. It took me a while to really give up on the ideal of being wealthy and to not put income as a major factor in my choice of career. There are much more important things in life than money, even with the desire to use it in noble ways. I cannot deny that I still want to “have it all” (2003) in spite of the changes in career and later start date to really landing that career. I have also struggled for some time to really embrace the things that hold my interest and attention the most and in which I feel I can really make a contribution. I’ve always feared that people would find me to be juvenile or just a dork. Personal fulfillment eventually won out.
Bonhoeffer said that “vocation is the place at which one responds to the call of Christ and thus lives responsibly.” (2005) How is making video games for a living responding to a call from the Savior and living responsibly? It is because I have chosen to immerse myself in our society’s fastest growing form of entertainment and do what I can to make its community accountable. I will not be part of projects that I feel are morally reprehensible, but I will challenge prejudice and seek to raise the level of discourse surrounding the new art form.
            I feel this outlook directly correlates with Buechner’s sentiment that “The place God calls you is where your deep gladness and world’s deep hunger meets” (1973). Gaming has taken a role of allowing the player to experience an alternate reality to their own. This can be an uplifting and thought-provoking experience, an experience just for the sake of fun and excitement, or simply an excuse to fantasize about base desires. It is my gladness and, I believe, the world’s need to engage in psychologically and morally stimulating entertainment. This is what I hope to do in my vocation.
This is the reason I am studying Computer Science with an aim to go into the video game industry. I no longer feel that I have everything figured out, but I know this is what I like to do, something I can contribute in, and will at least make enough money to support my family. In truth, I feel like the only thing I have figured out is that if this idea crashes and burns, I will at least have had new learning experiences that I can take with me to the next possible vocation (1990). However, I am optimistic and feel that good things are on a horizon.
  
References:
Wuthnow, B. (2003). “The Changing Nature of Work in the United States: Implications for Vocation, Ethics, and Faith” In M. R. Schwehn & D. C. Bass (Authors), Leading lives that matter: What we should do and who we should be. (pp. 90-100) Grand Rapids, MI: W.B. Eerdmans Pub.
Bonhoeffer, D. (2005). "The Place of Responsibility" In M. R. Schwehn & D. C. Bass (Authors), Leading lives that matter: What we should do and who we should be. (pp. 107-111) Grand Rapids, MI: W.B. Eerdmans Pub.
Buechner, F. (1973). "Vocation" In M. R. Schwehn & D. C. Bass (Authors), Leading lives that matter: What we should do and who we should be. (pp. 111-112) Grand Rapids, MI: W.B. Eerdmans Pub. 

Hardy, L. (1990). "Making the Match: Career Choice" In M. R. Schwehn & D. C. Bass (Authors), Leading lives that matter: What we should do and who we should be. (pp. 90-100) Grand Rapids, MI: W.B. Eerdmans Pub.

Tuesday, February 26, 2013

Positive Experience #7


We've almost made it, the worst month of the year is just about over. I couldn't be happier! Due to the decreased sunlight in the winter, everyone in Alaska gets a serious itch to get the crap out of town and into warmer climates. This is why everyone who can afford to goes to Hawaii in March. I didn't get the luxury of travel this month due to the continued appearance of surprise medical bills, but I'm certainly feeling much better than I did last year, when I was learning all about the drudgery of clinical depression and not having a restful night's sleep in about a year. It wouldn't really take much to be better than that, but it's certainly been better, all told.

This past week I've been on call for the first time at work. This consists of being given a company cell phone and a mobile wifi hotspot and being the person that customers get forwarded to whenever there's no one logged into the phones at work (either because the person who is there is at lunch or there simply isn't anyone scheduled at that time). There isn't anyone scheduled from Saturday afternoon for about 25 hours until Sunday afternoon. This ended up being more of a hassle than I would have wanted it to be. However, I understand I didn't have it too bad. And Aubrey and I did some funny stuff to cope with it.

It was Aubrey's grandpa's birthday on Saturday, and he's going in for surgery this week, so she really didn't want to miss it. We drove down Saturday afternoon and had "ice cream cake" (which is more of a frozen pudding cake with a buttery nut crust) as it traditional for occasions with Aubrey's Grandparents. On the way back home, the clock struck 4, which meant that I would start getting calls, which I did immediately.

So we were driving up I-15 and I was on the phone and on my laptop in the passenger's seat taking tech support calls and typing up cases. It wasn't "fun" like doing something that is actually fun, but fun in it's own way, it felt pretty cool to be able to make it all work. Plus Aubrey thinks it's sexy when I take care of business like a total bouse. So win-win there! I also took calls at home (of course), in the Best Buy parking lot, and someone else that I can't remember. It was pretty fun times! And I event got paid for it. Everything we did turned into a "race against" time to try and get through something before the phone would ring. The best was definitely when we went out to dinner. There was some serious suspense, and we ended up never getting a call! That bread pudding we got for desser was a real shame though. That was an alcoholic sponge, not bread pudding.

The on-call ends tomorrow (which will be a relief). I'll have to plan something awesome to do with Aubrey since my schedule in the evening won't be all janked up.

Another positive thing: I caught a whiff of Breakup this weekend.

Let me explain, when I was growing up, there was a special time of the year (in April or so) when all the snow would really start to melt in earnest, and all of the grass and mud would finally be exposed for the first time in month and it had a distinct "melty" smell. (Sidenote: 6 months of frozen animal poop and garbage would also become exposed at this time, but we won't dwell on that.) And this triggered two things in my mind: Running and Heroes of Might and Magic 2. YEAH!!! I was on the track team in high school so I always get the itch to run in Spring. And I played a lot of that game one spring with a friend of mine. So I did both over the weekend and it was awesome and I loved it! Actually, I didn't run, I did walk for a good time and difficulty on the treadmill though. I kind of need to work my way up. I've gotten totally fat and I still haven't really gotten used to the elevation in Utah. I'll get there.

But either way, things are looking up! I hope everyone has a great day!

Saturday, October 27, 2012

Applied Problem Solving Through Refrigerator Malfunction

DON'T FORGET about the DOTA 2 giveaway! More info here!

I've transferred universities yet again. More on that later. I'm currently in an introduction to Computer Science course and in our first week I read all about the history of CS, what an algorithm is, and various forms of binary. For my first assignment, I had to write an essay defining what a problem is, discuss how I solved a problem in my own life, and provide a general process of how to solve a problem. I did. And it turned out kind of funny, so I'm going to go ahead and post it here. Enjoy!


Applied Problem Solving Through Refrigerator Malfunction

Mike Harrell

Regis University

Abstract

This paper defines what a problem is and provides a generalized approach to solving any problem of any kind. The process is illustrated through a personal experience of the author on the day of writing this paper. On the day in question the author’s refrigerator stopped working, causing the author to systematically implement the provided generalized approach to problem solving in order to prevent of his family’s food from going bad. All parts of the solution are demonstrated and elaborated upon.
            Keywords: problem solving, general solution, potatoes

Everyone seems to have problems of some kind or another. However, people approach their problems in very different ways. When reconciliation time approaches, there is one general pattern that is followed. To solve any kind of problem one must first define the problem, identify the source of the problem, brainstorm solutions, and finally alter or fix the source of the problem so that it no longer causes issues.
            A problem can be described as an object or circumstance that prevents or inhibits optimal progress toward a desired goal. I had such a circumstance this afternoon. My wonderful wife, Aubrey, was microwaving two potatoes for dinner when the microwave went on the fritz and most of our major kitchen appliances suddenly lost power. This included the refrigerator, the microwave, and the dishwasher.
            In order to solve the problem, we first had to define it. In this case the problem was that some of our appliances had stopped working, most importantly the refrigerator. We can do without a microwave. We can wash our dishes by hand. But, in order to lead a happy and productive life, I require that my perishable food items remain in a state where they retain as much freshness as possible before I consume them. If the fridge isn’t working, all of our food will go bad in a day or two, and we can’t really afford to replace them on such short notice. This was our problem.
To begin reparations we needed to identify the source of the problem. It seemed unlikely that a microwave could have directly influenced the refrigerator on a functional level. We needed to determine was had happened with the electricity in the room that caused the fridge to cease its regular function. We tried unplugging the fridge and plugging it back into the wall. This yielded no change. We then tried plugging in a phone charger into the same socket and found that it received no charge from the wall either. Thirdly, we plugged the same phone charger into another wall socket in the kitchen and found that it did work. The refrigerator had stopped working because there was no power coming from its regular wall socket.
We then had to brainstorm potential solutions. In this case, we needed to determine what could have stopped electricity from flowing to those specific sockets without affecting the rest of the apartment. We decided to try the circuit breaker in our apartment and found that one of the little switches was indeed flipped to the “off” position. This was the source of the problem. The microwave had blown the fuse, making the breaker disable all of the wall sockets on that side of the kitchen. In order to restore functionality to our refrigerator, I would need to move the switch back to the “on” position. I proceeded to do so, when the little switch broke in half and fell into my hand. It was now stuck in the “off” position.
At this point I could no longer manipulate in the switch in any way in order to directly fix the fuse. Not without potentially electrocuting myself anyway, and that was off the table. Having identified the solution to the problem but finding myself without the resources to address it specifically, I had to construct some sort of workaround. This is often referred to as “treating the symptoms.” I could not restore power to the wall sockets at the present time but I still needed a way to keep my perishable food items in an optimally cool and dark state until such time that I chose to eat them. The key to this workaround would be to find an alternate source of power until we could call the landlord to come fix it. We couldn’t do that immediately because he’s a very cute, old, man that lives on the other side of town and he doesn’t really do anything on short notice. Also, it was pretty messy in the apartment and we didn’t need to hand him any more ammunition. Aubrey found this alternate source by plugging our refrigerator into an extension cord and running it into one of the working sockets on the other side of the room. This restored power to the refrigerator and provided our food with a choice environment yet again.
However, this will prove to be a temporary solution. Tomorrow morning, after we’ve cleaned up a bit, we will call our landlord who will take the breaker box off the wall, disconnect the wire to that switch, replace the switch, reattach the wire, and replace the box to the wall, which will return both the switch and the wall sockets that our refrigerator, dishwasher, and microwave normally inhabit to their normal working order. This will restore our appliances to their typical functionality as well (except maybe the microwave, which may be a whole other can of worms). We will also no longer have 15 yards of orange extension cord going across the kitchen floor.
By defining the problem specifically, identifying the source of the problem, brainstorming solutions, and fixing the source of the problem so that it no longer inhibits progress, we were able to solve our refrigerator problem. Or rather, we will tomorrow. In the meantime we have been able to employ a short term solution so that our food doesn’t go bad. This same process can be used for any type of problem no matter how big or small. Simply adapt it to your circumstance. 

Also, people are allowed to comment on posts. Feel free to do that. You know, tell me how awesome I am. Or that I'm full of crap. Whatever you like.