Monday, February 25, 2008

City 7: Toronto Conflict Reactions

I've had the install file for City 7: Toronto Conflict sitting on my desktop for a long time, but I've been too lazy to install it. So, here it is. It's a mod for Half-Life 2 that represents an alternate timeline where, at the beginning of the game, Gordon Freeman gets teleported to Toronto (City 7) instead of Half Life 2's City 17. I played the game for an hour (so far) and I've recorded my reaction's, a la Games for Lunch. So here's my stream-of-consciousness thoughts:

- sweet, the first two minutes are exactly like in Half Life 2.

- I've teleported, and someone says he recognizes me, then runs off. Odd. I definitely get a "Valve" feel from this. Good job team. I definitely had low expectations, as I thought it would just be an excersize in modeling Toronto's landmarks, which doesn't count as game design at all. It looks like they used the same character models, but used new landmark art with a ton of new voices. Its definitely unnerving to see the trademark Half Life 2 walls next to a Future Shop.

- Holy shit! The parking meters are just like in Kingston. This both increases my immersion and destroys the fourth wall.

- No reaction from the Combine guards when I stand awkwardly in front of them. Darn.

- I tried to get past that pool into what looks like an elusive area. I climbed up onto the fence next to the park and smacked into an invisible wall. That sucks.

- I like that I'm not given any explicit goals in the beginning. Still exploring around is nice and, by the nature of the exploration, equates me with the conventions of this new world without forcing it down my throat. It does help that I'm naturally inquisitive.

- I walked past some guards into an area that was restricted and was instantly plugged full of combine gun energy. A warning would have been nice, like some warning shots at my feet or nose.

- Hmm, still want to get across the pool...in the middle of the pool...uh-oh, sniper lasers...dammit. dammit. First death.

- Restarted. There are humans wandering around, one of them complained about "typical combine maintenance". Ah, some things never change.

- I'm on a roof now. Yay, I found a crowbar! Now what? It occurs to me that I could kill a lone combine and steal his gun, but they all are in the open. I go to the one nearest to the stairs that go up to the roof and smack him a bunch of times. When he dies, he gives me a grenade but I'm still in a smacking frenzy and it goes flying uselessly. The explosion draws about five more combine and I still only have a crowbar, so I run back up to the roof. They don't follow. Maybe some of them will drop a gun, so I try to skirmish out, entice a few and lure them up to the roof, but it isn't happening. They just stay down there, and then mumble something about "losing the target". Lame.

- I try the same thing a few times, doesn't go anywhere. I go to a point on the roof where I can watch a crowd of people. Someone mentions something about "Hank" going nuts. Suddenly, Hank runs out, kills a combine with his pistols and tries to make a run across the pool. Hilarious. Results are similiar to my attempt, but it appears that Hank didn't bother to save his game. So, I guess the designers are telling me that that approach is futile. Or are they? I mean, I DO have an MIT education and I'm wearing a hazardous materials suit.

- I look around, and pick up a filing cabinet (?) to step up onto the roof. It looks like there is an area enclosed by a red fence that I can now reach. I gleefully grab a medkit and hold it (my health is at 100%, but you never know when you may need more) and trounce over to fence, standing directly on top of it. I throw the medkit down so that it lands on the ground inside, and then gleefully smack into another invisible wall. I can't jump down! The medkit sits inside the fence, mocking me. Lame.

- I go into the "restricted" area I went to before and manage to kill about four more combine this time before I bite the dust. I was picking up some health packs I found and managed to stay alive by skirmishing out, killing a combine and taking his grenade, then returning to behind a box as they all shot at me. If only they clumped so I could take them out all at once, but it looks like I'm not that lucky.

- Wait? What is that on top of those discarded(?) train cars? A generic supply crate? Goody!

- I manage, with some difficult box-moving maneuvers, to get a box on top of another box to get on top of the crate. Somehow, though I'm most likely making a racket and looking like a moron, the combine ignore me. This is pretty odd, considering that they seem to keep a tight control on the other humans.

(Oh yeah, I forgot to mention all the rations humour. Hilarious)

- I got to the top! I gleefully bash open the crate to find...no guns. Its some energy batteries for my suit. Well, now my health totals 170 or so. Now should I make a run for it?

- I turn on the sprint and race through the crowd of combine and people to cross the pool. Somehow, I avoid sniper fire and fly up a staircase and wham, into a door which is clearly non-interactive due to its pixelation. I get swarmed by about 5 combine, and its game over again.

Verdict: I'm looking forward to keep playing this, considering that its design strategy closely follows Valve's, which is superb. The jury is still out on whether or not the goals should have been clearer.

Also, "Enter the Mind"? Lame! What am I, twenty? I need to change that.

Monday, February 18, 2008

Thoughts on the Audience

It looks like several "artists" I've been following for a while have come together and created something. I'll have to keep tabs on this:

thoughts on the audience

Friday, February 08, 2008

A hint of things to come...

Here's a preview of a project I'm finishing up.



Saturday, February 02, 2008

Psychosomnium

Wow. I just played another excellent example of platformer turned into a compelling mind-fuck indie game. Playable here.

UPDATE: I didn't really emphasize enough how important it is that you play this game, like right now. It questioned my meaning of existence, and its ending left me shocked for a long time afterwards. Please, please play it. And then comment here.

Monday, January 28, 2008

A collection of ideas #1

Think Fast...

New Improv Game:Sit, Stand, Heart Attack
Essentially after Sit/Stand/Lean or Sit/Stand/Lie Down, but one person must always be having a heart attack. Haven't tried it out yet, but it should be hilarious.

Optimus Prime with no legs...Pessimus Prime

A biker gang made out of mathematicians...Hell's Angles

Wednesday, January 23, 2008

A special wish

After a few months of limping along with a degrading phone, I finally replaced my loyal LG 6070 with a ass-kicking Blackberry Pearl. I mean, just look at that wicked flash website! Anyway, the main point of interface with the Blackberry Pearl is the beautiful, backlit trackball (my friends have affectionately called it the Blackberry Clit - it just demands to be touched). I love it - it makes moving through menus so fast.

However, I got an idea the other day when stumbling on the fact that I can use Bluetooth to connect my Pearl random laptops nearby. Could someone PLEASE write some code so that I can connect by Bluetooth to a laptop, then take my Pearl and turn it UPSIDE DOWN so that it effectively becomes a wireless mouse? Left-clicking would be equivalent to pushing the Pearl down so the trackball "clicks" in, and right-clicking could be automatically assigned to one of the three buttons adorning the side of the pearl. Or, if you're a Human-Computer Interaction snob then you have a Mac and don't need right-clicking.

Please, someone make my day!

Tuesday, January 22, 2008

What's on your mind?

Earlier today, I recorded for an art project with a student in the Queen's film department. I'm not going to give up too much, since it's going to be on display in mid-February. For the project, I had to sit in a room by myself and a camera recorded me for fifteen straight minutes, and I was directed to speak about whatever I wanted.

Well, it turned out that I spent most of my time talking about house cleaning. Yes, despite the oodles of creativity I'm supposed to have, I had an imaginary conversation about cleaning my house. I guess this really shows what's on my mind.

Monday, January 21, 2008

Realtime Art Manifesto

I just read the Realtime Art Manifesto. It is one of those documents I'll obviously have to read again, preferably out loud, with lots of Guinness running through my bloodstream.

Wednesday, December 26, 2007

Cognitive Dissonance

Whenever we interact with a thing, be it animal, vegetable, human or other, we form, by trial-and-error, a certain agreeement on the meaning of the symbols we use.

This may be anything from the words that compose a language, to the motions we tell our limbs to perform to keep us walking. When the literacy level in the language of the speaker and listener is high enough, poetry and dance are possible. However, this is only really possible if the basic rules and grammar of the language are agreed on.






This is really all about me being angry at the buttons on my cellphone. The buttons are labelled "1", "2", "3", "4", "5", "6", "7", "8", "9", "*", "0", "#". Usually, I use these buttons to type in a certain number of a certain friend's phone that I want to call at the very moment. Then, I press the send key. But, my phone and I have a few more things we talk about:

"*" also means I want to put my phone in vibrate mode.
"0" sometimes means means "I'm tired of navigating through a stupid menu system and want to talk to a human being"
"1" sometimes means "I want to speak in English, not French"
"7" sometimes means "I want to delete the message"

Curiously, written directly onto the buttons in smaller writing are strings of leters, such as "MNO" on the "6" and "WXYZ" on "9". I've come to find that they don't actually mean the entire string, but only a few letters at a time.

I text message my friends alot since with my cellphone plan it's free and often I only need to let themknow of things without having an entire conversation. When I'm text messaging, I need to communicate in the English alphabet. For "5", also labelled "JKL", I can get three different things (actually four, if you include 5 itself):
5 = J
55 = K
555 = L
5555 = 5
55555 = J (again)

so, if I wanted to text message "Im coming", it would be entered as:

"4446#222666[wait a second]6444664444"

I pressed "4" too many times the last time, so I had to go all the way around again. This is the way I'm used to doing things

However, something I also do often is looking up people's extension numbers in automated telephone directories. At some point in the automated menu system (when I haven't gotten annoyed enough to press "0" yet) I'll hear "Please enter the first three letters of the person's last name." Whereupon if I want to speak to someone with the last name "Bergeron", I'll enter the ridiculous string of numbers:

"2233777"

By the first "7", the system is usually yelling back at me that it doesn't understand me. The system expected me to enter "237", and then it would run some sort of matching algorithm. The predicament gets worse when I type in a number too many times and I automatically go all the way around again, making the system yell at me even more. This is dissonance - we had this well agreed-upon language that suddenly ceases to be, and now I don't trust my phone.

I've recently been playing Indigo Prophecy - a "game" that the French creator billed as an "interactive movie." The interactive story elements are pretty awesome, and you can change characters while wandering through the story's world to hear their perspective, which can actually change the course of the story. Unfortunately, during combat or action scenes it switches to what is called "Shenmue-style" button matching sequences, meaning I need to stop paying attention to what is actually going on on the screen and I switch to paying attention to little green, red, yellow or blue lights that show which buttons I need to mash on the keyboard to do "Great!" in the sequence. This is stupid. After a total of 10 hours of play or so, they've built up absolutely no meaning to me. I honestly cannot say that "blue" differs any way from "green". It just absolutely has no meaning for me. I don't care. I mean, sometimes when me characters need to dodge left, then the green buttons light up (which happen to be of the left side of the screen), but honestly I don't care. I've almost taken to giving up the game because these actions sequence frequently end in failure and in no way add to the enjoyment of the game. Please people, be aware of the learning potential of languages. Otherwise, the game's pretty awesome and packs some real cajones.

Merry Christmas and a Happy New Year to all!