Sunday, December 1, 2013
Normal
Normal. That's a difficult word to define. What, exactly, is normal? Since perceptions of viewing reality alternate between people, normal cannot be defined. However, you will discover that people love to define things. "I'm nobody special. I'm just...normal." When it comes to video games, "normal" is often seen through the lens of an objective. "What do you do in that game, Bruce?" "Well, I'm killing these aliens, Mike." That simple explanation, that simple way of thinking has dominated gaming for years. It still does to this day. Video games are about completing objectives. That's the way it's always been. The objective of Pong? Keep hitting the ball. Don't miss. Sure, the objectives have progressed as the complexity of gaming has grown. In Pac-Man, you (the player) have evolved from hitting a ball back and forth to evading enemies in a maze. Fast-forward to the 1990's. A little game launches for the Nintendo 64 called Super Mario 64. Everyone loves it. Critics, the public, young, old. People fell in love with the game. The game's objective? Defeat Bowser and collect stars. Yes, it is an amazing open world experience and a first for the Super Mario franchise. But the game still has a tangible objective: defeat Bowser and collect stars. A hop, skip, and a jump later, we're in 2013. Now, gaming slowly begins to shift. Sometimes, the objective isn't always a necessary requirement. Take, for instance, the independent title Gone Home. What's the defined objective of this game? Absolutely nothing. There are no enemies to kill. No aliens to disintegrate. No side-scrolling action. No objective-ridden puzzles to solve. All the player does is explore a house. That's it. How can a game be successful (and fun) if that's all you do? Well, maybe we (as a people) are yearning for something more...simple. With all the technology, all the pressure, all the pain, and all the stress, maybe this concept simply lets us be free. Maybe it frees us from following the rules. After all, many rules exist in video games. "No, you can't shoot your teammate. You can only get to the next level after you've completed this one. You can't use that weapon here." Most of the time, these rules don't stick out to us. But, they’re there. We follow them. We just don't realize it. So, with video games, free exploring and the abandonment of objectives may become prevalent in more and more releases. Why? Why would game designers abandon this practice that makes games "have meaning"? Why would they create a game that's not "mainstream"? Why wouldn't they make it...normal? Perhaps it is because a different type of complexity can be achieved? While playing any type of game that involves exploring and having free reign over the gaming space, the player will gravitate towards what THEY WANT to do. Let me say that again. What THEY WANT to do. So many times, we are thrust into a specific role with defined characteristics. While playing Mario, we only have certain abilities to use with him. Granted, you can change his suits and with these suits come varying powers. However, can you choose which suit to wear when you uppercut a Question block? No. Rather, the game gives the player a chance to use the suit the designer has placed there. Ultimately, we are playing into the game designer's hands. With games such as Gone Home or Journey, the world is at your fingertips. Now, please do not twist my words. I am not saying games such as Super Mario Bros. 3 are not fun or don’t work well. They are absolutely brilliant. I am just trying to project my idea that games can go beyond objective-based gameplay and offer an alternate type of gameplay experience. But, what if that's not the reason these types of games are being made? Maybe the answer lies within the rapidly advancing technology of today's society. Devices such as the Oculus Rift are giving people the chance to EXPLORE whole new worlds. Sure, the FPS genre will be one of the most, if not the most, popular genre associated with the Rift and devices like it. But, concepts such as virtual reality are just brimming with possibilities of a different kind of interactivity. Virtual reality uses the environment to enfold you in the game. Instead of FPS's loaded with killing aliens, virtual reality can engross the player by different means. Something as simple as talking to someone or exploring a forest will provide an enthralling experience. Either way, games like this are here to stay. And they definitely aren't "normal"...or, are they?
Sunday, November 24, 2013
PLAY
It's finally here. The Xbox One has launched, and the "console wars" have officially begun. However, isn't it a little silly to be calling these "wars"? Why does everything have to be a war? I get it. Two consoles bearing fisticuffs to see who's bigger and better. But, when did gaming get so competitive (I say this with a "please don't hit me" face)? Think about it. Just stop and think, for two measly seconds, about video games. If you play video games, you are a gamer. If we are all gamers, then why hate on one another? Or, how about this: When you were little, you would play any game you could get your hands on, right? It didn't matter if one was manufactured by Sega and the other created by Nintendo. You played it, regardless. Why? Well...because it's fun. Reading an article from Game Informercoaxed me into thinking about this topic. It's a topic that needs to be addressed. Why be loyal to a brand? Why not be loyal to...VIDEO GAMES?? Video games as a medium is constantly being (unjustly, I might add) thrown under the bus. "Oh, video games are just for kids." "Video games make people go out and massacre a school." "Video games are ruining our society." How about if we stood up for our games? Stand up for the unjust actions being taken against us. Yes, I said US. When people take a shot at video games, they are taking a shot at YOU. It doesn’t matter if you play your PS3, Xbox 360, or Nintendo Wii. These remarks are aimed at ALL OF US. If internal fighting keeps occurring, we are bound to get nowhere. If a person says GTA: Vice City is a "murder simulator"(this actually happened) and is turning kids into murderers, that negative attention isn't placed solely on people playing GTA. It affects gamers as a whole. Now, games that may be violent but use violence for completely different means are torn to shreds in the press. When people claim video games are a waste of time, they're telling you, "You're an idiot for playing games. They're just for kids. Quit playing and get a real job." They don't take into account that the average age of a gamer is 37. They don't take into account the fact that games increase the size of various portions of the brain. Just because we don't use our spare time watching soap operas or playing a sport doesn't mean we are wasting it. These people do realize that most of the technology they are using right now on their fancy phones is gamified, right? The cell phone's a game in itself. We need to stand as one, not divided. Guess what? SOME OF US DON'T HAVE A CONSOLE. I have one, but not EVERYBODY does. Some people are content with their handheld devices. Should we shun them because they didn't pay 400$ for a console? It doesn't matter if you're playing a game of Candy Crush Saga or playing Mass Effect on your Xbox 360. Notice which word was used in both instances? That's right: PLAY. It seems we've lost our touch with what was so fun about games: PLAY. Take brand names out of the equation. It's simple...just PLAY.
Wednesday, November 13, 2013
A Unique Look at Storytelling On Next Generation Consoles
Every game tells a story. Whether it is a flashy first-person shooter with absorbingly realistic graphics or a simple 2-D platformer, every game tells a story. How this story is told varies from game to game and experience to experience. For instance, the futuristic first-person shooter Halo encompasses a story molded with many layers to it. Not only does the game function as a war story (aliens vs. humans), but it also deals with concepts such as questioning what is human when a person is genetically modified to become a killing machine. The game also explores thoughts about religion and how deadly the ideas proposed by religion can be. Most of the “mainstream” games fall along these same lines. The game places the player in the shoes of a person (the hero) and they are tasked with saving the world. Many games take on this simple concept because, well, it’s easy.
Outside of these “simple” stories, games also express their emotions and stories through the gameplay itself. Take, for instance, the indie side-scroller Limbo. Limbo doesn’t place the player in a typical game situation. Wars aren’t waged across the country and the hero doesn’t come to save the day. Instead, the game tells its story through the eyes of a lost boy (whose identity remains a mystery throughout the entire game and well beyond the final level). Rather, the story radiates through to the gamer by the design of the levels, the music, and the whole presentation of the game. The game takes place in an undisclosed (but twisted) land populated by monsters and nightmarish creatures. Flashy graphics don’t make this story shine: the gameplay does. The acts of solving platformer-esque puzzles and encountering the creatures of the land tell the story. The game designer’s choice to present the game in black and white tells the story. Now, we are entering another phase in the gaming world. As the new consoles loom on the horizon, the next generation of consoles can grant the power to tell stories in unique and exciting ways. Sometimes, something as simple as fans at a soccer game can tell the story.
Hands down, the FIFA series of video games is one of the most popular in the entire world. Soccer is the world’s game, and franchises such as FIFA are taking the next step in storytelling: immersive crowds. Since the development of the sports game, the crowds have always been…well, they’ve looked horrible and there’s really no reason why they’re there. If I’m playing in the Super Bowl, don’t I want the crowd’s sound to blare out of my speakers? Think about it this way: What would sports games be like with absolutely no crowd? Honestly, you could still probably play the game. Hell, maybe you wouldn’t even care. But, what if your experience could be enhanced by the cheering and booing of the fans?
EA Sports is looking to bring this next-generation experience right into your living rooms and onto your virtual fields. I know when I watch my favorite team play against my most hated rivals, my home games are the most fun I’ll have all year. Why? The passion of the fans comes through. Sacks on the quarterback aren’t just sacks anymore. Tackles on their running backs become thunderous forces of rage. Everything is heightened-senses, emotions, even your own body. Imagine if you could garner that same feeling when you’re recreating that situation on your Xbox One or your Playstation 4. Here’s a great quote from FIFA 14 executive producer David Rutter: “What we’re about to embark on in this new world where the game itself has the equivalent of a soul and can track the history, the behaviors, and the relationships between those players and those clubs…That, for me, is what this generation of consoles allows us to do, which is tell those stories.” Well, that’s all fine and dandy, but how is this going to be implemented?
Along with many other new and exciting additions to the crowd technology, crowds will cheer louder and longer when the home team scores then they would for the away team. If a player has scored three 3-pointers in a row in NBA 14’ (for the home team), the dynamic crowd will know this. The momentum can be felt in the crowd as the tide begins to turn in favor of the hot-handed scorer. What I’m excited for the most is the ability for the game to recognize the “storylines” that commonly occur in real-life sports. If trade talks are brewing between two teams, the heat may be on when they play each other. The game may play out a little more intensely; a little more brutal (same can be said for teams making a playoff push in NBA 14’).
The next generation of sports games could be a game changer: I only hope that we, as gamers, give the designers a chance to test out these ideas. With an open mind, we can’t lose.
Friday, November 8, 2013
GTA Teamwork
Teamwork. This is the mantra of the future. Collaboration, small groups, meeting with others. Ideas like these permeate throughout our society these days. With the advent of technology and websites like YouTube, this has become the age of sharing. Everything seems to be interconnected. Friends from high school, who would have been strangers to you 20 years ago, are now friends of yours on Facebook. Didn't make it to your friend’s wedding in San Francisco? That's ok; they already uploaded all of their pictures online. This concept has even infused itself into the work world, where small teams are the focus of workplace productivity. With all of this teamwork going on, is it no surprise that Grand Theft Auto 5 has latched onto this idea and uses it for the premise of their game? GTA V is the first game of its kind in the GTA franchise. Instead of one sole protagonist, the game allows you to switch to two other characters at any one time. Knowing you have this ability is liberating as a player, mainly because you aren't forced to see things and experience things from one perspective. Three vastly different and unique characters for you to choose from in a diverse and dangerous city, full of activities and missions for you to play. Not only is the player allowed to switch between these characters, but they also collaborate on missions together in the game. Heists are a major factor in the GTA V single-player story. These heists require careful planning before their execution. Rockstar handles the concept of heists swimmingly in the game. The player isn't just worried about stealing the jewels. First, the player must choose his/her team for the heist. Again, this idea of teamwork comes into play. Players must choose which gunman is going to be the best for a particular heist. Will you choose the gunman who is worse at shooting? If you do, you might put the heist in jeopardy. However, the lower-level gunman will receive less of the cut if you complete the heist successfully, meaning more money for you. As well as selecting varying members for your crew, the action in the heists themselves requires vast amounts of teamwork. During the heists, the player is allowed to change perspectives from one character to another. They are in constant communication with each other, and this teamwork is what drives this game as unique as opposed to the rest of the GTA games. The other titles in the GTA series find a lone protagonist trying to survive in a harsh concrete jungle. Considering GTA is known for its satire and parody, maybe this design of a team-centric story and game is a sign of the times. I, for one, love the teamwork required in the game and can't wait to see what Rockstar is going to roll out next.
Wednesday, October 30, 2013
Game Design is Everything
Strategy games aren't the genre of games I play on a regular basis. Even though I am trying to expand my tastes and experiences in the medium, I still find myself drawn back to popular FPS's and nights of multiplayer mayhem on these FPS's. However, I have recently been playing a third-person strategy game called The Bureau: Xcom Declassified. This particular third-person foray deals with aliens invading the Earth in the 1950's. The story's not horrible, and I'm enjoying the strategy aspect of it (commanding your officers, selecting actions for them to take, etc.). Overall, the game has gotten an overall rating of an "average" (mostly 6's or 7's out of 10) and I, personally, don't mind the game. It's definitely a nice change of pace for me. Though, I noticed something interesting in the design of the game's difficulty. Aside from it being a moderately difficult game, the changes made from the 3rd tier difficulty "Veteran" to the 2nd tier difficulty "Squaddie" span all aspects of the game, not just the enemies, weapon pickups, etc. My example? The loading screens. Specifically, the information presented to the gamer at the bottom of the screen changes from difficulty to difficulty. While playing on the "Veteran" difficulty, the gamer is shown information that is all related to the story of the game. The screen poses questions as to what might happen next and solely focuses on the events occurring in the game. This clashes with the "Squaddie" difficulty (a level below “Veteran”), which does not focus on story during the loading screens. Rather, it focuses its attention on giving you tips, such as reminding you to rank up your agents. It even informs you of what plasma weapon is the best to use in the game. I know it might not sound like a big deal, but it just goes to show how thought-out some game designs are. Game design just doesn't span the story. It doesn't exclusively focus on creating objects. Game design is everything.
Friday, October 25, 2013
A Rockstar Moment
It's pretty safe to say GTV V has taken over my life. I tend to come home from work and hop right on the ol' 360 and POOF! Off to Los Santos I go. What I've found myself doing as of late in the player-populated lobbies of San Andreas portends to a sort of war: all out war to be precise. My friends and I have found ourselves on one building in particular that can only be described as a sniper's paradise. However, GTA Online is not only great for sniping an unsuspecting player half a mile away, but its ability to create awe-inspiring moments. One such moment occurred when my buddies and I were occupying the aforementioned sniping perch. One of my friends, whom I will refer to in this post as Bklounge89 (Gamertag) decided to take his shenanigans to the Los Santos International Airport. The Airport security did not take too kindly to this, and Bklounge89 proceeded to out run the cops and steal a cargo plane. Now, a note before I go any further. If you've never seen or flown a cargo plane in GTA V, you are seriously missing out. This plane is huge and has caused my friends and me to stop and look on in amazement at this behemoth more than once. So, my friends and I are atop this building and are raining down a hail of bullets and fury. About ten minutes pass, and the other players in the lobby begin to get irritated about our actions on the roof. Naturally, an opposing player decided to take actions into their own hands and steal a helicopter that fired missiles. Oh, and did I also mention the helicopter has a hook on the bottom? This player stole a helicopter, grabbed a car from an unsuspecting citizen from below, and rose upward and onward toward our cavalcade stationed on the roof. My friends and I hear it first. The whirring of the blades alert us that an enemy is inbound. I focus upwards, towards the sky, and see the helicopter shooting missiles at us. I utter over my microphone, "Well, this is it boys. He's got missiles. We can't go anywhere." Then, out of the blue, I hear Bklounge89's voice over my headset. "It's ok guys, Bk's here to save the day!" At this point, a spectacle so impressive and thrilling took place before our very eyes. Bklounge swung his massive cargo plane directly over our roof, colliding mid-air with the opposing helicopter and causing an explosion. The spectacular collision made all on the roof stop what they were doing. The damaged helicopter smashed against our roof, as did the car they were carrying. Bklounge89's cargo plane kept right on flying. Two of his four propellers failed to work after the explosion, but the plane remained intact and flying. As my friends and I cheered about what we had just witnessed, I realized something. This moment is something I've never experienced in any other game I've ever played. Everything lined up perfectly for this moment, in which, the freedom of movement in the open world, the massiveness of this world, and opposing players mixed together to create a fireworks display of awesomeness. It was so natural, so fluid. Thank you Rockstar for giving me an opportunity to experience a moment like this. I know more will be on the way.
Friday, October 18, 2013
Thoughts on Thomas Bissell's Idea of Modern and Older Gaming
So, I've been reading a book called Extra Lives: Why Video Games Matter. Written by Tom Bissell, this casually informative book talks about different video game concepts. These concepts and ideas are tied in through the author's personal stories of dealing with and playing these games. Tom Bissell is pretty good at not over-complicating things and is a pleasure to read. One of his chunks of information I found particularly intriguing is a concept that isn't new, but needs to be discussed none the less. In Chapter 4: The Grammar of Fun, Bissell discusses how modern games and older games vary in the way they play out. Here is the quote," Gears (Gears of War) requires the ability to tactically make subtle judgments based on scant information, a constant awareness of multiple variables (ammunition stores, enemy weaknesses) as they change throughout the game, and the spatial sensitivity to control one’s movement through a space in which the “right direction” is not always apparent. Anyone who plays modern games such as Gears does not so much learn the rules as develop a kind of tuition for how the game operates. Often, there is no single way to accomplish a given task; improvisation is rewarded. Older games, like Super Mario, punish improvisation: You live or die according to their algebra alone." Let's break this rather large quote down into easily digestible pieces. First off, he begins the quote by bringing up the idea that modern games (such as Gears of War) "...require the ability to tactically make subtle judgments based on scant information." Viewing modern gaming as a whole, the entire concept of freedom has been made readily available for game developers. Since computing power has grown tremendously over the past decade and a half, games are no longer restricted to "on-the-rail" shooters. Gears of War is a terrific example of modern gaming taking advantage of thinking tactically and having the ability to choose how to execute a battle plan. The implementation of the cover system in the Gears series expands the player's choice of strategy during the heated exchange of bullets. The "scant information" portion of the quote is also important because, compared to older and more linear games, this information is something that is picked up by the player. How will this specific member of the Locust Horde react to a SHOTGUN BLAST? Will the enemy die this way the same time, every time? The answer is unequivocally no. In games such as Super Mario Bros., the player can mathematically calculate how many hits a Goomba needs to be taken out. Mario's jumps all depend on timing and angles and trajectories. The approach to these scenarios is different. The next portion of the quote mentions a focus on multiple variables (such as ammunition stores and enemy weaknesses). Modern games force the player to keep track of many varying types of information all at once. Many FPS's display the player's health, ammo reserves, map of the game world, the type of gun they are using, etc. Since we do live in the age of information, this type of layout seems quite plausible. In the older class of games, most of them had the player focus on killing the enemy and that was it. The bit in the quote about "...in which the 'right direction' is not always apparent" intrigues me. Sometimes, games don't explicitly show you where to go. This is a characteristic of modern gaming, since the ability to compute more free space in the game is available. I'm not saying there wasn't any freedom in the earlier games (such as the admittingly confusing Super Mario 64), but more games nowadays have the ability to do it. The last part of the quote, which points out that improvisation is rewarded in modern games and punished in older games rings true. Many games reward the player for experimenting with different variables. 2011's Bulletstorm played on the idea of experimentation. One of the game's amazingly cool features is the ability to slow down time. While slowing down time, the player can perform insanely violent acts on the enemies. Shooting enemies on different parts of the body results in varying mixtures of points. Experimenting and finding the best combination of points in ever-changing scenarios is the embodiment of modern games. Improvisation is one of the keys to the modern game's success. If you try and improvise in Super Mario Bros., you will meet a swift and decisive end to your life. Again, these types of games thrive on memorization and mathematics rather than improvisation and experimentation. Well, as always, thanks for reading. Comments are highly encouraged at the bottom, so comment away!
Saturday, October 5, 2013
Gaming is Changing
Gaming has changed. This is the thought crossing my mind as I pop in my physical disc copy of GTA V. As the game begins to load, I already see the changes coming. One tip I see on the various loading screens tells me that the denizens of Los Santos will treat me differently if my car is clean or dirty. This concept alone opens up my mind to all of the possibilities AI can achieve in our lifetime. When the game begins, I am blown away by the vastness and detailed landscape that is Los Santos. The people, the buildings, the cars, the trees, the blades of grass...all encapsulating an experience like none other. After hours of cruising the lovely cityscape, I pull out my cell phone (complete with camera and access to the Internet). I decide to take my adventures into the online world, where my fellow gamers and I can parlay with guns and cars. Concepts like multi-player change every once in a while. However, this is no ordinary change. GTA Online breeds feelings of careless fun and careful management. On one hand, I can fool around and cause unbelievable chaos wherever I see fit. Did that citizen just make a snide remark to me? I'd better shut them up with a bullet to the head. Am I in the racing mood? Shall I blow right past the conspicuously placed cop car or ram him and engage a hot pursuit? On the other hand, I might not want to obliterate everyone in my path. Losing my life takes away my most important asset in the Online world: money. Sure, I could just pop a fellow gamer and take his guns. But, I don't think they'll take too kindly to my actions. I'd better lay low, mind my own business, and complete some Jobs before I end up broke. This is the type of game play making the Online mode extremely unique and fun. Game play designs including the ability to choose from a wide variety of Jobs after completing one Job is a welcome sight. Why? Our society is what I like to call a "binge society". With the advent of services such as Netflix and Hulu, viewing an entire season of a television show is possible and easy to do. Watching just one episode or movie rarely occurs anymore. This specific game design plays on this principle. The options are handed to you and, subconsciously, we like this. Sure, let's play mission after mission and job after job. We're having fun, so why not? Designs such as this are a dream for us as gamers. Let's revel in it and enjoy the beautiful work of art that is known as GTA V.
Monday, September 23, 2013
GTA V Is Not As Violent as Previous Entries
Since the biggest video game launch in the history of the medium has just occurred, I thought it was appropriate to dedicate this blog post to talk about the mega-monster known as Grand Theft Auto 5. Now, just to clarify, this isn't a review. I always try to examine the aspects of the game from an analytical standpoint and try to zone in on unique ideas behind the concepts, trends, etc. of the game. With GTA 5, I could go on and on for days breaking the game down into its varying components (and I'm sure I will in future posts, so stay tuned), but today I'm going to focus on the violence in GTA 5. Here's the odd thing about the violence in the game: in my opinion, it’s not as easy to commit violent acts as it is in previous games. This claim might sound strange, considering the history GTA has with violence. After all, GTA is the franchise in which you drive around and beat up hookers with baseball bats. But, that's precisely my point when talking about GTA V. Take, for instance, the baseball bat just mentioned. Introduced in GTA III, the baseball bat has gone through a couple different iterations (changing from wooden to aluminum in the games. The newest game, GTA V, features a wooden bat). In the first game of the series featuring the bat (GTA III), the bat is readily available at the safe house. Access to it is easy and it’s always available to use. It is also easily accessible at the safe house in Grand Theft Auto: Liberty City Stories. But, in GTA IV, the bat is not easily accessible. The bat doesn't just spawn at the safe house. Rather, it has to be bought in a back alley shop for $5. I've played the newest iteration, GTA V, for around 20 hours and have yet to find a baseball bat. I know it is available in the game, but my point stems back to its availability. It’s not as easy to walk around and beat the crap out of people (at least in the beginning of the game). The ability to commit violent acts isn't just handed to you in GTA V. The player starts out with hardly any weapons and has to earn money through the story missions to be able to pay for weapons and ammunition. Can you still shoot random people on the street? Yes. Can you run people down with your car? Yes. However, all I'm trying to say is that it's a bit more difficult to achieve this type of violence than in previous GTA games. I believe this also strongly ties into the fact that GTA V is the first GTA game that feels more like a simulation then any of the other entries. So much is available to do in the city besides killing pedestrians. The player can play tennis, smoke weed, watch television, go to a movie, get on the internet, etc. Even though games such as GTA IV had these types of events, the depth and detail in which they are showcased in GTA V allows the player to fully immerse themselves into these activities. For instance, I have seen two movies in-game. One ran about 20 minutes long and the other ran about 15. The player can play 5 sets of tennis if they so choose. With all of these events at the tip of your fingers, the urge to focus ALL your time killing pedestrians goes down. Yes, the game is still violent and everybody likes to mess around in the city. However, with a slightly more limited cap on weapons and an astounding number of non-violent events to partake in, the violence in GTA V is not as prevalent as in previous releases.
Sunday, September 15, 2013
A Dragon Age to Remember
Dragon Age: Inquisition is coming as the third chapter in the role-playing franchise. The game spouts numerous improvements in its battle system and storytelling technique. One of the more interesting aspects of the latter mentioned, the storytelling technique, comes as a bit of a surprise. The character the player gains control of in the game is someone of high importance. They lead a character who is the leader of a mysterious order. Little is known of this order, but they do wield highly powerful influence in the game world. This fact comes as a surprising revelation, seeing how in most RPG's, the player takes control of a low-level nobody who slowly rises up the ranks. The game wipes out this narrative cliché right from the get-go.
As you begin the game in a high power position, you try to lead your organization to gain more and more power over the land. While leading the organization, the designers of Dragon Age: Inquisition purposefully integrated this concept of high power into the game. One of the designers of the game said, "It's fundamentally about giving an organization the same kind of progression you might expect out of a character…but what it’s like if I can take an organization and give it a character-give it a feel and a tone”. Building off of this idea, specifically focusing on progressing the organization you lead is a great idea. Many games don't utilize this concept. Sure, you get to progress your own character and deck them out with cool looking clothes, weapons, etc. However, if the player is completing missions for his army, faction, etc., the organization often stays the same. Addressing the organization as a type of character in the game is a pleasant production choice to see.
Along with the concept of organization as character, the battle system also emanates refreshing ideas. As a designer of the game said, " The concept of the fully controlled party- in our case, doing it with that hybrid real-time or pause-and-play-has always been a thing that we saw as part our legacy and something we want to make sure is key…but we want to make sure we haven’t lost the reactivity and speed-the crispness-with which a character follows their orders. I see that as part of modern gaming." That last part really got to me while I was reading the article in Game Informer. "Reactivity and speed...I see that as part of modern gaming". As a turn-based game, evolving the speed strikes me as...unique. Are the designers tailoring to a more ADD audience? Is modern gaming more fast-paced than ever before? I think modern gaming has been touting behaviors of fast-paced antics in recent years. Specifically, the reactivity of earned points in modern FPS's is mind boggling compared to the FPS's from a decade ago. Since the computers harness more firepower, designers can give the player rewards instantly and for almost anything they want. It should be interesting to see how Dragon Age: Inquisition plays out. I, for one, am looking forward to it.
Tuesday, September 3, 2013
Skylanders and Disney: Infinity-Breaking the Mold
Hello fellow gamers! I am here to stay and promise to keep posting consistently. Today, I read an article about the new Skylanders game coming out. Skylanders: Swap Force will be coming out shortly, and I can't help but think how fun of a concept Activision has latched onto. Yes, some may see it as a marketing scheme (the article I read from Game Informer stated that you would have to pour $740 into the game to experience every nook and cranny of the full game. That part, I'm not the biggest fan of, to be honest). However, the concept behind this game is something that breaks the mold of the traditional video game. For those not familiar with the Skylanders titles, the games heavily focus on using toys to "upgrade" and "power-up" your gaming characters. Pog-like chips exist in which you place on a small power pad and they link directly to your character on the screen. It's almost as if my boyhood fantasy has come true: Your toys become "real". The link between the real and the imaginary worlds now have a physical connection. I think it's awesome. Skylanders does have competition. The likes of Disney is coming out with Disney: Infinity. The game works in the exact same way as Skylanders. However, with Disney's licensing, their toys will pull in the big names of Jack Sparrow and Mr. Incredible. Though it may be an overzealous financial investment, I believe these games do have some potential to do some good in the gaming world. I'm always eager to see and play new concepts in the video game world. This is one definitely worth checking out.
Saturday, March 23, 2013
Halo 4 Going Back to Its Roots
Hello to all! Welcome back to another exciting reimagining of Jurassic Park in blog form! Well, maybe I'm not going to get that crazy with this post. However, I do have some exciting news to announce to all Halo 4 players. Beginning in early April, the ranking system currently being used will be replaced with a system similar to Halo 2 and 3's. It's being called "Competitive Skill Ranking" (CSR) and is harkening back to the competitiveness that made the early Halo titles ever so popular. I think this is a huge announcement and a major change to the game. My friend and I were just discussing this exact issue last night while tearing up in Team Doubles (it doesn't happen often, so I'll gloat when I can). What separated Halo 2 and Halo 3 from the later Halo titles (ODST, REACH, CE, 4) was the ranking system. In Halo: Reach, you progressed in ranking, no matter how bad you did in a match. You could lose 20 matches in a row, but would still earn experience points (XP) and continue to climb the ranks. The franchise that has glorified this system of ranking and leveling up, no matter how bad the performance, is the Call of Duty series. This is one of the major differences between the Halo franchise and the Call of Duty series. Both franchises decided to take two varying approaches to the concept of online chaos. The result is two vastly different styles of gameplay, as well as two different attitudes while playing the games. In Call of Duty, there's really no stress while playing. Sure, you play to the best of your ability and get stressed when matches come down to the last kill, but at the end of the match, you level up no matter what. That level 10 prestiege (MW 2, BLOP 2) is always attainable, even if you can't seem to get the win all that often. However, the competitive offering from the Halo games instigated an additional layer of tension into the multi-player experience. You lose the match, your rank will go down. The top Level 50 isn't attainable by sheer time spent in the game. The wins have to rack up and rack up well, or you're never going to attain that top level. I personally love both franchises and I see positives and negatives to both systems. Needless to say, this system has driven a wedge between players of Halo and Call of Duty. Many gamers side with one franchise over the other, and the differences that create this divide lie within gameplay and how the multi-player experience is set up. So, what is your opinion on the CSR in Halo 4? Is it a positive change or a step back for 343 Studios? Or, do you simply hate Halo and bleed Call of Duty? Let the debate begin!
Wednesday, March 13, 2013
Back to Basics
Have no fear, readers! I am glad to be back (been a bit busy writing for some websites...and the whole life thing can sometimes get in the way. But, I promise to keep your mind stimulated with all the video game news and ideas that you can handle! So, today I thought I'd hit on a topic I think you'll enjoy. It involves nostalgia, so you know it's good! I'm 24, and grew up in the 90's. Now, the 90's were an interesting time for the world of video games. A battle was raging (much like Sony and Microsoft today), the Internet hadn't effected the gaming landscape, and WCW was a company just beginning to hit its stride (Woooooooo)! During this time of square haircuts and Starter jackets (both of which are making a comeback), the landscape of multi-player was sparse to say the least. Most gamers focused on the single player campaign (I'm talking about consoles, of course). The main draw for the player wasn't interconnectivity or achievements. No, the focus of the player was simple: to have fun. I have recently been playing my N64 a lot and I am having an absolute blast reliving my childhood through classics such as Cruisin’ USA and Goldeneye. Cruisin USA has quickly become one of my favorites to play, and I noticed something when my friends and I were playing. We spent a solid three hours playing the game one night, and I can't describe to you the joy I had. Four friends just sitting around, racing some AI as we complain about the erratic driving of that one blue car. My point? The simplicity of these games is something that might be lost forever. I'm not saying this is bad. I love achievements and am a huge fan of accomplishing and completing challenges and getting rewarded for them. However, the 90's had an aura of simplistic game play that is something to be longed for. While playing Cruisin USA, I was almost relieved that I didn't have online leader boards to compete against. I didn't have to think of all my stats being piled up for me. In games of this era, everything is tracked and stored. When I turned on Cruisin' USA, I didn't have to worry about that. I simply popped in the game and started playing. I love it. This goes for most games of the 90's. The simplicity is something that could (maybe) be implemented in the future. When that happens...who knows where games could go. Sometimes, going back is good.
Monday, February 25, 2013
Big Macs and GTA: A Match Made in Advertising Heaven
Marketing has entered a new age for our generation. In the 1930's, marketers began to hit the radio waves. During the 1950's, these same marketers peppered the television screens of so many with images of cigarettes and beer. So, what's the next step? Well, there's online advertising. We all experience this when we peruse the Internet. Sometimes, we can't even get rid of these ads (thank you, Ad Blocker). However, an untapped market exists in which advertisers are just beginning to scratch the surface. I am, of course, talking about the virtual worlds in which Master Chief, Link, and Samus Aran call home. Yes, the video game is the next frontier for advertising and marketing. Numerous examples already abound within the video game world. Let's take a look at a few. First, we have one that, frankly, surprised me. My friend, whom I frequently play Xbox Live with, informed me about an in-game advertisement for the president. At first, I didn't believe him. Really? Obama advertisements in an Xbox game? Well, it turns out he was right. Voteforchange.com appears on the side of the scorer's table in NBA JAM (Xbox 360). Even more interesting is the fact that the advertisement only appeared in certain states (my home state of Ohio being one of them). This isn't the only game the president's face has graced the virtual playground. A billboard featuring the Big Cheese's head was placed in 2008's Burnout Paradise. Sports games aren't the only target for in-game advertisements. They even show up in the most serious of situations. Imagine: you're a CIA agent. You're sneaking through a top-secret facility to stop terrorists from annihaliting the world. As you creep through the offices, you peek around the corner to make sure no enemies are waiting for you on the other side. The bright light of the SoBe vending machine almost blinding you. Wait, what? Yes, in 2002, Sobe partnered with Tom Clancy's Splinter Cell franchise. Even secret government agents get thirsty. That was in 2002. Think of how it is in today's world. You can't escape ads, whether they're in your video games or on your computer. YouTube has even succombed to the marketing prowess of advertisers. In-game ads aren't going away either. According to Forbes, in-game advertising will double by 2016. The industry already makes 3.1 BILLION dollars. By 2016, that's going to exceed 7 billion dollars. That's a lot of money for in-game ads. You might be asking yourself why advertisers would spend all this money. After all, just becasue I see a cheeseburger on television doesn't mean I rush out to grab a Big Mac. However, Nielsen research would disagree with you. According to Nielsen, NBA Street Homecourt (2007) advertised Gatorade. Surprisingly, sales for Gatorade shot up 24%. Yeah, it works. Weird, right? I really don't have a strong opinion on the subject either way. I think if anything, ads could either create a more realistic experience in games based in "reality" (GTA, Burnout, NBA 2K, etc.) or they could bring the player out of the experience and distract them. They may find the ads confusing and be turned off by the concept of ads "cluttering" their games. What do you think? Leave a comment below if you want your voice to be heard!
Thursday, February 14, 2013
The Delicate Fruits of Love
Peach and Mario. Link and Zelda. Sonic and...Amy? Yeah, we'll go with Amy. Hello to all fellow gamers out there in the harsh, cruel world of reality. If you haven't noticed, today is a special day. Today is the day in which card companies and chocolates make all their dough. Yes, today is Valentine's Day! In honor of this holiday focused on love (we all know it's about the marketing), I have decided to write about...love. What is love? What mysteries lie in the depths of our souls that ache to be let out? Well, maybe I won't go that far. I will, though, focus on love in video games. After all, love is everywhere. Here's how I like to think of it. We (as gamers) play games for a challenge. We like to overcome obstacles. We find this fun. However, when we play these games, we begin to get emotionally attached. Whether it be to a game from our childhood or a specific game character, love is always flowing out of us. According to this research study, real people become attracted to virtual people through three avenues: personality, usefulness, and looks (if you'd like to learn more, simply click on the link above for the entire article). Amazingly, we judge these video game characters just as we do real people. It also mentions in the article how we don't like the idea of virtual people realistically looking like humans. However, that's another topic for another day. As we form emotional bonds with charcters, we feel their pain. We feel their joy. We feel the indifference (RPG's, I'm looking at you here). I can attest to this concept of emotional bonding. I remember playing the game Dead to Rights when I was a child. In the game, you take on the role of a police officer in a K-9 unit. At the beginning of the game, your father is murdered and you have to track down the criminals in the city, trying to figure out who murdered him. You finally get your hands on him at the conclusion of the game in a bolier room. It's fisticuffs to the end, a one-on-one match. You might be wondering where this is going. Well, I clearly remember fighting him in the boiler room. My friend had come over and was watching me. I began to yell obscenites at the character. I remember my friend telling me to calm down and that it was just a game. I turned to him and said "I can't. He killed my father. He's got to die". That right there is a perfect example of the emotions I was feeling at the time. I legitimately cared for this guy and wanted this man who murdered my father dead. This emotional attachment is something unique to art. We see these types of bonds in books, movies, and television shows. A great example of a recent video game that has exemplified this type of emotional attachment is Telltale's The Walking Dead. The player is a convict that takes care of a small girl, Clementine. You then take on the role of a father figure to the girl as the game progresses. This relationship is one of the most popular of the year in gaming. Why? The fans have become so emotionally invested in her. According to this article from Game Informer, the craze of Clementine is structured. Everything from the character's appearance to the lines she says is carefully crafted to tug at your heart strings. With all of this in play, us as players can't help but get sucked into her struggle. This attachment goes beyond merely caring for her in-game. A Twitter account exists in which people share how far they would go to save Clementine. People even dress up as her for conventions. People genuinely care for her. I think it's amazing how far we'll go for virtual characters. And you know what? I think we all need a little bit of that. We could all use a little love, virtual or not.
Thursday, February 7, 2013
Apparel and Video Games: The Perfect Mix
Video games are a force to be reckoned with. Raking in billions of dollars a year, the industry is a cash cow when it comes to merchandising. Everything from the actual video games themselves to items as strange as light fixtures and ceiling fans have had video game characters adorned upon them (the last two examples are courtesy of Mario). The endless possibilities and merchandising opportunities make the businessman salivate. Here in the United States, there are numerous stores that carry this type of merchandise, specifically clothing. Have you ever longed for a Mario necktie? How about a Call of Duty: Black Ops 2 t-shirt?
You can’t go wrong with Call of Duty: Black Ops 2 apparel. Having sold over 11 million units and counting for the Xbox 360, this is the hottest game on the market right now. From boys in their teens to men in their 30’s, this type of merchandise sells…and sells well. Now, what if you aren’t into the logo t-shirts? What if you’re looking for more than just a shirt saying “Call of Duty”? Well, you’re in luck. Even specific game modes have their own merchandise. Take, for instance, the Call of Duty mode “Zombies”. Here is a link to a “Zombies” t-shirt.
T-shirts aren’t the only article of clothing video games grab a hold of. Pajamas with Mario’s likeness exist. Want a Halo hat? You got it. People want to identify with their games. Gamers are proud of who they are and what they do. What better way to express themselves then through their favorite video game apparel?
The best part about video game apparel is the personal satisfaction you get when wearing it. Gamers who love Halo spend hours and hours imagining what life would be like if they were Master Chief (the main character). In reality, the closest thing people will get to Master Chief are movies, virtual reality games (fingers crossed), and apparel. When you stretch that Halo hoodie over your head, you aren’t just putting on a piece of clothing. You’re sending a message. You’re telling people that “I support Halo” and I’m not ashamed to admit it. Some Call of Duty fans might have a problem with it (the games often act as rivals to each other), but all gamers support their games with apparel…and that’s just awesome.
As you go browsing the Internet today, searching for that perfect Zelda t-shirt, you may want to check out a website called JJGames. It specializes in old and used games, as well as systems and accessories. I know, I got your video game juices flowing and now you just have to go back and beat Super Mario Bros. for the millionth time. Having trouble finding it? Is it lost in the basement? No need to worry, this link will help you out…and will also help you save some cash! Thanks for reading!
Monday, February 4, 2013
"Contracts" and the Rise of Connectivity
Stealth. Cunning. Dangerous. Silent. Assassin. These words can best describe the franchise that has churned out five commercially successful video games, as well as a number of novels and a movie. The franchise? Here's a hint: you'll never see him coming, unless you spot the bar code on the back of his neck. Give up? Why, it's Hitman, of course. Hitman is a series focused on stealth game play. The object of the game isn't to rain down a hailstorm of bullets in every level. On the contrary, the game hones in on the player murdering people by indirect, and often silent, means. This type of game play, at least for me, is refreshing. I love FPS's (first-person shooters). However, I also like a fresh gaming experience every once in a while. This game gave me just that. It was a great feeling to have complete autonomy over how I killed the baddies in the game. I could cleverly poison them with their favorite drink. I could blow up their car as they were wondering over to it. I could even push them down a manhole. Any way that I felt fit to kill them, I did so.
Along with the autonomy (free will), I would also like to point out the addition of a new feature to the franchise. The emergence of the "Contracts" mode has caught my eye. As technology evolves, the increase in online connectivity in all game genres is being felt (take for instance the addition of co-op and stat tracking on the single-player experience of Resident Evil 6). Possessing the ability to communicate with other players of the same game is a significant step for this particular franchise, since the games have always held a primary focus on single-player game play.
The new "Contracts" mode allows players to create their own challenges and objectives in the game. So, not only does the player have a sense of autonomy (free will/creation), but they also have the ability to interact with other players online. We can connect with each other by challenging our fellow enthusiasts to garrote (strangle) the three selected enemies, shooting the place up, or stealthily poison the targets. Through these user-created missions, we grow closer to each other. This situation is similar to the rise of user-created content seen in other games. One of my first experiences that ushered in user-created content was the creation of custom maps and game modes in Halo 3 . This idea of customization is only going to grow in the coming years of gaming, and I think it is a great road to travel down. Hitman: Absolution took a risk, and for that, we thank you.
Wednesday, January 30, 2013
Movie 43: The Bomb
Bomb. That's the one word that keeps popping up when discussing the bizarre comedy film, Movie 43. Let me start off by saying that this article is not going to critically examine the movie. I'm not writing this because I want to persuade you to like it or hate it.Why I am writing this pertains to the notion that Movie 43, in theory, should be a hit. All the parts are moving correctly. Like a well oiled machine, the film has parts that, when put together, should produce a massive hit. However, that does not seem to be the case. Let's examine these parts from a social point of view and try to figure out why the makeup of the movie has failed thus far.
The first concept you should understand about Movie 43 its its narrative structure. The film is comprised of 12 shorts. Most films that contain multiple shorts connect them together. Known as an anthology, these films tell their story through small segments. Sometimes, the anthology is connected not by a continual story, but by theme. One such example is New York Stories (1989), an anthology about (you guessed it): New York. These types of films are not new and date back to as early as 1932 (Grand Hotel and If I Had a Million. The narrative outline that connects the stories in this particular film is a crazy man (played by Dennis Quaid), who is trying to pitch his nonsensical movie to a Hollywood producer. Now, since this film does consist of 12 shorts, doesn't it make sense that audiences should like it in this day and age? Research has already shown that our attention spans have shortened dramatically over the last 15 years. Youtube is a prime example of this. The link dealing with attention span calls to our attention (pun intended) that we can't concentrate for a sustained amount of time. According to the article, a tad over 50% of people click out of a video after the first minute. That's half the audience! Half of the audience is gone after the first minute. So, when applied to movies (which last an average of 90 minutes), shouldn't it make sense that anthologies would keep people's attention more than one long narrative? Movie 43 acts just like Youtube. A bunch of random skits played back-to-back-to-back. In theory, the movie should keep our attention better than a film that focuses soley on one narrative. We are used to the jumps from skit to skit via YouTube.
Secondly, the humor associated with Movie 43 is that of shock humor and slapstick. Let's be honest with ourselves: Most of the videos we watch online are stupid people doing something stupid. This is exactly what Movie 43 entails. Actors acting stupid and silly. The shock humor can be likened to that of the popular website Reddit. My friend and I even joked that Movie 43 is a film version of Reddit. Though Reddit may not be for everyone, it is ranked among the top 100 sites in the U.S. (currently ranked #65) and is slowly rising. While shock videos have always been around, they are prevalent and extremely popular today (via YouTube and many other sites). Take, for instance, the monumental popularity of 2 Girls 1 Cup. While being extremely disgusting, the video has been seen millions of times by people all over the world. Now, mix this type of shock value and humor with short segments starring Hollywood's biggest stars, and you should have success. However, this has yet to be the case.
So, I now turn to you. Why hasn't this formula worked? Or, did it work for you personally?
Thursday, January 24, 2013
Video Games Matter!!!!
Hello all! Tonight, I wanted to hit on a topic that needs some attention and love. Mainly, the idea that video games MATTER. Sometimes, I sit and play Call of Duty and think to myself, "What am I doing? Why am I wasting my time playing some game when I could be out "bettering myself"? I hate when I feel this way, but it happens from time to time. I mean, I love video games, but this thought still creeps into my mind. That's when I remind myself why I do what I do. Video games aren't just a time waster. They do mean something. Personally, I think video games matter becasue they let us ESCAPE from the normal world we all live in. Let's face it: Normal life sucks. If bills aren't getting you down, it's that girl or guy you asked out that said no. If it's not that, then it's the fact that you're unemployed (just as I am shortly about to be). Life's stresses can get into your head and mess with you. DO NOT LET THEM IN. Playing video games can help you destress. Don't believe me? Here you go.
Games let you jump into somebody else's shoes and, for that small span of time, your mind gets a break from reality. You forget about the relationship problems and focus your attention on problem solving (or killing noobs, whichever you prefer). Also, video games run on a much deeper level than most people think. Just like movies, books, music, etc., some video games contain multiple layers to them. The superficial story might be about a military-generated super soldier who battles aliens. However, for those who know what to look for, the story also serves as a vehicle to discuss religion, military/political commentary, etc. How is this a bad thing? Video games aren't just these things little kids play. That's a major stereotype of videogames and people who play them. No difference exists between reading a book and being "high brow" versus playing video games and being "low brow". Both get the person thinking in different ways. Among the positives of playing video games? Multitasking skills,improved skiils in vision, and even quicker reaction times. These games may have had origins in simply providing entertainment. However, a major contrast is evident between a side-scrolling Super Mario title and a complex character study like the Mass Effect series. These games matter. Don't ever feel like you're wasting your time. Quite the opposite. You're probably learning a lot more than you know. So, in conclusion, don't ever quit and don't ever stop playing. Video games matter. So do you.
Saturday, January 19, 2013
It's in Our Nature
Have you ever read The Dark Tower series of novels by Stephen King? If you haven't, the story revolves around a man on an epic quest to reach a lone standing tower. The story spans seven novels (and now an eighth, which acts as a prequel), and keeps the readers on the edge of their seats. (You'd better hold on to your butts, to quote screen legend Samuel Jackson). Without giving away too much, the final novel essentially ends where the first one begins. It is a circle. The reader goes through this journey with the characters, only to end up back at the beginning events. Normally, you would think this wouldn't go over well with readers. Seven novels, and it's a circle?! Believe it or not, this series has sold roughly 30 to 40 million books. How is this possible? Don't we like progression in storytelling? After all, to get scientific and lifey here, humans do evolve. It's in our nature. However, it's also in our nature to repeat and conquer. Perfect example? Call of Duty. Call of Duty's multiplayer is known for its addictivness and awesomeness. It boasts a fun and engaging online experience, complete with customizable gear and interconnectivity like none other. But, one of the features of the newest installment, Black Ops II, gives the player the power to completely reset their stats. That's right. All of that progression you've achieved, all of those countless hours you spent running around with a pistol to get headshots and earn a special medal, all of that can mean nothing. You have the power to zap all of those achievements away. You can wipe the slate clean. Why would someone do that? Isn't the point to earn the medals and emblems and jack up your K/D? The answer lies in the idea that gamers love to PLAY. We love to play, no matter the stats. We love to play the game. I have some friends who have reached the 10th prestiege (the highest you can go) on Modern Warfare 2. While playing with them, they have said numerous times that they would love to reset their stats. Why? To put it simply, they get bored. They want to regain that feeling of accomplishment when you unlock a challenge. They want to feel that rush when you make the long trip back from level 70 to Level 1 when they prestiege. They want constant challenge, reward, and progression. That is why Black Ops II has added this feature. Gamers love to accomplish challenges. That's why we play games. Why do we play multiplayer more instead of single player? Why is multiplayer more popular? The answer? Multiplayer offers you a completely differnet challenge in every match you play. In single player mode, you can memorize the levels.You can get to the point of speedrunning through the levels and game. Multiplayer does't afford you this opportunity. Everything is constantly changing. The opponents you face are different. Maybe one match you play, you face a team of noob tubers. The next match might pit you against a healthy mixture of snipers, campers, and fraggers. Constant adaptation and constant challenges are what fuel gamers. This is why we do what we do.
Wednesday, January 16, 2013
Media Interactivity and You
Ever wish you could interact with your favorite television show? I'm sure we've all yelled at the screen, screaming at the woman with the blonde hair to run OUT of the hosue, and not just lock the door and play hide and seek with the serial killer. People from all cultures do this, and it still never changes the outcome (as hard as we might wish). However, all that may be beginning to change. On January 14th, 2013, the television show Hawaii 5-O gave viewers an unprecedented experience. Viewers could interact with the show like never before. The audience was able to influence the outcome of the episode. The plot revolved around a "whodunit" storyline and the audience could follow along and choose who they think committed the crime. Towards the end of the show, they could vote online for who they thought did it. Then, the person with the most votes got their ending aired. If the majority thought the student did it, the ending showing the student's guilt would be aired. How cool is that?
This isn't the only tool the media has used to get the audience actuvely involvde in the medium. Recently, WWE's Raw has begun to broadcast a segment using audience interactivity, called "Raw Active". This segment lets the audience do everything from vote for participants in a match to even naming tag teams. The WWE Superstars also "Tout", which is a small recording device. They are like mini-podcasts from the wrestlers. They air from time to time during Raw and Smackdown, as well as being published online on WWE.com.
The XBox continues to lead the way in the realm of interactivity. The XBox has come up with Kinect, applications such as Skype on your console, and even the ability to watch movies and television with your friends online (which has since been disbanded). Technology is rapidly changing, and we are all in for a great treat. As time wears on, we will get more involved in television and games. We are going to be the one's to make a difference. In fact, I think it's pretty evident that we already are.
Since interactivity is found almost everywhere, I have decided to add examples to this post so you can see just how prevelant (and fun) media interactivity can be. Tonight, I found a website that contains an interactive script from the indie hit Moonrise Kingdom (2012). The interactive script lets you read the script while viewing production photos, looking at maps of the country, and so forth. What a cool concept and piece or technology to enjoy. If you're interested, take a peek!
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