Saturday, November 27, 2010

My Cousin's Son In the News for All the Wrong Reasons

http://www.cbs6albany.com/articles/police-1280135-domestic-guilderland.html

We will have to pray for him.

Old Catalina Island Transport Flier


Look, you can get a two way seaplane flight to Catalina island for only $8.00! (In 1930)

Tuesday, November 16, 2010

100th Post

Here marks the 100th post since we started our blog 13 months ago.

Sunday, November 14, 2010

Art is

Tim's post about game design and subsequent comments got me thinking about art. So I thought I'd post some of my musings about art and what I think art is.

Art is a very controversial thing. Ask 10 people what art is, you get 10 different totally conflicting answers. Religion, politics, and art: controversial, but oooh so fun.

Most art, good or bad, is an attempt to communicate an emotion. Paintings, music, fiction, movies, poetry, games, everything I could think of falls into this category. Expression in an artistic form is a desperate attempt to communicate to other humans the deep and real feelings that are inside ourselves. Even music without words is deeply emotional and trying very hard to communicate something. Even if you’re just creating art for the beauty of the thing, you’re trying to communicate an aspect of it that stirs something inside you.

And entertainment seems to be experiencing emotions through others’ artwork. When you’re channel flipping, aren’t you looking for something that excites you or moves you? Even if it just interests you a little bit, it’s from some emotional connection. The best movies make us laugh, or cry. Some people like to feel the emotion of fear, and that entertains them. The best books are the ones we have the deepest emotional connection with. You remember that painting because of how it made you feel.

Although I enjoy sitting back and being entertained sometimes, I have too much to say to simply be content with that. The desire to express and create is far too strong. The urge to communicate something has always driven me to create artwork.

Art is only beautiful in the extent that it reflects reality. It is not beautiful in and of itself, it is only beautiful when it reflects something of goodness, truth, or true beauty.

Art is a mirror. It reflects the world as seen through the eyes of the artist. It is a glimpse inside the way the artists views the world, and therefore it is making a truth claim about the real world. You see a beautiful portrait or a landscape and you say “Look! There is something of beauty in the world!” or sadness, or love, or hope, or confusion. This is why some modern art disturbs me deeply, they are saying, “Look, the world is chaos. The world is meaningless.”

Art is a powerful thing. You can say with art “Look, there is God in the world.”

Equestrian Foundation: Fall festival




Saturday, November 13, 2010

Game Design Lesson: Perspectives

To understand this essay you need to have a foundation to start with. Game design is the process of constructing experiences through an interactive medium, such as a computer or other platform (electronic or otherwise). A medium by definition is something intermediate in nature or degree. Used in this context, a medium is the "middle ground" between the player and the experience (such as a computer). By having this medium interactive, the player has a higher degree of influence over their experience, or at least the illusion of so.

What I'm going to talk about today is perspective. This lies in the context of the medium and experience. The two perspectives in games are the first and third person perspectives. In literature, a statement such as I move, I run, or I hide is in first person perspective, while statements such as she moves, she runs, or she hides is referring to third person. When we use the term in the context of games, we refer to the placement of the players vision. See below:

view is from behind the character
view is from the characters eyes

Now we move to personification. The main reason people use the first person perspective is because they try to enhance the experience by placing the player in the main characters shoes as much as possible. I believe instead that the third person perspective is even better yet as a tool of personification. In the first person setting, the player at first feels deep in the game world because of their vision, but soon more questions come into their mind, such as: "What am I?", "Who am I?", and "What do I look like?". These are a few of the question that riddle the mind of players in the first person perspective. The first person perspective does immerse the player in the game at the beginning, but chokes the introspection that the player so desires, as a tree growing in a metal box. As a game designer, it's a well know rule of thumb to give the player what they want, or hide it so that they don't know they want it. I believe the first person perspective can indeed be something of beauty, but may need some well thought-out craftsmanship to do so.

Now for the third person perspective. At first it seems as though there is an obvious separation between the player (one entity) and the game character (a completely different entity). This is true, in the beginning, but just as when you watch a good movie, or read a good book, this gap between the two entities becomes increasingly shallow. The person reading should associate with the character being presented in the story. After unification is complete, there is room for the player to answer question about themselves, just as a tree growing in an open field. This perspective is, in a way, completely opposite of the previously one. The first person perspective fosters immersion in the beginning, but become awkward over time. While the third person perceptive doesn't immediately set the player in place, it does over time grow the player to be one with the game character.

Now lets look at the technical dark side of both perspectives. The third person perspective is notorious with having terrible camera views. Because of the cameras distance from the play, this can cause many technical problems in closed areas, such as a room, cave, or other limited spaces. The first person perspective also has many flaws of its own. Because of the physical limitation of computer and television screens, the player of first person games have very limited peripheral vision. This mixed with the fact that most first person games feature action or horror, the player usually tend to never feel safe. This is actually a significant disadvantage to the perspective. I personally try to build games around the contrast of anxiety and safety. Without safety, the players eventually become numb to anxiety. Game designers strive to have a game filled with experiences. To numb the player to a sense, in anyway, is severely hindering the medium's potential.

That last problem with the first person perspective is motion sickness. It's a phenomenon where people become temporarily disoriented and/or nauseous. This is because in real life people can move their heads with complete control, and if you take the time to notice, your eyes dart around from object to object. People almost never slowly turn their eyes to something. This is probably why cinematography used the concept of scenes. It just seems natural to see the scene suddenly change without any movement what so ever. It is how our eyes work. Because of the way people interact with a game, (computer mouse, joy stick, etc.), it is extremely hard to imitate this in a game.

With all this said, I hope you have a fresh understanding of the deep logic that goes on behind a game. I feel that the best experience might lie somewhere in between these two perspectives. Maybe the game should start in first person only to switch to third person after the player has outgrown their "box". I may try experimenting with this. I deeply thank you for you time.

Wednesday, November 10, 2010

Nathaniel's Birthday



Desk

In contrast with This picture I took five months ago, here is what my desk looks like.