Showing posts with label Console. Show all posts
Showing posts with label Console. Show all posts

Sunday, April 1, 2007

Mario: Can He Inspire the Next Generation?

At TheUniversity of Southern California, where I attend school, graduation impends, and with it thoughts of the next step after college occupy the forefront of our minds and students are forced to ponder the question, what should I do with my life? In response to and in recognition of the passage into a new realm the University selects a remarkable acheiver from the intimidating world of postgraduate existence to address the students. The selected speaker is conferred an honorary degree by USC to “honor individuals who have distinguished themselves through extraordinary achievements in scholarship, the professions, or other creative activities”. Today's post is dedicated to selecting the person who is most deserving of the honorary degree for this year’s spring commencement. Recently USC began to offer a degree in “Interactive Media” through the renowned School of Cinematic Arts, which is largely dedicated to game design. The school’s high regard for gaming as a discipline is established and expresses a sincere desire to see USC graduates make an impact in rapidly expanding feilds such as interactive media. With the current success of the game industry and the recent support at USC for students who choose to pursue game design, I feel that it is fitting to choose somone from within that discipline; and that person is Shigeru Miyamoto, whose fansite is depicted to the right.

Miyamoto’s career in gaming is not only exemplary because of the success of his titles, most notably, the Mario and Zelda series, Mario is pictured below, but also because of his dedication to innovation and maintenance of the lifeblood of game development. Both of these are among the best selling titles of all time and Mario in fact tops this list with over 193 million games worldwide. These products only touch on the vast amount of industry changing work he has been responsible for over the years. His accomplishments speak for themselves and already earn him the right to be honored. USC's criteria for the award dictate that the recipient will be a person, "who is widely known and highly regarded for achievements in their respective fields of endeavor". He clearly falls within this category however his philosophy and approach toward game development are what truly set him apart. Another highly esteemed developer, Will Wright, creator of the Sims, considers Miyamoto as the one with the most “creative impact” on games and praises him, “because he has always remained focused on what actually matters in a game: the player's experience… His insistence upon simplicity and his appeal to our inner child recognize that play is an important part of being human.” Wright’s words not only validate Miyamoto’s status as a game maker but also qualify it with what truly sets him apart; his vision of games is truly unique and he is wholly dedicated to what makes them a unique medium for not just entertainment but creative expression.

James Freedman, former president of the University of Iowa, raises the issue that the, “purpose of honoring distinguished personal achievement has been widely modified . . . to flatter generous donors and prospective benefactors,” or “trivialized” with awards to “mere celebrities”, resulting in an “ill-chosen” recipient. Though I think it is fair to say Miyamoto is not a “mere” celebrity, there is an argument to be made that he could be ill-chosen. He is perhaps an obvious choice, already having been bestowed with the lifetime achievement award at the 2007 Game Developers Conference. And he is as much of a celebrity that one can become as a game developer. When Miyamoto made his first public appearance in america, “More than 2,000 gamers lined up Sunday outside the Nintendo World store in Rockefeller Center to get an autograph”; most game designers cannot make this claim. However, I do not feel that this detracts from his viability as a candidate. Fame, in most cases, is not dispersed aimlessly: he has earned it. Simply because he is widely recognized that does not negate his impact or importance. USC stipulates that honorands should be considered, “whether or not they are widely known by the general public,” in order to support nominees who may be less prominent, as this does not always ensure true worth. However the converse is also true and fame surely does not equate to triviality.

His accomplishments are astounding, but the honorand not only needs to exemplify excellence professionally but also have a message pertinent to the students; a message to send them off into the “real” world. In his first public appearance in America Miyamoto gave the following advice to the youth in an interview with MTV, “See what you personally can create and what you personally can bring to the world… The more you can step off that path, the more you're going to grow and the more that you can experience in the world.” He preaches what he practices: dedication to one’s field, love of a career, the importance of creativity, and the value of perseverance. These qualities can all be seen through Miyamoto’s example, but his words are just as beneficial and significant to the students of this generation. Students faced with the tremendous burden and excitement of taking the next step, are also given an opportunity to experience more. In accordance with Miyamoto's credence they need to take full advantage and provide the world with personally significant work, as this is the only way to be truly successful.

Sunday, March 4, 2007

Exergaming: Can Video Games Be a Solution?

Childhood obesity in our country is already at a staggering thirty percent which many attribute to their more sedentary lifestyle, pervaded by high fructose diets and video games. Contrary to this view, a recent trend in youth fitness programs surprisingly has kids playing video games to work out spawning the term “exergaming”. Exergames are games that consist of a virtual reality or interactive game that requires physical movement to achieve the goal of the game such as Dance Dance Revolution. Schools are integrating exergaming into their P.E departments and private youth gyms are even dedicating their entire programs to it. However researchers are skeptical as there is little empirical data to support the programs and whether they are truly effective toward the goal of reducing the number of obese children. Professionals in the healthcare and exercise education are ambivalent factions of each supporting and supplanting the new movement. Despite the lack of conclusive evidence for long term achievement for, children have responded well and currently the programs seem to be successful.

Proponents of exergaming increasingly include public schooling systems such as Woodside High School. Laura Perdikomatis, the P.E instructor, has introduced the system at their school and claims, “The kids love (Dance Dance Revolution) .. This is the first time in 11 years of teaching P.E. that I've had to kick kids out of class who don't want to stop exercising”. This popularity is an indication of the programs potential; if kids truly enjoy the games and they are affective, it is a great solution. Laura Perdikomatis and many other educators including the entire West Virginia School board, which deployed in 765 public schools, support this movement due the to blaring apparentness of the children’s peaked interest in exercise. They enjoy going to the gym with the exergaming approach and want to “work out” for longer. Regardless of peaked interest and prolonged time in gym class, the question remains, are the games actually benefiting their health?
Currently researchers at the Mayo Clinics at UCSF and at University of Florida discovered that kids do get a workout; as long as they stick with it. Lustig, a researcher from UCSF reports, “he bottom line is if they do it, it works. But the problem is they don't do it…he only thing that works is mandatory exercise” after giving kids the Dance Dance Revolution game and following their progress at home.

Why should it be their responsibility to continue playing on their own? These are the same children who have a serious aversion to physical activity and are obese. Lustig prescribes “mandatory exercise”, well why not make the games mandatory. They have been proven more enjoyable and though the kids may not go home and jump at the chance to play them on their own. At the XRtainment Zone, a private youth gym dedicated to exergaming whose logo is at the top, children are given multiple choices for exergames and are given health and wellness classes to supplement the activity of the games. With encouragement and guidance and a set regiment of playing the games the children will be more likely to stick to the program and enjoy it. Also Lustig only allowed for the use of one game, when many could be rotated allowing for the boredom of the kids to be less of a factor. The use of exergaming is an interesting alternative to regular exercise that promises more enjoyment and hopefully less obesity.


Wednesday, February 21, 2007

Independent Developers Doom: The future of Game Development

With the arrival of the next generation consoles, and with the recent release of Windows Vista, developers for console and PC games alike are called to reciprocate the platform changes with revolutionary new games. The PS3 the X-Box 360 and the Wii provide an unprecedented level of performance, discussed previously, and Windows Vista boasts, “great features like the games explorer, Direct X10 and parental controls”; all this seems like a developers wonderland and simply begs for them to forge some software to take advantage of these exciting advancements. However, the call for new games seems to have only been made to larger contracted developing firms. This move may cultivate a monopolistic style of game development and push the smaller independent “casual” game developers slowly out of business.

Since its’ launch on December 8th of last year, the Wii has been wildly popular and painstakingly difficult to obtain. This trend of low supply and high demand is only a consumer isolated phenomena but also applies to the aspiring independent developers of Wii games. Nintendo projected that by January they would have Development Kits for smaller development firms or at least begin reviewing the applications. This has proven to be untrue. According to Ian Bogost, an academic game researcher and designer, Nintendo, “doesn't have enough kits to cover the demand for all those crappy licensed games, let alone more original work.” Seemingly, Nintendo is ignoring this outcry despite the lack of quality development from its licensed, contracted game makers. However, a lucky few independent developers have indeed received the coveted Wii Development Kits but does this negate the legitimacy of the disgruntled attitude of developers who have not? No. Nintendo projected that by this time they would be reviewing all applications from all parties desiring a kit. This process would allow for a standardized method toward acquiring one, which is what was promised; allowing a few exceptions does not meet the expectations raised by their previous statement. Nevertheless it does show that Nintendo may not be bent on pushing out the little guys.

Similarly the release of Windows Vista has spawned many obstacles for the developing community. Vista is intended to completely replace Windows XP on all desktop PCs making it the new standard for developers. Apparently this news is not inspiring for independent, casual game developers. The operating system has integrated a Games Explorer designed to provide “game players, the safest, easiest, and most fun experiences of any platform,” due to its new fangled features. DirectX 10, the most current version of Microsoft’s graphics Application Programming Interface (API), an upgraded set of security features including parental controls and an entire explorer with specialized functionality just for games, are the focus of the gaming component for Vista. There are many on the development side who feel differently about Vista's approach to games.

Apparently the features can inhibit the gaming experience in many more ways than enhance it. Alex St. John, CEO at Wildtangent, whose website is displayed on the right, brings attention to the, “heavy handed implementation of parental controls” and how it, “ presents several problems for PC game developers,” including his own company. Vista locks down the game installation process in such a way that could greatly discourage people from downloading game content, forcing them to deal with multiple dialogue boxes and a prompt for username and password. These games target casual gamers who need quick and easy access and any hindrance to the flow of this process could deter them from playing. One major criterion for the Game Explorer’s assessment of a games appropriateness is the ESRB rating. For many online game developers “most free family and casual games are 'unrated' because the ESRB rating service, designed for multimillion dollar boxed titles, is too expensive,” making their games instantly unsuitable by default within the new game explorer and creating more red tape for the end user. These new features can be detrimental to the convenience aspect that these games so heavily rely upon. Developers of online games can only wait and hope that either users are not easily frustrated, or that Microsoft makes some form of adjustment.

Independent or not, developers need to acclimate to these new platforms for games; however there seems to be an inherent discrepancy favoring the larger and contracted game makers. Hopefully as the games roll out, independent game makers are granted the resources they need to catch up and work on par with their currently advantaged competitors. If not, game development might lose an invaluable source of ideas and innovation.


Monday, January 29, 2007

The Next Generation: What Do Gamers Want?

The Nintendo Wii, the Xbox 360 and the Playstation 3 comprise the next generation gaming platforms; all are equipped with cutting edge technology, and are ready to compete for the title of "top dog". According to BrandIntel, a marketing intelligence firm, a system should be assessed on its, “purchase intent, general appeal, game lineup, brand image, graphics and innovation.” Hardware, game titles, creativity and cost are generally considered the foremost qualities that the gaming culture scrutinizes in a system. While innovation and low cost can draw in attention initially and are essential to success to a degree, longevity is determined by hardware, titles and also fan base. Despite current trends and what analysts, gamers and even clueless friends of both, the Playstation 3 has the greatest potential and is the superior system.

Hardware is the base of a gaming console. Much of the functionality and the rendering capabilities of a system is a product of the hardware's quality. The Playstation 3 owns the hardware race with authority. To
begin with the Cell Broadband Engine CPU is far more powerful than the Xbox 360’s three symmetrical PowerPC chips and to the Wii’s PowerPC chip. In addition to a superior core processor, the RSX graphics processor, also boasts a higher clock speed and greater bandwidth than the Xbox 360’s ATI GPU and the ATI chip in the Wii. This advantage in sheer processing power gives the Playstation 3 a tremendous long term upper hand. Once there are games written to utilize the hardware within these three systems, the Wii and the Xbox 360’s graphics, physics and Artificial Intelligence will be lacking in comparison to the capabilities of the Playstation 3. The importance of graphics are not to be underestimated. Gamers live for the cutting edge and want the most aesthetically stunning games and the Playstation 3 has the greatest potential to deliver. Lastly the Playstation 3 is the only system that offers a true HD experience with an HDMI input and a Blu-ray DVD drive, again granting it another benefit over its competitors, fully asserting its dominance in the hardware arena.

For all things console related the hardware plays a factor even if the focus lies in another facet of the system. For example, in order for innovation to be possible there needs to be changes in hardware. The Play
station 3 is not a revolutionary console in that it does not introduce anything completely unheard of, though it attempted to match the Wii-mote capability with its six-degree motion sensor controller. Currently, the Wii “continues to be the most-discussed console,” giving it the edge on the competition, as the study done by BrandIntel informs consumers; this lead is only a manifestation of the Wii-mote phenomenon. It’s innovative gameplay allows for a completely new console experience instantly inspiring millions of gamers to camp in front of their local Best Buy. The huge upsurge of Wii followers due to this phenomenon, although impressive, is not enough to sustain the lead for long. The Wii is innovative to a degree that the Xbox 360 and Playstation 3 cannot match but the Wii-mote can only carry the system to a certain point. Once the novelty fades, the lesser graphics and inability to keep up with the HD revolution will push gamers to a platform that can bring them the latest graphics and is equipped with the newest technology.

The Playstation 3 not only has the hardware advantage Sony has a tremendous head start in terms of fanbase because of the pervasive nature of the Playstation 3's predecessor: the Playstation 2. The Playstation 2 is a six year old system that still outsold all next generation systems this December, this popularity instantly lends an enormous fan base and title selection to the Playstation 3. When considering the success of hardware systems one always has to seek the “killer app”, the application, in this case the game, that will make the system not only desirable but also necessary. The game will come; most likely as one of the many Playstation 3 titles listed under the most anticipated games of 2007. This is not substantial enough to clinche the game title race however, currently Microsoft has that lead with Gears of War. Nevertheless, the Playstation 3 has yet to release its most prominent titles which leaves huge potential due to the strength of its existing fan base anticipating sequels on the new platform.

Next generation consoles aim to deliver the best experience possible to the gamer. Currently the Playstation 3 does not meet this standard as it lags behind the Xbox 360 and the Wii in terms of sales and consumer interest. However it holds the most potential for the future. Innovation and low cost create excitement, and great titles make systems popular easily, as the Wii-mote and Gears of War, respectively, have done for the Wii and the Xbox 360. Sony, in contrast, has invested the Playstation 3 in the long term, putting resources into the processing power, and HD capability, and depending on the consumers patience and waiting for the big titles to reap the benefits of superior hardware.