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Critical and Contextual Awareness

Timelines

Controller Timeline

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References:

The history of the video game controller. [online] Available at: <https://www.shortlist.com/lists/history-of-the-video-game-controller>

The Evolution of the Video Game Controller. [online] Available at: <https://www.popularmechanics.com/technology/gadgets/g34288261/evolution-of-the-video-game-controller/>

Nintendo Related Injuries and other problems. [online] Available at: <https://www.bmj.com/content/349/bmj.g7267>

Evolution of a Genre

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References:

Haunted House (video game). Wikipedia. Available at: <https://en.wikipedia.org/wiki/Haunted_House_(video_game)>

Phasmophobia (video game). Wikipedia. Available at: <https://en.wikipedia.org/wiki/Phasmophobia_(video_game)>

How a game transitioned from 2D to 3D

Fallout 2 was released on September 30th, 1998 and was developed by Black Isle Studios. It is a 2D rpg open world game with a turn based combat system. Fallout: New Vegas (4) was released on October 19th, 2010 and was developed by Obsidian Entertainment. It is a 3D rpg open world game with fps-style combat. Both these games are of the same franchise and this is the difference between them, being 2D and 3D.

While these games are created by two different development teams, most of the people who worked in Black Isle Studios at the time became part of Obsidian Entertainment at the time of Fallout: NV to develop the game, making the development teams fairly similar and therefore, more reliant on their own community to make improvements.

Graphics wise, the change from a 2D plane to an explorable first person environment requires a large graphical overhaul, of which, has been noticeably updated to include much higher poly and high detail models and assets which add to the immersiveness of the environment as before, a 2D plane can get away with lower quality textures, especially for the era it was created in. Graphics in all Fallout games cannot be praised highly enough. They effectively give players the connotations and emotions that the developers try to set for their apocalyptic environments and following a trend of creatures and landscapes with a 'dust-like' texture and colour and incredible attention to detail, including: signs, roads, abandoned places and areas not accessible by the player but filled with graphical choices to make the player feel like they are truly in an open-world and the game isn't centered around their player and giving a player that feeling in an open-world game is exactly what they need to achieve.

Sound was also adapted to be in a 3D setting, with ambience, surround sound and updated sounds that added to the depth and realism of a post-apocalyptic scene. Sound could disperse into the environment around you rather than something that sounded like a sound file that plays when you click a button. Both games perform excellently at ambient and acousmatic sound to create a more fulfilling experience (not to mention how important On the Air Sounds are in a post-apocalyptic style game which is executed well) however, Fallout: NV and the other 3D Fallout titles excel at their internal sounds as its much easier to convey mood in your own character through sound when you are put into the perspective of the player themselves. As well as this, the leitmotif of certain game aspects are brought forward from previous titles to give their intended audience a sense of nostalgia and familiarity when playing a newer title, sound taken from previous games gives the sound its own personality in a sense that it comes with the game and is more a standard than a feature.

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The gameplay of the two games differs in comparison while the general narrative and story telling is fairly similar. Gameplay wise, going from turn-based combat to full FPS shooter is a big change that requires lots of new content to implement. While character, skills, traits and perks are fairly similar, nearly all of the combat systems in place had to be re-made when changing genre as turn-based combat is far more difficult to implement in a 3D environment.

Narrative between the two games are also fairly similar, with conversations to NPCs giving a first-person view and when you have to speak, giving multiple choices that might change the outcome depending on which you pick. Between the two games, the HUDs are very similar, only being tweaked slightly to match the aesthetic of the rest of its own respective game. As well as this, the gameplay and HUD in Fallout: NV collaborates far better due to tech advancements in the industry and just a larger general understanding from the Fallout community of what they need in a game for ease of use and enjoyment. It allows players to feel more free and in control of their gaming experience rather than having to wait for the game to let them do certain things, like saving.

The Storytelling of Fallout: NV is also far more appraised than Fallout: 2 with a revamp of the 'karma' system not dictating the gameplay as heavily as it had in the past, allowing players to make their own choices and story without being detrimented for their own choices as much and allowing for more non-linear positive story. Not only that, but the storytelling of Fallout: NV created a situation with less of a "right answer/wrong answer" dynamic and adapting more a 'moral grey-area' for most of the story, once again, giving players a sense of freedom.

And while, the storytelling of Fallout 2 doesn't make it any worse and has more of a, quote, "Jesus/Hitler dynamic", end quote, story to it, the storytelling of Fallout: NV is more universally appreciated and enjoyed as a concept.

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The marketing of both games and the fallout games in general has been highly praised by many critics for its intuitiveness and originality. With Fallout 2 and other Fallout games advertising their in-game universe as real in the actual world as well as adding more lore to their games, with posters and warnings and tips and stories for the game environment. Fallout: NV and other Fallout titles also sometimes had real, promotional merchandise that came with the game; including comic books, Cases, Coasters, Dice and much more all themed to the games themselves. Other game titles such as Fallout 4 were known for 'Revitalising' the competitive marketing methods of games even to this day.

Marketing was also influenced by their existing fanbase and both games are very similar in their ability to create a game for their intended audience well. The games not only expanded on concepts originally tested in earlier titles but also upgraded and added more content and enjoyment to the game without changing too many existing concepts, which is important to audience as is it a general rule in the gaming industry that 'addition is good, change is dangerous' and the Fallout development teams understand and respect this and their intended audience. That being said the intended audience of the fallout games are generally 16-35 year old males that are interesting in the shooter genre. As well as this, they also have their existing audience to impress and target their games for and this marketing does that well creating more atmosphere and storytelling outside of the bounds of the game.

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References:

Fallout Wiki. 2021. Fallout 2. [online] Available at: <https://fallout.fandom.com/wiki/Fallout_2> [Accessed 2 December 2021].

En.wikipedia.org. 2021. Fallout 2 - Wikipedia. [online] Available at: <https://en.wikipedia.org/wiki/Fallout_2> [Accessed 2 December 2021].

Fallout.fandom.com. 2021. Fallout: New Vegas | Fallout Wiki | Fandom. [online] Available at: <https://fallout.fandom.com/wiki/Fallout:_New_Vegas> [Accessed 2 December 2021].

En.wikipedia.org. 2021. Fallout: New Vegas - Wikipedia. [online] Available at: <https://en.wikipedia.org/wiki/Fallout:_New_Vegas> [Accessed 2 December 2021].

Youtube.com. 2021. Fallout: New Vegas Video Review. [online] Available at: <https://www.youtube.com/watch?v=Ea8JtJlZ3Vc> [Accessed 2 December 2021].

Workman, R., 2021. 'Fallout 4' Continues Trend of Revitalized Game Marketing. [online] AList. Available at: <https://www.alistdaily.com/media/fallout-4-continues-trend-of-revitalized-game-marketing/> [Accessed 2 December 2021].

Lemne, B., 2021. InXile & Obsidian - A shared past and a shared future - - Gamereactor. [online] Gamereactor.eu. Available at: <https://www.gamereactor.eu/inxile-obsidian-a-shared-past-and-a-shared-future/> [Accessed 2 December 2021].

Kelly, A., 2021. Fallout: New Vegas revisited: the most authentic 3D Fallout game. [online] pcgamer. Available at: <https://www.pcgamer.com/uk/fallout-new-vegas-revisited-the-most-authentic-3d-fallout-game/> [Accessed 2 December 2021].

Game Designer Case Studies Podcast Research

Tomohiro Nishikado was born on the 31st March 1944 (currently age 77) in Osaka, Japan. At a young age, he began conducting his own science experiments and, in his  junior high school years, started working with electronics (building radios, amplifiers, etc) and, in 1967, graduated with an engineering degree from Tokyo Denki University and soon joined an audio engineering  company called Takt.

A year later he quit and while looking for a new job met an old colleague who told him about the work he was doing at a company called "Taito" and in early 1968 began working for a subsidiary of the Taito company, Pacific Industries Ltd, where he began working on arcade games, developing two popular target shooting games Sky Fighter and Sky Fighter II.

He began working on video game development in 1972 from which he produced more than ten video games up until 1977, before Space Invaders, a game he developed entirely on his own, was released in 1978.

Following its release in 1978, Space Invaders went on to become his most successful video game. It is frequently cited as the "first" or "original" in the 'shoot 'em up' genre. He left Taito in 1996 to found his own company, Dreams, where he developed games up until 2013 where he starting working for Taito again as a technical advisor.

In his career Nishikado also had many successes with games other than Space Invaders, the main ones being: Sky Fighter I and II, Soccer and Davis Cup, TV Basketball, Western Gun, Interceptor and his personal favourite of Speed Race all of which being popular for the time or setting trends that would still be seen today and even being the first sighting of certain aspects/genres.

Nishikado made Space Invaders specific to their audience by making the themes of the game match the standards of the time. For example, in early development the aliens were instead planes and tanks and it was later adapted to audience expectations as depictions of war weren't as socially accepted. As well as this, the sound was adapted to audience expectations by specific instructions of sci-fi music and heart beating sound effects.

Jade Raymond Failures:

She got replaced by Samantha Ryan in EA

She left EA to work on Google Stadia

References:

Web.archive.org. 2021. [online] Available at: <https://web.archive.org/web/20090401041713/http://www.dreams-game.com/profile/president.html>

Shmuplations.com. 2021. shmuplations.com. [online] Available at: <http://shmuplations.com/nishikado/>

USATODAY.COM. 2021. Interview: 'Space Invaders' creator Tomohiro Nishikado. [online] Available at: <http://content.usatoday.com/communities/gamehunters/post/2009/05/66479041/1#.YZ-O4cfP2Ul>

peoplepill.com. 2021. About Tomohiro Nishikado: Japanese video game designer (1944-) | Biography, Facts, Career, Wiki, Life. [online] Available at: <https://peoplepill.com/people/tomohiro-nishikado>

IMDb. 2021. Jade Raymond - IMDb. [online] Available at: <https://www.imdb.com/name/nm1817726/awards?ref_=nm_awd>


Interactive.org. 2021. Jade Raymond. [online] Available at: <https://www.interactive.org/about/jade_raymond.asp>


GamesIndustry.biz. 2021. PlayStation invests in Jade Raymond's new independent studio Haven. [online] Available at: <https://www.gamesindustry.biz/articles/2021-03-16-playstation-invests-in-jade-raymonds-new-independent-studio-haven>

Game Designer Case Studies Final Debate Podcast

Note: At the time of recording this, both of us were ill and that probably translated through, as well as this, I have a mild stutter that sometimes caused me to pronounce 'Space Invaders' strangely.

The Progressive Representation in Videogames in the last 5 years, written article/essay.

In the past 5 years, there has been a large 'push' in society for diversity and equality to be recognised and accepted and, as a nation, we are more diverse than ever. Now the question is, how is this diversity and equality represented in video games and how has it adapted and evolved throughout the years - for the better or for the worse?

Players now want video games to feel inclusive and safe to anyone that might want to pick up and play it and game developers can't expect things that might've sold years ago to be up to todays standards of representation. Two of the main representations that players want are race and gender. Both of which I will be discussing as they can't be ignored by the diverse standards of today and are big factors in games that demonstrate representation.

The other thing that should be mentioned is player disability and how the game is accessible to them and how that has progressed over time.

First of all, gender and race representation in the gaming industry has gotten far better as time has gone on. For example, games like Phasmophobia (released in 2020) and other recent games that have character options instead of character creation have a wide variety of unique and diverse characters. Phasmophobia specifically has a total of 8 characters, 4 of which being White, 2 of which being Asian and the other 2 being Black characters. Of these 8 playable characters, 4 are male and 4 are female, giving an exactly equal split of gender (Player, 2021). It doesn't stop there either, even the unplayable ghost models of Phasmophobia are randomised from a diverse list of possible models. With a 50/50 chance of the ghost being male/female and having an appropriate name, model and voice files for each outcome; and while we are on the subject, age is also represented as its randomly decided between 5 and 90 years old (Ghost, 2021).

This is a large leap from how gender and race was represented a few years ago, for example, in South Park: The Fractured But Whole (released in 2017) the character customisation options for race were linked to the difficulty of the game and increasing the difficulty of the game would make the players skin darker. As well as this, when first opening the screen where it surprises the player with this difficulty/race slider, the narrator, Cartman, also mentions "This doesn't affect combat, just every other aspect of your whole life." and would supposedly alter character interactions and money earned throughout the game (Winslow, 2021).

As well as this, depending on the gender you choose, it would alter certain conversations through the game but in a way that gives the characters, and therefore the player, a sense of unease. For example, during an interaction with Mr. Mackey, the school counsellor will get uneasy if you choose to be a girl and, while not adding anything constructive or dynamic to the gameplay, would just change dialog to focus more on the players gender than the game itself. He’ll later reference South Park: The Stick of Truth (released in 2014) and say, “So the whole King and Stick of Truth thing, she was actually a girl the entire time?” which develops a stereotype of assuming that the 'hero of the story' is always a male (Romano, 2021).

While this could be seen a social commentary, a lot of the things that the franchise does are simply no longer acceptable by todays standards and if those games were released now, would receive a lot more criticism than it did 5 years ago - overall, showing a more positive and aware view on equality and diversity as time has progressed.

Lastly on the topic of gender and race, Detroit Become Human (2018) was a social commentary of a game that will test your political, social, and moral beliefs by teetering on the line of uncomfortable for some — themes of slavery, civil rights, child abuse, and racial prejudice are more than just circumstantial during gameplay and heavy loads of interactions as you witness or are a victim of prejudice, violence or command. Detroit Become Human uses the divide between humans and AI to demonstrate a futuristic look on prejudice that could arise, similar to what exists currently between different genders and races.

From the very beginning of the game, when you are sent to collect a package as an android, you are immediately bombarded by hatred, homeless people with signs saying "androids took my job", a religious preacher in the street saying androids are not holy and have no soul and much more. As well as this, after collecting the package and going to head home, you have to walk by a rally of 'pro-human' protestors which stop you and attack you to rough you up for being an android, which is only stopped by police intervention. Finally, after all of that, you take the bus home which has humans and androids segregated with androids having a small area in the back of the bus to stand; all of these things happening on the first quest you play, as one of the three main characters. All of these are clear signs from the very beginning that Detroit Become Human decided to use robots as an allegory for minorities (Kennemer, 2021).

Later in the game, one of your characters, Markus, is the leader of a "deviant" (the human given name for androids who feel human emotion and defy their programming) fuelled movement for "android rights" and depending whether you decide to do things peacefully or violently, you can either take over Detroit violently or raise the publics opinion by doing things peacefully. Either way, police are shown to be extremely brutal from beating up non-compliant androids to shooting them dead while they sit in the roads during a peaceful march. The comparison of androids being killed for peacefully protesting by sitting in the street and the humans that tried to kill an android being given nothing more than a verbal warning shows the prejudice divide in punishment by police between the majority group (in this case humans) and the minority group (in this case androids) in Detroit.

Finally, depending on the choices you picked, deviants that are arrested instead of killed outright are sent to  an "Android Extermination Camp" called a "Recall Center" which strongly resembles a concentration camp and is even called such by some news presenters in the game, for any and all androids where they are stripped of their clothes, identity (losing all features and colour and returning to a basic, grey android figure), and they are systematically killed and destroyed (Seppala, 2021).

Next, on to disability. Disability representation in video games is incredibly important and while games sometimes have their own ways of presenting it, other games have their more noteworthy examples, such as Wolfenstein II (2017). Wolfenstein II starts the game with a Nazi incursion on a Submarine you are on, heavily wounded and still recovering; not being able to walk. You’re not just wounded, you’re not just weak – you’re actually fully disabled. You end up with a gun and you have to try and escape the incursion while being wheelchair bound, and you’re still able to kill Nazis, in direct opposition to the Nazi idea that being disabled makes you a lesser person. Obviously, this decision is really startling in terms of representing disability in video games. There aren’t many disabled characters generally in video games, and when there are, they're typically not depicted as action heroes (Green, 2021).

And on the topic of awareness and representation during this scene, being wheelchair bound adds a new layer of innovative gameplay and difficulty to the movement and shooting, both of which scaling greatly in difficulty. Aiming is particularly hard as its hard to turn and shoot behind you while also wheeling a chair forward and wheeling the chair in the first place also forces you to shoot one handed while moving. The movement of a wheelchair is different to walking momentum wise as building up speed takes time and gives movement a sense of inertia when trying to change directions as there is resistance and difficulty turning in a wheelchair. As well as this, any form of vertical movement is either impossible, one-way, incredibly slow or incredibly fast to traverse in a wheelchair whether that be upwards stairs, downwards stairs, upwards ramps or downwards ramps - all of which allowing players who have never experienced what its like to try and maneuver a wheelchair be more aware of the difficulty and feel more empathetic towards those who have to be in a wheelchair every day (Wolfenstein II: On Disability, 2021).

However, this section is almost a double-edged sword for Wolfenstein II as after the section, the protagonist gains a futuristic suit that allows him to walk freely for most of the game, only being removed at specific plot points only to be regained later. This almost makes the wheelchair section redundant as recovering from such an injury is portrayed as being much easier and possible than it actually is and could convey the wrong idea to a player.

And not only is disability important to demonstrate, it is also important to design for as disability in the real world can prohibit people from playing the games in the first place. The most noteworthy of such games that do this well is Far Cry 6 (2021) that excels at allowing less able players to gain the full experience. When first loading up the game you are immediately greeted with a large accessibility options list that makes the game largely accessible. Not only that, but the game has menu narration ON by default that enables visually impaired players to navigate menus right from the start. This menu has options for "Vision, Hearing, Motor, Cognitive, Motion and Colours" which covers a large majority of possible contingencies from colour blindness to motion sickness to being hearing impaired (Boyles, 2021).

To summarise, representation of gender, race and disability has progressed greatly over the past 5 years, with a few drawbacks overall but definitely a large improvement over how minorities were represented in the past. As well as this, in the future when creating games, I can apply this to my own games by making equal representation of both men and women and races as well as implementing more accessibility options for the impaired so that everyone is able to play and feels comfortable doing so. 

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References:

Winslow, J., 2021. The darker the skin, the harder the game: How South Park pretended to care about race. [online] Polygon. Available at: <https://www.polygon.com/2017/10/9/16435592/south-park-race-difficulty> [Accessed 16 December 2021].

Romano, N., 2021. 'South Park' Game Changes Difficulty Settings Based on Skin Color. [online] EW.com. Available at: <https://ew.com/gaming/2017/09/08/south-park-fractured-but-whole-difficulty-settings-skin-color/> [Accessed 16 December 2021].

Phasmophobia Wiki. 2021. Player. [online] Available at: <https://phasmophobia.fandom.com/wiki/Player> [Accessed 16 December 2021].

Phasmophobia Wiki. 2021. Ghost. [online] Available at: <https://phasmophobia.fandom.com/wiki/Ghost> [Accessed 16 December 2021].

Seppala, T., 2021. Engadget is part of the Yahoo family of brands. [online] Engadget.com. Available at: <https://www.engadget.com/2018-05-24-detroit-become-human-ps4-review.html> [Accessed 16 December 2021].

Kennemer, Q., 2021. “Detroit: Become Human” Will Challenge your Morals and your Humanity. [online] Coffee or Die Magazine. Available at: <https://coffeeordie.com/detroit-become-human-will-challenge-your-morals-and-your-humanity/> [Accessed 16 December 2021].

Detroit: Become Human Wiki. 2021. Recall Center Nº5. [online] Available at: <https://detroit-become-human.fandom.com/wiki/Recall_Center_N%C2%BA5> [Accessed 16 December 2021].

Green, H., 2021. Wolfenstein II's Wheelchair Segment Has a Surprising Inspiration. [online] pastemagazine.com. Available at: <https://www.pastemagazine.com/games/wolfenstein-ii/wolfenstein-iis-wheelchair-segment-has-a-surprisin/> [Accessed 16 December 2021].

Death is a Whale. 2021. Wolfenstein II: On Disability. [online] Available at: <https://deathisawhale.com/2019/03/27/wolfenstein-ii-on-disability/> [Accessed 16 December 2021].

Boyles, J., 2021. Far Cry 6 Accessibility Options Explained. [online] GameByte. Available at: <https://www.gamebyte.com/far-cry-6-accessibility-options-explained/> [Accessed 16 December 2021].

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