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	<title>darkblog resonate &#187; flash games</title>
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	<description>thoughts of a darknote nature</description>
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		<title>chain factor: the video &#8211; an ant hill into a mountain</title>
		<link>http://www.darknote.org/2009/10/14/chain-factor-the-video/</link>
		<comments>http://www.darknote.org/2009/10/14/chain-factor-the-video/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 01:42:36 +0000</pubDate>
		<dc:creator>darknote</dc:creator>
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		<guid isPermaLink="false">http://www.darknote.org/?p=142</guid>
		<description><![CDATA[This is more for my own personal historical archive than anything else, but i thought i&#8217;d post it on my blog in the event that anyone else was interested.

The idea to make a video of me playing chain factor came as a result of me not finding any online videos of gameplay that could help [...]]]></description>
			<content:encoded><![CDATA[<p>This is more for my own personal historical archive than anything else, but i thought i&#8217;d post it on my blog in the event that anyone else was interested.</p>
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<p>The idea to make a video of me playing chain factor came as a result of me not finding any online videos of gameplay that could help guide my own play to being better, so i decided to make my own video of one of my better runs.  I got lucky &#8211; the run that i ended up recording was the first run that i did, and while it&#8217;s not my best score, i felt it was good enough for me to use.</p>
<p>the run actually took about 22 minutes to complete, so the first step was to speed up the video so that it would meet youtube&#8217;s 10 minute specification limit (although i do realize that yt&#8217;s limitation has more to do with filesize rather than length).  Doing that meant that i couldn&#8217;t use the original music/soundtrack without it sounding ridiculous, so the next step was to find music to go with the run.  Ten minutes is longer than songs typically are, but i immediately rejected the idea of using more than one song because i didn&#8217;t want the video to be broken in half by two songs.  The only piece of music that I had in my iTunes library that was close to ten minutes was <em>Cheating, Lying, Stealing</em> by David Lang. so i sped it up slightly to get it to the needed length, and planned to just stick it in the background of the video.</p>
<p>Once i had chosen the tune, it didn&#8217;t feel right to just have the piece sit in the background while the video did nothing but show a static gameplay field.   So i decided some basic manipulation would be easy to do.  So the &#8220;tremor effect&#8221; for all of the opening kick drum segments was born.   At the time, i was to just going to do that in appropriate places and call it good, but once i started to put in the effect and thought about what was happening in the rest of the music, it wasn&#8217;t enough.  I felt like the music deserved more &#8211; it&#8217;s a fantastic piece with a lot of immediate appeal as well as a lot of analytical depth.  To have the video manipulation not reflect that depth goes against my general artistic principles.  So i started brainstorming in my head ideas for what should happen in each section of the piece.</p>
<p>And it kept growing.  and growing.  and, um.</p>
<p>here&#8217;s a basic rundown of each section: the effects, the motivation behind them, the evolution of them, and some of the technical construction of them:</p>
<p><strong>Section A (0&#8242;00&#8243;-0&#8242;34&#8243;) &#8211; Tremor Effect: </strong>I went to the web to figure out how to do this in FCP since i don&#8217;t have a copy of After Effects or a similar program.  Basically it involved creating a copy of the snippet of video in question, and then doing a right and left reposition multiple times every two frames.  I decided that the only thing that i wanted to actually tremor was the playfield, so i had to create cropped copies of the right &#8220;score&#8221; side, the left &#8220;Back To Menu&#8221; side, and the bottom &#8220;Level Up&#8221; side that would run independently of the playfield.  This would be key to later sections.</p>
<p><strong>Section B (0&#8242;34&#8243;-1&#8242;06&#8243;) &#8211; Echo layers: </strong>Originally, the idea i had was to create a &#8220;ghost layer&#8221; every time the cello changed notes.  Each layer was supposed to clearly come from the spot that it just got left off, and all of the layers were supposed to be slower.  I tried this at first and decided after i watched a few layers that it moved too slowly and was too boring, so i changed the concept to instead make the layers a mix of slower and quicker and have them start in a spot where at the very end of the section they would all converge to the same moment.</p>
<p>This was very early in my FCP video editing chops &#8211; if i had done the middle/late sections first, i would have done these sections differently.  Probably a little cleaner, and also more interesting.</p>
<p><strong>Sections A&#8217;, B&#8217;, A&#8221; (1&#8242;06&#8243;-2&#8242;41&#8243;) &#8211; Recap and Ripple: </strong>The ripple is the only thing that i did differently for the section recaps.  That was a basic FCP video effect; nothing too special there.</p>
<p><strong>Section C part 1 (2&#8242;41&#8243;-3&#8242;39&#8243;) &#8211; Moving Menu/Score: </strong>Originally i had an idea of having either the score or the menu jitter around for every piano hit, but since i lost my score to the piece from when i analyzed/performed it in college, it ended up being too daunting and impractical.  I still wanted the menu and score to move, so i simplified the criteria.</p>
<p>i took the screen and replicated it six times: one for the cropped version of the playfield, one for the &#8220;Level&#8221; indicator on the bottom, one for a white bar on the left side along with the sound toggles, one for the &#8220;Back to Menu&#8221; that was on top of it, one for the white bar on the right side, and one for the score that was on top of it.  The white bars served as a backdrop for the moving menu and scores, and i&#8217;m guessing that i probably did this in the most inefficient way possible &#8211; i didn&#8217;t create a .tga of a static white backgorund, i just cropped a white portion of the playfield and then zoomed it by 1000 percent.  I&#8217;m betting that this took extra processing power because even though the video was &#8220;invisible&#8221; since i only picked a portion of it, i imagine that the video was still running in the background, which would have caused for more cpu needed and more time to render.  but oh well.</p>
<p>getting the menu and score to move was a fairly simple matter of finding the frames with the audio that i wanted to line the move with and then creating two adjacent keyframes: one to hold the previous position, and one to immediately move it to the new position.  i also added some motion blur to give the move some more &#8220;depth&#8221;.</p>
<p><strong>Section C part 2 (2&#8242;56&#8243;-3&#8242;39&#8243;) &#8211; Number Fill: </strong>Conceptually the gradual number fill turned out exactly how i wanted it &#8211; start with a basic number fill, gradually hit a point where the entire board is filled with numbers by the end.  In some of its execution i&#8217;m also pretty happy with what i did; it was a deliberate choice to start with a predictable pattern before finding new ways to break it &#8211; start with all 7s, then 6s, then 5s, then break that by doing something different, then break that by doing a more random pattern, then break that by turning the numbers upside down, &amp;c.  Even so, i&#8217;m not *completely* satisfied with that section because at some point it loses its sense of direction because i didn&#8217;t pace it properly and think enough ahead.</p>
<p>This was the first time that i deliberately decided to take a snapshot of all of the numbers indivdually into still .tga&#8217;s as opposed to grabbing small clips of video.  It did me a lot of good in the long run i think &#8211; it would have been a headache both cropping-wise, timing-wise, and rendering-wise if all of those numbers were film instead of snapshots.</p>
<p><strong>Section D (3&#8242;39&#8243; &#8211; 5&#8242;28&#8243;) &#8211; Rotating Playfield and Number Trails: </strong>The slowly rotating board felt appropriate for the mood of this section; since everything prior to this part was primarily percussive, the more legato sense of this section needed a more legato visual effect.  The white-faded rotation that lines up with the piano cluster hits is meant to be a variation of the original &#8220;Batman&#8221; rotating segue, and although you can&#8217;t tell, it&#8217;s a copy of whatever the current playfield is at the time.  Originally i had it in negative colors, but it was too distracting from the main playfield action, so i decided to change my approach.</p>
<p>The number trails were fairly straightforward to do, but is also one of my favorite effects in the whole video.  It recycled the .tga snapshots of the previous section, just placed in strategic spots with the piano cluster hits as well.  The thing that i wrestled with a little here was how the growing number of &#8220;stuck&#8221; numbers obscured the playfield, problematic because despite all of the video manipulations i was doing, the main premise behind the video was still to demonstrate gameplay.  Ultimately i decided that i liked the effect too much for the lack of complete clarity to matter enough, and i&#8217;m glad i kept it in.</p>
<p><strong>Section E (5&#8242;28&#8243; &#8211; 6&#8242;13&#8243;) &#8211; Moving Playfield: </strong>Another &#8216;gradually evolving&#8217; section where i tried to establish the basis for the section by zooming in place, then breaking that expectation by zooming to different spots, then breaking that by adding x-axis rotation, then breaking that by adding z-axis rotation.  Standard fcp functionality, but i think it&#8217;s fairly effective.  i&#8217;m annoyed that by doing the z rotation, the &#8220;crop&#8221; changed so that you could visibly see the score as it rotated, but i was too lazy to try to create a moving crop to match the rotation.  too much work for too little return.</p>
<p><strong>Section F (6&#8242;15&#8243; &#8211; 9&#8242;06&#8243;) &#8211; Pendulum Playfield/Zoom Echo Playfields/Snare Drum Flashes: </strong>The original concept i had for the Pendulum Playfield was instead to have the hits be &#8220;mirror polarity&#8221;, as in for every hit it would flip between a mirror playfield and the regular playfield.  I nixed that idea for the same reason i was wary about the &#8220;sticky&#8221; numbers in that i felt that it would obscure the actual gameplay too much.  When i first did the pendulum swinging, it was an extreme and unchanging swing the whole way, and the result was pretty dissatisfying because after establishing the swing, it didn&#8217;t go anywhere and got boring too quickly.  The gradual increase of the swing gave it direction but a subtle one; hopefully it&#8217;s something that you can easily not notice because it&#8217;s gradual enough and there&#8217;s too much other stuff going on, and before you realize it, the swing is at its peak.</p>
<p>The zoom echo playfields effect was a fairly straightforward execution at this point since i had done a different version of that earlier in the piece.  I systematically created two &#8216;echo playfields&#8217; that would zoom out to 1000 percent centered on a random spot, then two &#8216;echo playfields&#8217; that would zoom in to zero percent centered on a random spot.  This repeated for every moving note in the violin part.  I toyed around with trying to make the playfields change opacity over time, but having multiple layers on top of each other achieved the effect well enough and any more lessened the impact of the swinging pendulum which i still wanted to be main focus.  i did put the opacity of all of the layers back to 100% when they all came back in a collapse to try to create more visual tension.  That particular moment i tried about 10 times and i&#8217;m still not completely happy with it.  I had this idea of playfields zooming suddenly in in rapid succession and in rapid velocity, but i couldn&#8217;t get the effect to work the right way, so i settled for the final effect here because at this point i was also impatient to get the whole project done.  I think i have a better idea of what to do if i ever tried something like that again.</p>
<p>The snare drum flashes came from taking a few snapshots from the background combo flashes, photoshopping out the gridlines, and then putting them all in frame by frickin&#8217; frame.  Granted, once i got the main repeating pattern, i could copy/paste the repeating pattern and place it when i needed to, but for each one i also had to make sure that where it hit didn&#8217;t potentially collide with new objects in the playfield, so it involved looking at each one fairly carefully, and when the pattern was interrupted, i&#8217;d have to shift the whole pattern around.</p>
<p>the snare drum hits in the music contribute greatly to the tension of the climax, and although i think i conveyed that okay in my visualization of it, it gets completely lost because of the echo playfields zooming in.  I&#8217;m not completely happy with how that turned out, but again, after so many failed attempts and just wanting the whole thing to be done, i decided to call it good.</p>
<p>As for the final recaps of the opening sections, i put some consideration into doing something different with it to give it a better bookend but decided against it because doing anything different felt like it would have been completely out of context.</p>
<p>The whole project took me roughly six or so weeks to complete.  crazy considering that originally i was going to make it a one-session video edit and call it finished, but i&#8217;m glad that it turned out the way that it did, because i&#8217;m happy with how it turned out, and it&#8217;s expanded my vocabulary and conceptualizations of what i can do with video manipulation which will hopefully help me with my Green Lantern project.</p>
<p>go me.</p>
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		<title>shift in video game target audiences</title>
		<link>http://www.darknote.org/2008/11/14/shift-in-video-game-target-audiences/</link>
		<comments>http://www.darknote.org/2008/11/14/shift-in-video-game-target-audiences/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 07:26:34 +0000</pubDate>
		<dc:creator>darknote</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[flash games]]></category>
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		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.darknote.org/2008/11/14/shift-in-video-game-target-audiences/</guid>
		<description><![CDATA[video games have evolved a great deal since their introduction a few decades ago, and to me, the past couple of years have shown an interesting shift in the popular video game trend and its audience that feels like its bringing the entire history of video gaming around full circle.
in its infancy, &#8220;video game&#8221; meant [...]]]></description>
			<content:encoded><![CDATA[<p>video games have evolved a great deal since their introduction a few decades ago, and to me, the past couple of years have shown an interesting shift in the popular video game trend and its audience that feels like its bringing the entire history of video gaming around full circle.</p>
<p>in its infancy, &#8220;video game&#8221; meant &#8220;arcade game&#8221;, starting (essentially) with <a href="http://en.wikipedia.org/wiki/Pong" target="_blank">Pong</a> and then developing into a thriving arcade culture of individuals who plopped quarter after quarter gobbling pellets, shooting asteroids or space invaders, or jumping over barrels.  And whlie my personal experience in arcades growing up didn&#8217;t match the stereotype of angsty/rebellious teenagers, society definitely bought into that impression on both sides of the fence, and as the popularity of video games started to rise so did the concern of parents that video games were a bad influence on youth.  Video games are a waste of money, they make our kids not interested in reading, they make our kids violent or lose touch with the real world, &amp;c.</p>
<p>It&#8217;s impossible to say where video games would be right now if the Nintendo Entertainment System hadn&#8217;t revitalized the home video game industry after the <a href="http://en.wikipedia.org/wiki/Video_game_crash_of_1983" target="_blank">video game crash of 1983</a>.  I think it was likely a mixed blessing for arcade machine developers; on the one hand, the success of the NES console took people away from the arcades and more money into cartridges, but on the other hand, if the NES hsdn&#8217;t resurged video gaming back into popular culture, the arcade industry would have probably died on its own.</p>
<p>The interesting thing to note about the arcade industry versus the home industry was how those competing yet co-dependent paths slowly diverged over time both in society&#8217;s attitudes about them and the experiences they tried to create.  During the third and fourth generation of home consoles from the mid-80s to late-90s, home consoles were still &#8220;behind&#8221; when it came to replicating the arcade experience.  The graphics weren&#8217;t as sharp, the home joystick didn&#8217;t have the same sort of &#8220;feel&#8221; as an arcade joystick, and more importantly, home consoles couldn&#8217;t match the social aspect of arcade video gaming, particularly in the early 90s when Street Fighter II and Mortal Kombat brought people back to the arcades.  But the home console market at that time was able to compete in a way that the prior home console market failed because they had a particular slice of video game aesthetic that wasn&#8217;t meant to replicate the arcade experience, it was supposed to stand on its own.  Super Mario Brothers, Legend of Zelda, Metroid, Sonic the Hedgehog, and early RPGs like the early Final Fantasy and Dragon Warrior games helped define the home market audience versus the arcade audience.</p>
<p>It was the next generation of video game consoles (Playstation, N64, Saturn) that started to shift the dynamics and attitudes in game development as technology and graphics for home consoles started to accelerate and create the market that still has strong influence today.  The long platform/RPG and other &#8220;console specialized&#8221; sorts of games still had a strong following, but it was also around this time that consoles had advanced enough to create a truer arcade experience or create an experience that (in some views) *surpassed* the arcade experience in gaming.  And when the next generation of consoles came out years after (PS2, Xbox, Gamecube, Dreamcast), the arcade video game industry had to change its tactic to keep the arcade experience unique, which is how games with non-standard controllers rose to dominance, particularly music video games like Dance Dance Revolution and other bemani.</p>
<p>Through these decades of video game history, the overwhelming majority of consoles and systems were still aimed at the everchanging youth.  Video games that were smash hits in the 8-bit era were abandoned as a home market aesthetic in favor of games that emphasized graphic superiority and/or a greater sense of epicism.   and as that philosophy of &#8220;better graphics! more dazzle! who cares about gameplay? just blow things up!&#8221; gained momentem and became a standard to uphold in entertainment in general (don&#8217;t even get me started on the Michael Bay&#8217;s <em>Transformers</em>), it created a separation between the older and newer generation of gamers, leaving older gamers in the dust.</p>
<p>Until a new video game aesthetic started to creep into the mainstream which in its infancy was pretty invisible to the likes of me but is now impossible to ignore: the online casual flash game.</p>
<p>I&#8217;m not sure when casual flash games rose to such popularity, but it&#8217;s evident how much it has a strong foothold in the new video gaming culture not just because of the popularity of sites like kongregate, yahoo games, the casual game apps that exist on facebook &amp;c, but also how much prominence casual games have in the current gen. consoles.  The PS3 and XBox 360 certainly still have the genre of hardcore gamers that are looking for games that make full use of their power to give them that Next Dazzling first person shooter/racing game/sports game, but there&#8217;s an entire online paradigm for both of these consoles that is dedicated to the downloading and buying of casual games not unlike what is possible to do on the internet.  In fact, some of the games that are available through those consoles&#8217; online services are ones that were found on the internet first and developed as an enhanced version, such as N+ and Flow.</p>
<p>In addition to this, you have the Wii.  Nintendo&#8217;s whole marketing strategy for the Wii other than its innovative controls is that it&#8217;s the video game console for the whole family, and with launches such as Wii Sports, Wii Play, and the like, it&#8217;s clear that part of the new controller design is optimized to help enhance the casual game experience with the unique Wii interface.</p>
<p>When i think about how and why casual games have risen to such prominence, a few key factors come into play.  First off, i feel that the online casual flash game was the first video game genre that was targeted towards older people, particularly corporate office workers.  Even small businesses have integrated high-speed internet as a part of their infrastructure, and when people need a break and are tired of reading news or looking at pictures or whatever, more people find a casual flash game to occupy their time.  it&#8217;s the new version of the newspaper crossword puzzle or word scramble, and it succeeds at grabbing that new audience because a) the games are generally simpler in concept and execution than typical video games (compare point and click or finding words as opposed to executing a haryuken), and b) the games are generally short to finish, an instant gratification/momentary distraction sort of thing rather than a long involved mission that involves more walking and random encounters than people want to have even in real life.</p>
<p>Secondly,  there&#8217;s the ease in which any random joe can program and develop a quality casual game.  As opposed to console games which require a team of programmers and artists and what have you to put together, flash is relatively easy enough to learn that basic games can be a one-man show, and with sites like kongregate, they can gain free and instant exposure to tens of thousands of people.  It&#8217;s even hit a point where those that can&#8217;t comprehend Flash can go to sites like simcarnival where a special application exists to make that process even easier, requiring practically no programming experience whatsoever.</p>
<p>Third, and in my opinion the most significant, some of the casual games that have come out of this have risen to true brilliance, and this is where i feel the video game trend has come full circle.  Because surely there are current more standard video games that have their own sense of brilliance and success such as WoW or the Final Fantasy series or GTA or Mortal Kombat, but it&#8217;s been a long time since there has been a video game in which the brilliance matches the sensibility of how Pac Man and Tetris and Centipede and Asteroids were brilliant, or how Legend of Zelda and the original Super Mario Brothers were brilliant: that despite its seeming simplicity in concept, gameplay, and graphics, they never get tiresome or old.</p>
<p>And because of all of this, i have a suspicion that the Big 3 console companies are on their last legs in the market of video games unless the momentum can be rebuilt up because of the likes of Rock Band and Guitar Hero.  Otherwise, i strongly suspect that people will soon be more likely to buy a $5 texas hold &#8216;em application on their smartphone or pull up a game of chain factor or their favorite kongregate game than spend $50+ on a console video game.</p>
<p>&#8211;</p>
<p><small>Originally posted on <a href="http://www.darknote.org">darkblog resonate</a>.  I prefer any thoughts or comments there.</small></p>
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