Tuesday, November 13, 2012
Wednesday, November 7, 2012
Monday, November 5, 2012
The Future of Video Game Graphics
When Pong came out in 1972, it started
the revolution of video games as we know it; since then, the video
game graphics have come a far way1.
Game designers hoped to eventually produce photorealistic graphics
that will be indistinguishable from real life. With each generation
we get closer to creating the perfect visual game.
Christoph Hartmann, the boss of 2K
Games, was quoted saying that, “until
games are photorealistic, it'll be very hard to open up to new
genres. We can really only focus on action and shooter titles; those
are suitable for consoles now"2.
To make this happen game
developers need two things. First game developers need better
hardware, e.g. game consoles, to be able to support the graphics and
visual effects it takes to create the games. Due to technology
constantly improving we can see advances in graphics more often.
Current video game consoles are six generations behind in technology
versus computers. That is an enormous gap in technology. However,
game consoles tend to have a better ability at keeping up with
graphics during game play than computers do. The reason for this is
because game consoles are designed for one thing only, games.
Computers may have more advanced technology, but are also equipped to
perform different tasks. When the next generation of consoles come
out in the next few years, developers hope to use the technology to
their advantage. In one of his speeches the founder and programmer of
Epic Games, Tim Sweeney, said, “over our lifetime, we'd get to
amounts of computing power that come very close to simulating
reality”3.
The second thing is new and improved game developing software that
can generate these realistic graphics.
In 2012, during E3, Electronics
Entertainment Expo, multiple gaming companies revealed their new game
design engines. Square Enix revealed their next generation engine
titled “Luminous Studio” that showed actual in game footage of a
demo entitled “Agni's Philosophy” and Epic Games showed off their
UNREAL 4 engine4.
Euclideon, a company from Australia, has been working on a technology
they call “unlimited detail”5.
Where most game design companies use polygons to create graphics,
Euclideon is using atoms6.
Higher polygons counts equal more details in games, and therefore
game developers are able to create more realistic games. Euclideon is
changing all that with their unlimited detail engine. By utilizing
atoms rather than polygons, they are able to produce a much higher
level of detail in games and create a more realistic look when it
comes to graphics. In their demo one can actually see individual
grains of sand. The company has even developed this piece of software
to allow you to scan actual things from the real world into the game.
With the development of this software using atoms, the details of
using atoms are so vivid, that it is difficult to determine what has
been scanned in or created. This type of technology opens so many
doors. If this new technology takes off the gaming industry could be
looking at a historical leap in graphics and game realism and the
options could become limitless.
http://www.youtube.com/watch?feature=player_embedded&v=UVX0OUO9ptU
http://www.youtube.com/watch?feature=player_embedded&v=DrBR_4FohSE
http://www.youtube.com/watch?feature=player_embedded&v=UVX0OUO9ptU
http://www.youtube.com/watch?feature=player_embedded&v=DrBR_4FohSE
Anel Sisic
1
D.S. Cohen, “Pong-The First Video Game Megahit,”
http://classicgames.about.com/od/history/p/Pong-The-First-Video-
Game-Megahit.htm.
2Eddie
Makuch, “2K Calls for Photorealism in Games,”
http://www.gamespot.com/news/2k-calls-for-photorealism-in-games-6389629.
3Kyle
Orland, “How Close are we to Truly Photorealistic, Real-Time
Games,”
http://arstechnica.com/gaming/2012/02/how-close-are-we-to-truly-photorealistic-real-time-games/.
4“Square
Enix Reveals a Glimpse at the Future of Video Game Graphics,”
http://www.hailmaryjane.com/square-enix-reveals-a-glimpse-at-the-future-of-video-game-graphics/.
5Tim
Ingham, “The Future of Video Game Graphics – or a Load of ole
Nonsense,”
http://www.hailmaryjane.com/square-enix-reveals-a-glimpse-at-the-future-of-video-game-graphics/.
6Tim
Ingham
Scholarly Post - Jon Bayens
If a single role-playing game, RPG, character had to be named as the most iconic of them all it would be Link from The Legend of Zelda series. With his first game release being in 1986 in the title The Legend of Zelda, Link can still be seen today continuing his epic quest. The game has survived all throughout the years because of its very unique game play involving a mix of action, adventure, and puzzle solving. Because of this it is one of Nintendo's most important franchises.
For being a game that has lasted this long it has actually kept many similarities between all its titles. Each game features the hero Link on a quest to save princess Zelda from a dark evil, usually Ganon, while harnessing the power of the master sword and triforce, which is a magical item bestowed upon Link by the goddesses. The success of this franchise is not even debatable as of December of 2011 the series has sold over 67.93 million copies since its original release in 1986. Through these many years the character of Link has also been advanced and changed to fit the new technology available to Nintendo.
The Legend of Zelda (1986)
The Legend of Zelda: The Ocarina of Time (1998)
Because of the many different forms the adventure may take it has opened the game up to be so much more than just a simple RPG. Especially with the advancements in the systems used to play the game it has allowed the franchise to "not really [be] a genre in itself, but it should never limit itself to one genre. With Zelda we're always trying to do something unique." [2] Unique is an understatement. In no other game can you go from grappling through the ruins of a temple floating in the sky to transforming yourself to be able to traverse a dungeon sunken in a lake.
The mastermind behind this series is none other than the same mastermind behind the Mario franchise, Shigeru Miyamoto. The inspiration for this game "was born in the rolling hills of Kyoto Japan" [3] with a young boy exploring the country side. Miyamoto armed himself with a lantern and explored a dark cavern. It was this feeling that he had from his childhood that he wanted to recreate and give to the players of the very first Legend of Zelda game. In the first game many things had yet to be discovered about the series, but it helped pave the pathway into the game that it is today. Throughout the different games there have been a couple experiments that were tried that didn't survive through the series. In Zelda II: The Adventure of Link, our hero appeared in a "side-scrolling adventure" instead of his previous isometric view. In later games only a couple times in very specific areas did the game ever return to being a side-scroller.
Although The Legend of Zelda: The Ocarina of Time was the most prominent and best selling title, The Legend of Zelda: A Link to the Past, which came out six years prior, set up and named a lot of things that are known to be iconic of the series. This game "crafted Hyrule into a living, breathing world. The opening sees a terrible storm pounding on the rooftop of a humble woodland home."
The Legend of Zelda: A Link to the Past (1992)
Being a leading innovator in game play physically as well as intellectually and holding true to itself with each additional title in the series is what has allowed the franchise to thrive the way that it has. With the end of each game the quest may be over, but the journey to save Hyrule from evil forces never ends.
1. Cowen, Nick "Legend of Zelda: Skyward Sword - Interview," November 9, 2011. http://www.guardian.co.uk/technology/blog/2011/nov/09/legend-of-zelda-skyward-sword (accessed November 5, 2012).
2. Ibid.
For being a game that has lasted this long it has actually kept many similarities between all its titles. Each game features the hero Link on a quest to save princess Zelda from a dark evil, usually Ganon, while harnessing the power of the master sword and triforce, which is a magical item bestowed upon Link by the goddesses. The success of this franchise is not even debatable as of December of 2011 the series has sold over 67.93 million copies since its original release in 1986. Through these many years the character of Link has also been advanced and changed to fit the new technology available to Nintendo.
With each adaptation of the game the current doom facing the world, the world, and Link himself generally change. The Legend of Zelda: The Ocarina of Time was a huge turning point in the series as well as the best selling title. This is most likely because it was the first three-dimensional title released in the series. It was being developed around the same time as Super Mario 64, the first three-dimensional title in the Mario franchise; however, because of the complexity of The Legend of Zelda it took an additional two years to release. After twenty five years of the franchise Eiji Aonuma, the producer of the series, said, "our aim has always been to produce something different, something you've never seen before in a video game. To that end, a lot of our past innovations have become something that can only be seen in a Zelda game."[1]
The Legend of Zelda: The Ocarina of Time (1998)
Because of the many different forms the adventure may take it has opened the game up to be so much more than just a simple RPG. Especially with the advancements in the systems used to play the game it has allowed the franchise to "not really [be] a genre in itself, but it should never limit itself to one genre. With Zelda we're always trying to do something unique." [2] Unique is an understatement. In no other game can you go from grappling through the ruins of a temple floating in the sky to transforming yourself to be able to traverse a dungeon sunken in a lake.
The mastermind behind this series is none other than the same mastermind behind the Mario franchise, Shigeru Miyamoto. The inspiration for this game "was born in the rolling hills of Kyoto Japan" [3] with a young boy exploring the country side. Miyamoto armed himself with a lantern and explored a dark cavern. It was this feeling that he had from his childhood that he wanted to recreate and give to the players of the very first Legend of Zelda game. In the first game many things had yet to be discovered about the series, but it helped pave the pathway into the game that it is today. Throughout the different games there have been a couple experiments that were tried that didn't survive through the series. In Zelda II: The Adventure of Link, our hero appeared in a "side-scrolling adventure" instead of his previous isometric view. In later games only a couple times in very specific areas did the game ever return to being a side-scroller.
Although The Legend of Zelda: The Ocarina of Time was the most prominent and best selling title, The Legend of Zelda: A Link to the Past, which came out six years prior, set up and named a lot of things that are known to be iconic of the series. This game "crafted Hyrule into a living, breathing world. The opening sees a terrible storm pounding on the rooftop of a humble woodland home."
The Legend of Zelda: A Link to the Past (1992)
Being a leading innovator in game play physically as well as intellectually and holding true to itself with each additional title in the series is what has allowed the franchise to thrive the way that it has. With the end of each game the quest may be over, but the journey to save Hyrule from evil forces never ends.
1. Cowen, Nick "Legend of Zelda: Skyward Sword - Interview," November 9, 2011. http://www.guardian.co.uk/technology/blog/2011/nov/09/legend-of-zelda-skyward-sword (accessed November 5, 2012).
2. Ibid.
3. Hoggins, Tom "The Legend of Zelda: retrospective and interview with Eiji Aonuma," December 16, 2009. http://www.telegraph.co.uk/technology/video-games/6826685/The-Legend-of-Zelda-retrospective-and-interview-with-Eiji-Aonuma-part-1.html (accessed November 5, 2012).
Edited
History of Spacewar!: The First Major Computer Game
By:Gaylen Malone
One of the earliest digital computer games was
created by Stever Russell, Wayne Wiitanen and Martin Graetz in 1961. [1] The
game was titled Spacewar! It is a two-game in which each player controls a
space ship avatar. The goal in the game is for one player to destroy the other.
The
only computer games prior to Spacewar! were created between the years of 1957
and 1961. MIT created TX-0 (Transistorized Experiment Computer Zero). The TX-0
has a collection of interactive graphical programs that included Mouse in the
Maze, HAX and Tic-Tac-Toe.[2] Spacewar! was created for the PDP-1 (Programmed
Data Processor-1). Spacewar! turned out to be a good program to test the
computer with so all the PDP-1 computers orders were shipped out with Spacewar!
already in the core memory of the computer [3]. The widespread popularity of
Spacewar! is largely accredited to the fact that computer shipped out preloaded
with the game already on the computer.
In
1961, DEC (Digital Equipment Corporation)
donated a PDP-1 to the MIT "kludge room" in hopes that the students
and professors at MIT could brainstorm together to think and create something
wonderful and impressive to showcase the capabilities of the PDP-1. [2] "Somebody
had built some little pattern-generating programs which made interesting
patterns like a kaleidoscope.
Not a very good demonstration. Here was this display that could do all sorts of
good things! So we started talking about it, figuring what would be interesting
displays. We decided that probably you could make a two-dimensional maneuvering
sort of thing, and decided that naturally the obvious thing to do was
spaceships."[4] The team of MIT students finished programming the
computer game after nearly 200 hours of work. [1] The gameplay of Spacewar!
involves two spaceships that shoot missiles that are unaffected by gravity.
These two space ships are called "the needle" and "the
wedge". The two space ships attempt shoot each other while trying not to
fall into the star in the center of the screen. The star in the center of the
screen is affected by gravity and is effectively a black hole that sucks up
space ships that get too close to it. The limits of the ships are the limited
number of missiles and the limited supple of fuel.
The game has five controls,
clockwise, counterclockwise rotation, thrust, fire and hyperspace. Hyperspace
is a feather that lets a player avoid missiles by reintroducing them into the
game space in a random location. [5] The risk of using the hyperspace button is
that your ships risks the possibility of exploding. The probability increases
with each use of hyperspace.
As of today, there is only on
working PDP-1, at the Computer
History Museum in Mountain View, California. It
took a team two full years of work to restore the computer and display, but now
Spacewar! is fully operational. [6]
[1]Markoff, John (June 3, 2006). "Alan
Kotok, 64, a Pioneer In Computer Video Games". The New York Times Company Staff. Retrieved November 1, 2012.
[2] "The origin of Spacewar", Creative Computing magazine, August 1981, J. M. Graetz, archived by
wheels.org. Retrieved November 1, 2012.
[3]Computer
History Museum. "Computer History Museum PDP-1
Restoration Project — Introduction". Retrieved November 1, 2012.
[5] The origin of Spacewar", Creative
Computing magazine, August 1981, J. M. Graetz,
archived by wheels.org. Retrieved November 1, 2012.
[6] "The Mouse That Roared: A
PDP-1 Celebration Event". Retrieved November 1, 2012.
Scholarly Post - Jon Bayens
In the past thirty years there has been an amazing leap in the graphics of games. Graphics have changed from very simple two-dimensional pixels on a screen into fully fledged high-polygonal three-dimensional models. One of the biggest pioneers in this journey has been the company Nintendo. Having released hundreds of games with many different characters at a glance a simple comparison in their appearance could be made; however, a much more interesting examination could be made about one of Nintendo's most iconic characters which have survived throughout the years: Mario.
Interestingly the character of Mario first appeared in a game entitled, Donkey Kong. This game featured Jumpman, who had yet to be named Mario, climbing a series of ladders which dodging barrels to attempt to saved the damsel in distress. Since then Mario has appeared in over fifty different games. Because of this long career Mario has become one of the most iconic game characters.
The creator behind this character is Shigeru Miyamoto. As a child living in a fairly rural region of Japan he was always exploring and experiencing the world in wonder. With this character and in his games he "has always tried to re-create his childhood wonderment." [1] It could be said that the success of Nintendo relied directly on the success of Miyamoto as he is "Nintendo's guiding spirit, its meal ticket." This directly places the character of Mario directly at the heart of the company.
Mario made his first three-dimensional appearance in Super Mario 64 for the Nintendo 64 console. This third dimension had previously never been known to the Mario franchise. It allowed the game to develop and play in an entirely new way. Mario could now spiral up the side of a tower or navigate a jumping maze in which objects and paths could move in the z-dimension. It also meant that Mario would need to be able to move in a more realistic manner to fit the three-dimensional space. This also meant that a decision had to be made by Miyamoto as to whether the camera would remain fixed or be freely controlled by the user.
In more recent times it seems that Mario may be on a bit of a decline with New Super Mario Bros. 2. With it having turned from a puzzle game into a " 'grind for coins' to reach a lofty goal" [2] type of game. It seems that the developers have stopped taking the risks that had previous made Mario the success he is today. According to Richard George "the game simply wasn't bold or brave enough." [3] Fortunately the Nintendo Wii counterpart of the game has proved to be much more fulfilling. It is "respectful of its heritage while adding numerous new ideas in what amounts to a fantastic mix." [4] The IGN reporter Richard George has claimed this to be one of the most anticipated titles for Nintendo's new Wii U.
Super Mario Bros (1985)
Wii U: New Super Mario Bros. U
Having been able to survive through so many years and so many games it is no wonder that Mario is one of the most recognized characters in video games today. Starting with his humble beginnings as Jumpman through flying through space in Super Mario Galaxy it appears that society will continue to see more of this super hero plumber for years to come.
1. Paumgarten, Nick "Shigeru Miyamoto, Nintendo's man behind Mario, The New Yorker," December 20, 2010. http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten (accessed November 4, 2012).
2. George, Richard "The Redemption of New Super Mario Bros. U," October 30, 2012. http://www.ign.com/articles/2012/10/30/the-redemption-of-new-super-mario-bros-u (accessed November 4, 2012).
3. Ibid.
4. Ibid.
Edited.
Interestingly the character of Mario first appeared in a game entitled, Donkey Kong. This game featured Jumpman, who had yet to be named Mario, climbing a series of ladders which dodging barrels to attempt to saved the damsel in distress. Since then Mario has appeared in over fifty different games. Because of this long career Mario has become one of the most iconic game characters.
The creator behind this character is Shigeru Miyamoto. As a child living in a fairly rural region of Japan he was always exploring and experiencing the world in wonder. With this character and in his games he "has always tried to re-create his childhood wonderment." [1] It could be said that the success of Nintendo relied directly on the success of Miyamoto as he is "Nintendo's guiding spirit, its meal ticket." This directly places the character of Mario directly at the heart of the company.
Mario made his first three-dimensional appearance in Super Mario 64 for the Nintendo 64 console. This third dimension had previously never been known to the Mario franchise. It allowed the game to develop and play in an entirely new way. Mario could now spiral up the side of a tower or navigate a jumping maze in which objects and paths could move in the z-dimension. It also meant that Mario would need to be able to move in a more realistic manner to fit the three-dimensional space. This also meant that a decision had to be made by Miyamoto as to whether the camera would remain fixed or be freely controlled by the user.
In more recent times it seems that Mario may be on a bit of a decline with New Super Mario Bros. 2. With it having turned from a puzzle game into a " 'grind for coins' to reach a lofty goal" [2] type of game. It seems that the developers have stopped taking the risks that had previous made Mario the success he is today. According to Richard George "the game simply wasn't bold or brave enough." [3] Fortunately the Nintendo Wii counterpart of the game has proved to be much more fulfilling. It is "respectful of its heritage while adding numerous new ideas in what amounts to a fantastic mix." [4] The IGN reporter Richard George has claimed this to be one of the most anticipated titles for Nintendo's new Wii U.
Having been able to survive through so many years and so many games it is no wonder that Mario is one of the most recognized characters in video games today. Starting with his humble beginnings as Jumpman through flying through space in Super Mario Galaxy it appears that society will continue to see more of this super hero plumber for years to come.
1. Paumgarten, Nick "Shigeru Miyamoto, Nintendo's man behind Mario, The New Yorker," December 20, 2010. http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten (accessed November 4, 2012).
2. George, Richard "The Redemption of New Super Mario Bros. U," October 30, 2012. http://www.ign.com/articles/2012/10/30/the-redemption-of-new-super-mario-bros-u (accessed November 4, 2012).
3. Ibid.
4. Ibid.
Edited.
Second Scholarly Post - Kahlani Hall (Revised)
Square Enix and the Rise of the Role-Playing Games
Square Enix is actually the
result of a merge from two rivaling companies. Founded in 1975, Enix was a
fairly successful publishing company. In 1986, they released Dragon Quest, which was created by Yuji
Horii. Released for the NES, it was different from other games of that time
because it called for players to become the character they were playing.
Through experience, the main character would become stronger, and turn from weakling to powerful. This contrasted to games such as Super Mario Bros.,
“because Mario was always the same Mario throughout the game[1]," as said by Chris Kohler in his book Power Up: How Japanese Video Games Gave the World an Extra Life. Sales
were low initially, however, Horii used his connections with the popular
manga-publishers Shonen Jump, including
the artwork of Akira Toriyama of Dr.
Slump and Dragonball fame, to
market his game. The Dragon Quest series, while not as popular in America, is the best-selling game series of all time in Japan, far outselling any of its competitors [2].
Square, also known as
Squaresoft in the United States, was a game development company that was
founded by Masashi Miyamoto in 1986. Within months, however, they were on the
verge of bankruptcy. Wishing to create
one last game, Hironobu Sakaguchi, the senior game designer for Square,
gathered every last bit of money remaining, and began to develop what would
later become the critically acclaimed Final
Fantasy series. Released in 1987, Final
Fantasy I combined Sakaguchi’s storytelling and world concepts, along with
the conceptual designs of freelance artist Yoshitaka Amano, and finally, the
emotional and melancholic melodies of Nobuo Uematsu, to create the franchise
that would temporarily save Square from the brink.
It goes without saying that
Japanese video games have had quite an impact on the development of the video
games of today. According to Chris Kohler in Power Up ,“Western games are now starting to dominate the charts,
but no one can dispute the profound effect that Japanese game creators have had
on our industry”. From Nintendo’s Super
Mario Bros. and Legend of Zelda,
to Namco’s Pac-Man, Japanese gaming
companies have been developing games that appeal to all ages and audiences.
Since the days of the arcade
games, many different genres have also begun developing. Arcade games and shooter
games had become mainstream successes thanks, but other genres, such as the
role-playing game, or RPG, were just beginning to gain popularity. RPGs are
typically very story-oriented, and have fantastical settings. Originating from
earlier pen and paper games such as Dungeons
and Dragons, RPGs require decision-making, as well as character development
through combat. Regarding the gameplay of RPGs, Shigeru Miyamoto of Nintendo
fame commented, “The RPG system works best for games with lots of dialogue, to
help bring about a writer’s voice, to bring a book to life. [1]” With that being
the case, one company in particular can be said to have been the reason for the
rise of the RPG.
Japanese powerhouse Square Enix
is a name synonymous with that of JRPGs (Japanese role-playing games). From Dragon Quest to Final Fantasy, Square Enix has given the video game industry many
games featuring epic storytelling elements, emotionally compelling musical compositions,
and breath-taking visuals that continue to astound.

Screenshot from Dragon Quest (1986)
Dragon Quest II Artwork (1987)
illustrated by Akira Toriyama

Final
Fantasy’s success stabilized Square for a while, and they continued
to create more games in the series, as well as other games outside the Final Fantasy franchise such as such as Chrono Trigger, Seiken Densetsu (known as the Mana
series in America), and Kingdom
Hearts, the last franchise Square would release before the merge. Unfortunately,
the release of Sakaguchi’s first feature-length computer-generated film Final Fantasy: The Spirits Within was
considered a failure at the box office, which set the company back again. An analysis of Square by Darryl Kaye states that the failure of Final Fantasy: The Spirits Within saw Square Co. announce what they deemed "extraordinary losses", of $115 million [3].
Along with Sakaguchi, there
are two other names that go hand in hand with the Final Fantasy series. Musical
composer Nobuo Uematsu has created the soundtracks for the first ten games in
the series. As requested by Sakaguchi, Uematsu created melancholic and
emotional music through use of synthesized versions of strings instruments and
woodwinds. Uematsu has been known to delve into several genres of music that
he’ll use for his scores, such as rock, ballads, techno, and world music. When
Squaresoft merged with Enix and moved to Shinjuku, Tokyo, Uematsu had to resign
as leading composer for the company, however he occasionally returns to
supervise the development of soundtracks for other games in the series.
Aerith's Theme, from Final Fantasy VII (1997)
composed by Nobuo Uematsu
Artistically in the visual aspect, Sakaguchi has looked to the
works of Yoshitaka Amano to implement his concepts and visuals. Noted for his
unique style of traditional Japanese ink brush work with a more contemporary
Art Noveau style, as noted by Philip Defina of Septagon Studios [4]. He was the
main conceptual designer up until Final
Fantasy VI’s release in 1994. He still returns to do promotional work and
design the Final Fantasy logos for
Square Enix however.
Artwork for Final Fantasy IV (1991) and Final Fantasy X (2002)
designed by Yoshitaka Amano
In April of 2003, after several
disagreements, Enix and Square finally merged to form Square Enix. Initially,
the newly formed company did not see the release of many titles, other than
several sequels for already established franchises. In 2004, they would receive
new management, and Japan and the world alike would see an explosion of new
titles from Square Enix, including more CGI films, and newer and older titles.
Video games have obviously come
a long way since its early beginnings. The role-playing game genre, originally
derived from tabletop games, has been known to feature games that are similar
to movies. Japanese gaming company Square Enix has mastered the development of
RPGs, and has continued to create games that are more like experiences, rather
than forms of entertainment.
Subscribe to:
Posts (Atom)