I’m telling y’all it’s sabotage!

In a post on JohnK’s blog where he was explaining the problems in “Canadian-style” animation, he said:

TOO MANY ANTICIPATIONS Every pose is connected with the next by an anticipation and overshoot. Every single one! No one ever just moves from one pose to the next easily. There is no variance in timing or posing.

This struck me, along with another post where he tells a story of a background artist who used the “Rule of 3” because “even numbers are symmetrical, odd numbers are more interesting.”

Both are examples where I can sort of see why someone would be attracted to these rules, but then they let those rules sabotage themselves by thinking, “If I follow this rule all the time without exception, then that will be the best animation possible.”

So the lesson is, I think, any time you think you’ve found a rule that will help you make great art (of any kind, not just animation) then you should immediately start thinking of the exceptions and variations on that rule. If you can’t think of any, you don’t really understand the rule.

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Good game visuals

Further to an earlier post where I criticized the visuals of an online chess game, I figured I’d post a couple games that do the visuals right.

Gamedesign.jp has a couple good examples to contrast with the chess game. For example, Race Game, Maze both have simple but clear graphics. The best example is Chat Noir. Little extraneous decoration, the visual emphasis of each object clearly matches its importance to the game:
1) Cat, darkest colour, complex shape, animated, one of a kind
2) Blocked circles, mid-range colour, repeating shape
3) Unblocked circles, lighter colour, repeating shape, plentiful

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Since ripping off Ferry Halim is in vogue right now…

I didn’t see the Olympic rip-off of Ferry Halim’s Winterbells but I did get to see this:
http://www.bannerblog.com.au/2008/04/offset_the_evil_panda.php

This also looks like a Winterbells clone. But some of the ways in which it differs serves to underline what was so good about Winterbells.

It has the same basic idea. In Winterbells, you control a rabbit that hops on bells, which disappear when you jump on them. In this banner ad, you control a panda that hops on rainbows.

Now, the panda game is being deliberately garish, with a bright pink panda while Ferry Halim makes a visually pleasing game, as usual. That’s the easy difference.

The game play difference is similar to the one I touched on the last time I wrote about Ferry Halim, when I was disappointed with the gameplay of The Crossing, and tried to explain why.

It’s game state flexibility, and the ability for player action to alter that game state. This is something that Winterbells does very well.

Note what happens every time you jump on a bell: The rabbit bounces off of the location of the bell, and the bell disappears. This changes the game state, now the rabbit is at a different height, and there is one less bell to jump on.

The panda game does the same thing. But then it fails on flexibility. Note that the spacing of the bells in Winterbells always places two bells within the reach of one jump. This means you have a choice. But the Panda game gives you one and only one rainbow. This means you never have any choice as to which rainbow to jump on.

I can see why they made this change. The play area, to fit advert size, had to be smaller. So they cut the number of bells in half. But it does have the consequence of removing all the flexibility from the game.

Consider this Orisinal example:
You can jump on bell A or bell B.
If you jump on A, you can jump on B or C.
If you jump on B, you can jump on C or D, or you can jump back onto A.
If you then jump back onto A, then the only bell in range is C.
If you jump on B, then C, and then back to A, you will have no more bells in reach.
So there you have examples of how your choices in the game can change your game state so you have anywhere between 0 and 3 options. So there’s a feedback loop, where one choice immediately influences what state you are in, which changes what choices are available to you.

The panda game, in contrast, provides you with one and only one choice at each stage of the game.

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Rats

Rat photos:

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Righteous indignation

Dear sirs. I would like to complain about the comic you ran in the paper today. I am afraid I must take offense at what it depicts.

Ziggy is wearing pants. This is atrocious, as it renders all the preceding Ziggy comics as lascivious in retrospect. I demand you issue an immediate recall on all papers featuring this comic, and refrain from ever drawing attention to Ziggy’s pantslessness again.

If you do not do this, I will cancel my subscription.

Good day.

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Graphic design of a chess game

This chess game is hard on the eyes. I think the transparency wasn’t really necessary. And the dominant visual element on the screen? This thing:

This thing doesn’t serve any purpose to the game, so why make it so prominent? Even the glare off the white squares of the board is higher contrast than the game pieces. Maybe, just maybe, the game pieces are more important than all this irrelevant decoration, and thus should be more visually prominent. I’ll just throw that idea out there.

They include shadows and reflections, which I guess is supposed to make it look more like a 3D object, but then mess up their perspective by about 40 percent:

Not a huge beef for me, but it kind of reminds me of the aesthetic that often crops up on the Photoshop disasters blog. The best way I can describe it is as collage that’s trying to hide the fact that it’s collage. Stuff like this or this will show what I’m talking about. Lots of shadows and reflections, but somehow they betray their 2D nature.

Now, some nice looks can be had by playing loose with what is 2D or 3D, but this ends up looking more sloppy than deliberate, which is inviting criticism if you call your game “Chess 3D.”

And those bishops are just stupid:

Added in 2012: Well it looks like they’ve updated the graphics and toned down the background by a lot. It’s still got something weird going on with those bishops, though.

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Differences between Canadian and American copyright

I came across this lately, through BoingBoing:
http://excesscopyright.blogspot.com/2007/11/canadas-copyright-law-is-stronger-and.html

Howard Knopf wrote a list of ways in which Canadian copyright law is more restrictive than the American, in response to recent rumblings that the U.S. is trying to press Canada into adopting American-style laws similar to the DMCA.

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There are 8 and only 8 mouth positions

I’m helping with an animated project. One thing that’s come up a few times when I mention this to people is they’ll mention drawing the 8 mouth positions needed for lip sync.

I’ve been reading John Kricfalusi’s blog and I haven’t seen him directly address the “8 mouth positions” but I’d bet he’s against it. I’ve also been watching FLCL, and I noticed that a not insignificant segment of the lip sync doesn’t bother with a full range of motion; the mouth just open and close. But they vary the facial expressions constantly, or have other things moving in the shot, or have strange poses, so it’s not boring.

So the consequence is that I think a lot of people overemphasize the “8 mouth positions” thing. I might try it, still, but it should not be used exclusively, and I don’t think realistic lip sync should be a very high priority in animation. I will post again about this once this project is done, and I’ve learned from my future mistakes.

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Video games as accomplishment simulator

Carrington Vanston posted about video games. This is similar to some thoughts I’ve had before. He says:

That’s the big lie of video games: the illusion of activity.

This is something that first occurred to me in the middle of some isometric RPG. I had gone through an ordeal to get the sword that was one level better than the sword I had previously. I was feeling quite proud of myself, but then it occurred to me that the only difference between the old sword and the new sword, physically, was three bits of memory. (There were 8 different swords in the game. 23=8) If my access to those bits weren’t restricted by the rules of the game, it would be a simple matter to change them.

Of course, I could say the same thing about chess, that I could just take the other player’s pieces off the board if I weren’t restricted by the rules of chess. But something about that deflated the fleeting sense of accomplishment I had from the game.

I think the addictive aspect of video games comes from an ability to instill an inflated sense of accomplishment. From primitive times, your brain is wired to enjoy gathering berries and hunting animals, and a lot of video games replicate those activities.

I won’t completely condemn video games, because of something similar to what Simon Cooke posts here about projecting yourself into the game mechanics. A game can create its own ways of observing and interacting with its simulated world, and you learn to accommodate that.

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Bond Villains

So on William Martell’s script secret site, he posted about Casino Royale. Some of what he says makes sense, but I’m going to dispute him on the need to be more clear and precise about the villain’s plan.

First up, I think this goes hand-in-hand with the idea of a more “realistic” Bond. You can’t very well have the villain hold Bond captive to give a powerpoint presentation about where the money will be spent.

Second, information is power. If MI6 knew what the money would be spent on, they would have two possible targets to attack. Martell says it himself, that Bond could either get back the money or cut the wires on the nuke, but misses the implication that having two options makes the money less important. As long as the villain’s plan for the money is nebulous, the money is Bond’s only hope of stopping him.

Third, the ending worked better for me than it did for him. When Le Chiffe’s employers come in and shoot him, it’s so pat and anti-climactic that I knew that wasn’t the end of it. Bond had spent so much of this movie being beaten down that during the scenes where he’s lounging around in a terrycloth robe, I was anticipating the other shoe to drop. Also, it served as a clear reminder that there are people that Le Chiffre was scared of. It was like the Final Fantasy moment where you kill the boss, only to have an uber-boss spring from his corpse.

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