Aesthetic of flashing lights

Thanks to the influence of animation and Edward Tufte, in the design of my own games, I normally go with the judgement that visual contrast should match the relative importance of any object within the game. I’ve been trying to develop what is the exception going on in Hexagon, among others.

If you examine any single frame of Hexagon, it’s very clear and clean, black backround with strong silhouettes of the player’s triangle and the enclosing hexagons. There are fainter grey lines to show which pie segment of the game lines up. It’s only when you see it moving that you also get:
1) The spinning
2) The pulsing
3) The switching between red and yellow

These are all irrelevant to the simple gameplay itself, but they make up a big part of the visual look of the game. But in a sense, part of the gameplay is learning to see past the flashing lights and disorientation to what’s going on underneath.

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Idea I’m never going to implement

So this is an idea I’m never going to implement since it involves two things I’m not interested enough in to maintain it past the joke stage. So I’ll toss it out there in incomplete form.

It would be a Dragon Ball / Shōnen parody done in the form of a “social” game, at least using the energy systems of such.

The primary game system would be “challenges” which would last days or weeks. You and a computer opponent or another player would begin to fight, but you wouldn’t be able to win just by flat out punching one another. No, first you must charge up your Ki levels, using various moves that would power up different colours of Ki, would takes hours to execute, and would open up other moves within a move tree. Attacking would deplete both your and the opponent’s Ki in whatever configuration of colours, but in most cases, the more sensible strategy would be to execute a new energy-growing technique every 8 or 24 hours, depending upon the current weaknesses and strengths of your opponent’s Ki levels.

The name of the game would be either “So You Want a Challenge?” or “Over 9000.”

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Mistake to watch for

This game called Huebrix is a pretty nice puzzle game. The only thing I object to, is when I finish a level, it hangs for a fraction of a second before it shows you’re complete. I presume it must be running some sort of process to prove you’ve got the real solution or saving your progress, but it makes it the sort of anti-satisfaction. Through the level so far, everything has been responding promptly, and then on the final move, it responds just a little bit slower.

So a thing to watch for. Maybe to avoid it, have a half-second delay after the level is complete before you do all the extra work. It’s crucial the player gets reliable feedback.

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Software limitations

I’ve been bumping against software limitations recently.

OpenOffice Calc won’t import 13000 entries from a CSV file, so I had to use Base. And then Base doesn’t like handling Regex stuff.

If you use “Import Video Frames to Layers” in Photoshop, it will limit you to 500 frames, so I had to duplicate a video 20 times in AE to put 20 consecutive frames side-by-side.

It’s like people don’t even WANT me to push their software to the very limits.

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Science fiction and explanation

I’m going to touch again on my earlier post about Science Fiction’s enticing of present-tense curiosity.

I made passing reference to the opening scroll as something that is so often forced upon science fiction film, to its detriment. Science fiction can create a whole world that the audience isn’t familiar with, and out of fear that the audience will be unable to orient themselves, they provide a quick introduction to that world. But I think it’s often the equivalent of starting a murder mystery with an opening scroll that says, “The butler did it.” There’s some pleasure to be had in slowly learning about the world instead of having it all front-loaded for you.

Cory Doctorow wrote an article about an element of science-fiction movies that bothered him and used the Spider-Man reboot to illustrate it. It’s mostly about the superficiality of how the science gets done; the labs look more like theme parks than like places where actual research gets done. Spider-Man is super-hero fiction, which has different expectations than science fiction, but I think that ties into what I was talking about. You can’t entice present-tense curiosity about a world that only has a surface.

And one element he focuses on is much like the opening scroll I mentioned:

Parker steps into the atrium of the office building, a soaring multi-level lobby that is dominated by a fifty-foot-tall digital display on which a continuous loop of the Science Billionaire plays. Every 90 seconds or so, the Science Billionaire says words to the effect of ‘‘Welcome to Science Billionaire Co! I founded this with nothing but a wooden cart and a bushel of apples and a microscope. Now I am a Science Billionaire! And you are my minions! Welcome, I say, to Science Billionaire Tower, where the future of tomorrow begins today, as we advance Science through Scientific Means.’’ He winks out of existence for a merciful moment, and then he’s back again: ‘‘Welcome to Science Billionaire Co! I founded this with nothing….’’

This giant looping video exists for similar reasons that opening scrolls do. They want to immediately tell the audience what Oscorp is as soon as Parker enters the building. Cory’s objection is that they sacrifice realism to do so. But they do very similar things in movies that purport to be science fiction, which sacrifices the present-tense curiosity. (Super-hero fiction usually puts less emphasis on present-tense curiosity, {With some notable exceptions, such as Watchmen.} so neglecting that in favour of other priorities may be more forgivable.)

Further to the opening scroll, some science-fiction movies will use variations, like the opening talking head. Unlike the Oscorp talking head, it might be non-diegetic, or it might be material with a diegetic context, but which is presented to the audience outside of that context.

For examples:
The opening of Zardoz begins with Arthur Frayn in blackness, telling us some stuff that is a big deal, but given this movie is Zardoz, there’s still plenty of unexplained stuff left. It’s non-diegetic and he directly acknowledges that this is only a story. Even with that intro, Zardoz relies on the audience having some familiarity with dystopian fiction to keep up, I think.

Dune, depending upon what version you’re watching, either explains almost everything in exhaustive detail with pictures or Princess Irulan hilariously fading out, making you think it’s done, but no, she comes back to tell you a little bit more. Both are non-diegetic, but like Arthur Frayn, Princess Irulan stays in-character, except for the fact that there’s nobody in-world that would need all this explained to them.

Moon starts with a diegetic promotional video for Lunar Industries which explains what Sam Rockwell is doing on the moon, but still leaves room for present-tense curiosity about the nature of living and working on the moon.

The Aeon Flux movie begins with an opening scroll telling us about a disaster that lead to the world as it is. This was especially disappointing, since the Aeon Flux cartoons very much did not explain themselves.

Perhaps I should collect a list of intros to science fiction films, and make my own decisions as to how they helped or hurt the film.

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Vimeos Videos Vimeos Videos

I’ve been posting a lot of new things to Vimeo lately.

Biggest one is Pumpkin Sam Theories:

But I also put up some footage from games I made, another film transfer test and a compositing test.

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Laser Portraits

I made these with a long exposure and a barcode-scanner. I did not blind myself doing it.

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Art Film + Science Fiction film

First, from a post on the Groovy Age of Horror blog. I was struck by this quote from Aspects of the Novel by E. M. Forster:

We are all like Scheherazade’s husband, in that we want to know what happens next. That is universal and that is why the backbone of a novel has to be a story. Some of us want to know nothing else–there is nothing in us but primeval curiosity, and consequently our other literary judgments are ludicrous. And now the story can be defined. It is a narrative of events arranged in their time sequence–dinner coming after breakfast, Tuesday after Monday, decay after death, and so on. Qua story, it can only have one merit: that of making the audience want to know what happens next. And conversely it can only have one fault: that of making the audience not want to know what happens next. These are the only two criticisms that can be made on the story that is a story. It is the lowest and simplest of literary organisms.

More recently, on the Observations on film art blog, a post titled How to watch an art movie, reel 1.

Art-cinema narration is a lot like what we find in a mystery film, but we’re teased with clues about basic story action. Instead of who done it? we ask what are they doing?

And

I once wrote that “every film trains its spectator”–an idea that Jim Emerson put more pungently as “Any good movie–heck, even the occasional bad one–teaches you how to watch it.” Up to a point, we figure out the film’s characteristic stylistic and narrative strategies as it unrolls.

And two science fiction films I’ve recently watched. Prometheus and Beyond the Black Rainbow.

That should probably do for context of what I’m discussing.

My first proposal is: I think we have “primeval curiosity” not just about what happens next.

Suppose your hypothetical tribe of cavemen are gathered around the fire while Oog is talking about being chased by a tiger. Suppose Oog says he ran away and climbed a tree, and the tiger came to the base of the tree. Then it suddenly dropped dead. The “primeval curiosity” of those other cavemen is going to ask, “Why?” Why did the tiger suddenly die? That’s not a “what happened next?” question, but I think it is just as deeply ingrained. In stories, this is exemplified through the mystery.

Another curiosity, though this may be a less prominent one, is the drive to understand more about the world. Some part of your brain is going to be examining the tiger story for advice that will help you if you are chased by a tiger. But also, does it teach you something about tigers you didn’t know before, or about trees?

Science fiction plays on this last curiosity. A science fiction story can invent an entire world and then slowly reveal information about it. This is why Lord of the Rings, (Okay, I’ll blur science fiction and fantasy for the time being. Just roll with it.) comes with a map inside the front cover, and why they sell technical diagrams of all the Enterprise ships. Because the audience gains some pleasure from simply learning more about the world described in the stories, even when the presentation is shorn of all, “What happens next?”

I’ll return to How to watch an art movie:

But before we even get to these motifs, we notice that the filmmaker isn’t telling us who these characters are, or what their connection is to the woman we saw in the previous shot. We might assume that they’re a family, but a Hollywood film would tell us clearly and quickly (“Hi, Mom!” “Hi, honey. What are you and Dad reading?”). Here we have merely a possibility. A new guideline: A lot of exposition can be left to the imagination.

Those that complain about art film will say that, “nothing happens.” What this is, I think, is that the art film has given greater importance to the Understanding curiosity than to the What Happens Next curiosity.

So see here that science fiction and art film can both emphasize very similar storytelling mechanisms, even if the subject of that mechanism can in one case be, “What is the relationship of these people?” and in the other is, “What is the matrix?”

At least in theory they should have a lot in common. And literary science fiction often holds up to these standards. In practice, science fiction films often reign in this aspect. They reign it in too far, in my opinion.

Consider the opening scroll. You almost never see an opening scroll on any film other than science fiction and fantasy. (The one exception is historical fiction or non-fiction.) And often the things in the opening scroll are things that will be explained again in the film itself. I think the opening scroll almost never improves the film. Consider The Matrix. Would that have been a better movie if there had been an opening scroll that explained what the Matrix is? Of course not. Part of the pleasure of that movie is learning about the Matrix along with Neo.

Some people have complained about the amount of exposition in Inception. But I think because of this emphasis in science fiction, learning about the world is as much a part of the story as learning what happens next.

Beyond the Black Rainbow is a film I recently saw that tries to combine the art film with the science fiction film. It is sparse and late-coming with the explanations, no opening scroll. ( It opens with a video talking about the Arboria institute, but it’s not immediately apparent how the institute relates with the other action that follows. )

I also saw Prometheus. That begins in a way that lets the viewer determine the meaning of it. Later, it has a couple find star maps in a cave, and immediately cuts to a space ship. Okay, a straight-forward hook, they are obviously going where the maps lead them. But as quoted above, “every film trains its spectator.” And the film transforms into doing these much more conventional, spoon-feeding type of exposition and character introduction for all the people on the ship. Perhaps if it had retained the art film attitude throughout the film, it wouldn’t have been as problematic. Or maybe it was doomed by the extrinsic training of the entire science fiction film genre, which has shied away from the art film conventions because of the financial risk.

This might be why I love FLCL as much as I do. It does combine science fiction elements that it does not spoon-feed you, plus it handles the character relationships with the circumspection of an art film. ( With a dose of absurdist humour. )

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Slimy Things Did Crawl

This is my game I made for the Ludum Dare, called Slimy Things Did Crawl.

Note I have a newer version up here now.

It’s based on the theme of “Evolution” which includes the basic mechanics, that you’ve got to improve the movement of your creatures to beat the harder levels.

After talking to a friend who tried out the game, I’ve decided on tips I need to give:
1) You don’t need to get every single slime to the flag, and if you’re trying to train them, you only want the best ones.
2) You can hit escape to end a level if you can’t get any slimes to the flag.
3) You can push multiple buttons at the same time to combine them if a single button doesn’t do what you want.

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“What the hell am I supposed to do while they’re fractionating rat’s brains?”

I have Altered States on DVD. A lot of the attention for the movie is on the psychedelic hallucination sequences, but I also really love the dialogue. I may be the only one.

http://www.youtube.com/watch?v=4b8mUA5C8CQ&t=0m13s

It’s also part of a small sub-genre that so far consists of it, X the Man with X-ray Eyes, and The Mask. (The 3D one from 1960, not the one with Jim Carrey) They’re all sort of clearly doing an update of Frankenstein for the LSD age.

The dialogue from Altered States was written by Paddy Chayefsky. He apparently complained about the breakneck delivery, and the tendency of the actors to shout it at one another, but I kind of see why the actors and director went with that.

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