Friday 10 October 2014

Unit 1 - Task 1a - Josh

Unit 1 - Zac Argo
Task 1a
What particular pre-production requirements will you need for Wayne's maze game?

Finance:

Wayne's Maze game is a project for College so all the facilities I use are free to me. 

However if I was to create the game the software and hardware I'd have to use would be quite expensive, probably costing upwards of £1000, and to a student that's a lot of money. If I bear in mind that this is a solo project therefore I only have to worry about myself then I do not have to take into account salaries and such. 
If I was to create a state of the art maze game then I'd have to consider hiring a small team (to create sounds, help with coding, artwork etc.) This would be fairly expensive to somebody like me although if it was a group project with friends then it would only take our time and wouldn't cost much. 

 Time:

As it is a class project I am working on a deadline otherwise I'd fail the course. Time management is still important though for example I'd have to balance out playing games with going out with friends with designing/creating my game. 
If this was a project for the market I'd have loose deadlines depending on if it was a solo project or a team project for a company.
 If I was working on my own I could release the game whenever I felt it was done and ready.
On the other hand if I was working for a games company then I'd have to get my part of the project done by a certain time and date, much like college.

Personnel:

As this is a project assigned to me and for me only to work on it means I have to be the one to create every part of the game.
If it was a team project however I'd have to distribute the workload evenly and could bring someone in for parts of the project that aren't my strong point (such as artwork/concept art). 
The pros to this is that I don't have to pay anyone a wage and I can be proud of my work because I know I've done every aspect of the game.

Facilities:

The facilities I have access to are those at college and at home, things such as "Game Maker" and "Photoshop". Photoshop for example is a very expensive piece of software and if I had to buy 5-10 copies of this I'd be bankrupt. This is an advantage of working alone, it means I don't have to provide for other people and in turn save a lot of money.
If I was working in a small team that I was the leader of it'd mean I'd have to facilitate for everybody (software, hardware, facilities) and would be quite expensive. This is why you don't often see small indie game companies with a headquarters, it's too costly and not worth it in the long run, most small indie game groups are a group of friends who thought it'd be a fun idea to do.

Materials:

I'd have to make my own materials considering that it's my game and it's what I've been asked to do. This means I'd have to create my own sounds, sprites, logos etc.. 
If i was working in a team however I could employ people to do the jobs I'm not great just to further improve my project. 
The sprites/logo would be created in Photoshop and the game itself in Game Maker, both are provided. Sounds I can get from free sound libraries, free of charge and no copyright laws, if I don't manage to create them myself.

Contributors:

As I don't know many famous people there's no personalities that could contribute towards my project. I could create a kickstarter project if I needed money for any materials or facilities for my game but as everything is provided for I do not need to. As this is a solo project nobody could work on my game for me however I could seek advice from a professional who could give me lessons on how to do certain things if I was stuck and did not know how to do an aspect of my game. 
As I'm not a musician and don't know how to make music I could get free music from sound libraries, alternatively I could ask permission to use peoples music that way I'm not going to get prosecuted.


Locations:

In a maze game where the view is top down it's harder to create an environment that people would recognize although it's not impossible. For example I could add iconic structures (Eiffel Tower, Statue of Liberty, Uluru etc.) but it'd be very hard to create an environment that people would recognize where there aren't many iconic structures such as Leicester.



Codes of practice and regulation:

I need to be wary of copying somebody's idea even if I do not know that it exists or not. I am going to create all artwork by myself so I cannot be sued for stealing somebody's artwork. I wouldn't want to create a project where half of the work is stolen as it doesn't give me any confidence in my ability to make games and also it could land me in a lot of trouble. 
All game genres have the same basis (Maze games are figuring out a way to the exit and getting the goal at the end of the level essentially) however the plot, artwork, intro, music etc. can't be the same as somebody else's work, it's got to be original.



























Unit 1 - What is pre-production - Josh

Unit 1 - Zac Argo
What is pre-production?


Pre-production is the preparation e.g research, finance, time and locations. 

Finance:

To create a professional, high quality game you’re going to need money and therefore a budget. You’re going to need to be able to pay for things such as crew, materials, facility hire and equipment. Distributors tend to give game companies money to get started however you have to remember that you must keep them updated with all the progress of the game. Distributors always give you deadlines so you must be always on time. You will depending on the strength of the game if you miss a deadline the distributor will either extend it or scrap the project. You always have to pay the money back so you would have to work out a payment scheme. Another good way to get money is sites such as “kickstarter” this is where the general public essentially donate (invest) money to you, usually you offer them an early trial (beta) of the game or something special in game when it’s released.
It is important to accumulate how much you're going to spend on the game so you know how much you're going to sell the game at (if at all). Indie games tend to be free as they only require a small team to make and a lot of the developers do it for fun. Big games companies however with huge amounts of manpower need to pay people salaries therefore need to sell their games (often at a hefty price). The advantage of this is if your game is a series game (Battlefield series, Call of Duty series, Fifa series) then you know you have guarenteed buyers of the game whom often don't care about the game - they just want to play it. 

Time:

As I previously mentioned if distributors loan you money they often expect you to work by deadlines for example they’d want certain sections/levels completed by a certain date. Deadlines create a target for the team to work around allowing them to plan how much they have to work each day. If someone fails to meet their objective it could seriously jeopardize the project and lead to the individual being sacked. If you create a schedule it eliminates people getting confused and working on the same thing it also allows the workload to be spread evenly.

Personnel:

You will need to estimate how many bodies it would take to complete your project, the size of your team will affect how much money you will need (salary). Your skills will affect who you choose to employ and in the end effect how well the game turns out. You will need skills to choose who you think is the best at the particular job. It isn’t a bad idea either to employ an apprentice (if there’s time). This is because they can be trained by a skilled employee and you don’t have to pay them as much in terms of salary. 

Facilities:

You will need the right facilities for your game to ensure that the end product is the best that it can possibly be. For example you would want the best equipment you could get your hands on like photoshop for example. Not only is it software though. Hardware is also important you would need good graphics card to handle the software. Peripherals are important too, artists would need to have a pad to create sprites/concept art. 
Furthermore you’ll need to find a suitable working space and environment, too big and it will be a waste of money that could have been spend on other things. Too small and the workspace would be too cramped and wouldn’t be comfortable for the workers.
You’ll need to consider the cost of using facilities and add that into your financial plan.
You can add things into your workspace to cater your game for example green screens; green screens are a great way to add certain visuals into a game where otherwise would be impossible. Another example of this would be a studio where you can create your own sounds for your game. Another advantage of a studio is you don't have to travel anywhere instead you could hire someone to come to your facility and record sounds inhouse.
Outsourcing is a way of adding something to your game which you couldn't of had before. Outsourcing is basically temporarily "borrowing" somebody from another company to come and do work for you (not always another company, they can be free agents too). This can be quite costly, however the money that you could make would outweigh the cost.

Materials:

Materials are things such as sounds, sprites, artwork etc.
A plan needs to be made which discusses what materials are needed and how you’re going to acquire them. Suppliers are a good way to get materials however the big guys are often expensive, so you have if you buy from a large company only get what’s essential so you don’t go over your budget. You need to be organized in terms of how you’re going to get the materials and how much you’re going to spend on materials. Some people may find that they will get better value for their money with smaller companies compared to the big cheeses. 
You want to acquire materials efficiently meaning that you don’t want to spend too much time acquiring them and you want to get them for as cheap as you can. It would be advisable that you’d make a priority list so harder to find materials are at the top of list. The most efficient way to find materials is to research on the internet and more often than not you can find deals for the materials that you want. For example sound libraries which allow you to download free music and sounds to use. This is efficient because it’s free and you don’t have to spend time getting sounds together meaning you can work on other aspects of the project.

   Contributors:

As I mentioned in Finance there are many ways to get money for games. One of the ways I didn’t talk about was sponsoring. A sponsor can agree to fund you for your project if you advertise their product in your game. This is called product placement and it is a good way to get money for your project at the prices of placing their product in your game.
Contributing doesn’t always have to be money however, having a known talent contribute (work for you) can be a great help within the quality of the game. They can use their expertise to help the team or just improve a certain section of your game.
Celebrity personalities would help promote the game (also makes "hype" meaning future players of the game will be excited to see the celebrities in-game character). An example of this is Ricky Gervais appearing in the game "Grand Theft Auto IV". Adding a celebrity guest to your game would make more people interested in the game and create word-of-mouth which would create 'hype' around the game and make people intrigued (sometimes they wonder if it's just speculation. All publicity is good publicity though). Celebrities can also promote the game via social media such as Twitter and Facebook for example making a Tweet like "Check out this new game I made an appearence in"

Locations:

Locations are another good way to make people interested in your game, places that are instantly recognisable will make people think "Hey I've been there I'm gonna buy it to see if it's how it is in real life" and in turn selling more copies of your game. "Grand Theft Auto: San Andreas" is a great example of this. It is located in the state of "San Andreas". Whilst the state San Andreas is fictional, it is based on sections of Nevada and California. It's 3 major cities Los Santos (Los Angeles), San Fierro (San Francisco) and Las Venturas (Las Vegas), immediately this would make people living in them states intrigued and want to buy the game or atleast read more about it and spread the word. It is quite smart to do this as it can work the other way, "I've never been there I'd like to see what it looks like". There's only two types of people, people who've been there and people who haven't therefore it applies to everybody.
Also it can save on production time as you don't have to get employees to draft out a brand new city instead you could copy an already existing city and add things to it as you please (I'm sure there's not that many strip clubs in Los Angeles).


Codes of practice and regulation:

Codes of practice and regulations are there to ensure you're not stealing peoples work and they're not stealing yours. The practices include copyright, regulations, ethics, trademarks and rules.
Copyright is there to protect the creator/owner of the works work, it also allows then to have exclusive rights to the piece and if anybody was to copy/steal a copyrighted peice they'd be prosecuted and sued. This is important because it means you have to be very careful of what you're doing so you're not going to get prosecuted for any of your work, something like this could jeopardize your whole project.
Trademarks are words, logos, symbols or phrases (Ex: Nike, Adidas, Riot Games etc.). These logos and phrases often represent a company, the protection of this is important because it makes sure your company logo is unique and easily recognizable.
Ethics ensures that the game you're making is morally correct and doesn't offend or single out certain types/races of people. The most controversial sequence in a game is the "Call of Duty: Modern Warfare 2" scene called "No Russia". In which you have the option to murder hundreds of civilians in an airport. This was taken to court and Infinity Ward argued the point that you don't to kill anybody it's an option you have. I agree with their sentiment but I can see why certain people got upset over this, however not once does it say "kill everybody" - only implications are given. The importance of ethical decisions in games is that you don't want to anger everybody. If you do this no one would want to buy your game, I feel the "No Russia" scene is borderline on ethically wrong but it doesn't tell you to do anything. Whereas if something was outright racist or there only to witch hunt certain groups/ethnic minorities then that's totally wrong and should not happen.
All of these rules and regulations are important to understand and obide by because it could mean your whole project falling apart meaning thousands of pounds and hours lost for something that could have so easily been avoided if the right attention was payed. Gaming companies are serious businesses and should be treated as so. 

Tuesday 16 September 2014

Games Design Weeks 1 - Ethics - Impact of computer games on society

Ethics

Impact of computer games on society

Games in society:


Concerns such as excess playing time:

Parents are going to worry about their children no matter what they do; if they go out too much they'll be worried that they might try gateway drugs and start smoking, if they don't go out enough they'll worry that they're addicted to games and may develop antisocial behaviour. 

In 2009 a Father let his toddler starve to death because he forgot about it - 

"
The jobless 22-year-old father, who is called Chung, allegedly played for over a week and only broke off from his computer every few days to return to feed the tot.
He arrived back last month to find the home alone toddler dead at their apartment in South Korea"





This is a rare case where his addiction got out of hand and it distorted his reality so far as to where he forgot about his own baby. I don't think anybody who grew up in society and managed gaming with the real world would ever let it happen. Even people who spend all day and night on the internet have ethics. I think that a lot of older beings don't understand that we're different generations. Children nowadays have electronical equipment shoved in their faces from a young age. I know children as young as 4 more competent on an iPad than my Father. It's ludicrous to blame children for playing an excessive amounts of games in the times we live in - it's the most efficient way to learn. People vary in the things that they enjoy doing, while one person might read 12 hours a day whereas the other might play games for 12 hours a day. 

The media tries to butcher the minds of parents even though it was always inevitable it was going to happen. Children like interactivity, reading isn't as interactive as catching a PokeMon. In reality it was inevitable that children were always going to favour games.




Social Isolation:


Many people depict a "gamer" as an isolated human being slumped in a room whom struggle with interacting with other human beings that aren't like them. Though the first part may be true, I personally play with up to 6 in real life friends at one time these are friends I've known since secondary school we enjoy each others company and spend time on games, when we get bored of games we'll meet up and go round one-and-other's houses. I think it's very unfair to generalize people, especially gamers. However people are diverse and everyone differs from others whilst I enjoy playing games I understand when it's too much and can separate myself from the game, whereas others may not be able to do this.

Games make people feel in control, people who have had traumatic childhoods enjoy being able to control 'their own little world' so to speak. I'm not saying these types of people are the only people who are addicted to games, many people just enjoy playing the game for a sense of achievement or just for fun.




Cost:
 


Depending on the games you play gaming can be surprisingly cheap for example the popular MOBA "League of Legends" is a free game, and this game is the most played PC game of all time. The game relies on micro-transactions (Buying things in game: skins, xp boosts, riot points). While you can buy things absolutely NOTHING you can buy will give you an advantage in game. However to build a PC that is capable of running the game is quite costly costing anything from £500-£2000 which is why a lot of kids and early teenagers tend to have consoles rather than a PC. Consoles are a lot easier to set up and a lot cheaper, furthermore a lot of that age group has one so it makes sense to get what your friends have so you can play with them.



Separation from reality:

As previously mentioned people that have had a traumatic child experience often want to be in control of their life and playing games allow them to be in control of what happens all of the time instead of being sporadic like life often is. Playing games can give them a sense of motivation and achievement. In this day and age when you're young games and technology is shoved in your face from a very young age so people playing games is on the rise and always will be.