Archive | January 2012

A month of Dan: January 2012

I’m going to do something different at the end of each month. Since most people know me from this site and blog, I’m going to try to put together a list of the various other places you can find my work.

Nightmare Mode

This is a very exciting opportunity for me. For the first time EVER, I was asked to write somewhere else. Very cool. (Thank you again to the editors over there! I don’t care if you keep telling me not to thank you again, I’m doing it anyway.) There’s good stuff there and, as I’ve come to learn, some very dedicated people trying to transmute their passion for video games into writing every week. Be sure to check out the other pieces there and even — hint, hint — subscribe to their RSS feed.

My first “column” started with The Silent Sisters of Dragon Age and continued, roughly a week later, with Midgar of Final Fantasy VII. My plan is to keep up with the series and to put out about three every month. Not quite weekly, but it’s at a pace I can keep up with while I balance my jobs and classes.

Game-A-Month 2012

I mentioned way back at the beginning of the month that I was going to try to put out a game per month in 2012. I’ve started to do that. You can find the first one here. (Before you tell me about it, I know there is a major bug. I’ve written about it some in my own postmortem on it.)

If you were wondering why I’ve stepped back from writing several posts a week here, that’s why. I’ve been investing, most days, about an hour a night into putting together a Flash game. For the first half of the year, I’m going to stick to using the Flixel ActionScript 3 library. Depending on my schedule later in the year, I might try to put together an indie game for XBLA too. (I technically still have a XNA Developer account.)

By the way, if there are pixel artists out there reading this, please e-mail me. I need help with my art. I can’t pay you anything, but will gladly promote your work on Twitter, Google+, this blog and to anyone who is looking for an artist. I’ve got some help lined up for February’s game, but have several games already planned out. I would be glad to outline the work needed for any upcoming games to any interested parties.

Audio

The Video Games and Human Values Initiative has been playing around with the idea of trying to record the audio from their symposiums each month and turn it into a podcast. I’ve recently been working with them toward this goal. (If you didn’t know, from March 2010 until August 2011, I was the co-host of a podcast that ran 50 episodes. I have some experience with audio editing, hosting solutions and organizing podcast schedules.)

I’m also going to be really sneaky here and just mention that I’ve begun to work on my own secret interview project. Just a few days ago, I purchased a domain name and have been putting together a website. Once I have more of it worked out, I will start to share more details. For right now, all I’m going to say is that it will probably be a limited run audio project featuring interviews from a number of people about a single topic. I hope to air it starting in April.

Yes, I stay busy.

One soldier in a war

[This post is part of January's Blogs of the Round Table topic "Being Other."]

If video games have taught me anything, it’s that my life matters. It worth is so great, in fact, that it outweighs everything and everyone around me. If I die, or are even wounded in some cases, the game comes to an end. The world stops when I do. My view, the camera that looks into this alien landscape, is all I have. It’s how I communicate with others in this world. But it’s more than a single point of view, it’s the only one that matters.

First-person perspective games fascinate me in this respect. With the third-person view, I can differentiate myself from the character. I am watching someone else. I might be helping them along or even outright controlling them, but there is always a separation between me, the player, and me, the character. I don’t have that with the first-person perspective. I’m not just controlling another person on the screen, I am the other person. I am the other and also me.

And we do not always agree.

This might be way I am so bad at games with first-person perspective. The role I am playing is one, in most games, of action. I should be running away or toward some objective. (And a gun is nearly always needed when running.) Not me though. I want to stop. I want to look at the trees. I want to ponder the bushes and the butterflies. I want to wonder at the world. Everything is new and different and I, the player, want to drink it all in and see the small stories that signs, people and even the subtle placements of objects might tell.

I know that, often unlike the real world, everything is placed for a reason. Games are a designed product. They are constructed, planned and produced from anywhere from a team of hundreds to just a single person. Everything has meaning, even if little overt thought was put into its placement. Everything is there to be read and I want, as an amateur writer and designer myself, to see if I can figure out the reasons why.

Screenshot from Call of Duty 4: Modern Warfare

"Hello, little one. How did you get here?"

Today, instead of running-and-gunning, I watched a butterfly. And, as I did, another man died.

I would make a poor soldier. Call of Duty 4: Modern Warfare showed me that. Stepping away from the fact that I dislike guns, strict hierarchies and violence in most forms, I get distracted easily. I was supposed to be following my teammates. We were storming some village looking for… someone.

I wasn’t paying attention to the loading screens. I will admit that. We were trying to kill some people and I had a gun. Anything more than those simple facts didn’t matter a great deal. Some people were going to shoot at me and I was to shoot them before they shot us. My Duty didn’t extend to much more than that.

I followed them. I went where I was told. When called, I came over. I waited for them, despite being superior officers in nearly all cases, to open the various doors for me. We worked as a unit and moved from place to place together.

Then I saw the butterfly. A butterfly. Huh.

We diverged then. The soldier part of me was yelling to keep going, to follow the teammates and to not lose sight of the objective. I was to keep low and, above all else, to keep shooting at The Bad Guys. Yet, the player part of me intervened: “Look,” that part said, “think about why a butterfly would be in this game. It make no sense.”

I stood there, as the picture shows, with my gun pointed at the tree hoping the butterfly would come back out. I wanted to know why a butterfly would be in this game. I began to think about the bushes, the light and the arrangement. Was I supposed to ponder these things? Why would they be placed in this designed way unless for a reason? If the game was telling me, through dialogue, that I as to keep on going, yet had butterflies and moths around a light, was I to look and think about them too? Did they matter at all?

As I pondered all this over, my teammate died.

We fought about what to do next. The soldier part wanted to storm the field, to take out the bastards that dared to take down my friend. We were elite warriors standing in some god-forsaken country. Some common soldier took my comrade out? Oh, hell no! I was going to rain bullets down on all these fools. I was going to take them all out and then carry my buddy’s body to safety. If they wanted a battle, I was going to give them a war.

Yet, the player knew more. I knew what to do. It wasn’t about killing them, silencing their shots with my own. That was not the answer here. If I wanted to bring back this fallen warrior, I needed something different. I had to think outside the game world and to remember, above all else, that the player has a power that the characters do not have: only my life matters.

If I were to run out into the bullets, I could save him. If I willing put my life on the line for others, I could bring everything back and possibly save us all. All I needed to do was find some soldiers and shoot at them. They would turn, I would die and others would live again. When I stop, I knew, the world stops too. Only I matter.

We went through the battle a second time. I didn’t see the butterfly again. My team survived.

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