Sunday, 20 May 2012

SITTING BULL THE LEGEND

Creating something i haven't done before was no easy feat projecting history and culture into a model in Zbrush before I could begin I had to learn all I could about Sitting Bull the man who was a legend to his people a great North American Indian the story of the Lakota Chief and Holy Man, is excerpted from the book Indian Heroes and Great Chieftains. The exact birthdate of the Sitting Bull isn't known, although it is believed he was born sometime between 1831 and 1834. It is known that he was born on the Grand River in what is now known as South Dakota.

The Sioux called the area "Many Caches" which was a reference to the large number of food storage pits which had been dug in the area. Sitting Bull's childhood name wasn't Sitting Bull but "Hunkesni, which in Sioux means "slow." It was later as a adolescent after showing great bravery in battle against the Crow Indians that his father changed his name to "Tatanka-Iyotanka." In Sioux Tatanka-Iyotanka describes a buffalo bull that is sitting on its haunches that is immovable, or "Sitting Bull." After his renaming, Sitting Bull lived up to his name.

Sitting Bull had always been defiant where the United States Government was involved and as stated, worked to unite the northern plains Indians against the Federals. We was doing this in 1876, Custer's regiment had joined General Alfred H. Terry's troops whose task was to force the Sioux and Cheyenne Indians onto reservations.

As dawn broke upon the morning of June 25, 1876, Custer had separated from Terry's group and his scouts had found an Indian village in the valley along the Little Bighorn River. After hearing of this village Custer worked under the impression there were only 1,000 warriors. He also believed his 650 soldiers could capture the village easily. He found out differently during the attack when the 1,000 Indian warriors actually numbered over 2,000 and led by Chief Crazy Horse, Red Cloud and the medicine man Sitting Bull. In fact, this gathering of Sioux and Cheyenne warriors was probably the largest ever seen in history.

WORKFLOW progressing through multiple changes learning more about human autonomy helping me get better muscle tone. As i Progres further into my sculpture I needed to learn  moor about texturing to further my knowledge of UVtexturing.

 After marking out more UVs it helpful in realigning and keeping your textures straight in work process of retopology.






  After  retopology your new projection is ready for its hight detail, for your lowpoly model this then becomes new level I of your model, how much detail is projected  is up to you, the more detail you project the higher the low poly mesh will be. This Particular model had 4179 active points to get the detail I needed for this model I took the projection up 137,000 also keeping my lowest subdivision levels for this model.


In making  skin texture for this model I used skin layering technique from and accomplished sculptor  in  Zbrush SCOTT SPENCER which is a lovely technique of building up muscle bones and  fat to give it a good look .


Transposing was another tool I had to learn in zbrush and building a rig, the rate was not difficult thanks to the zspheres in zbrush it took  me some time to work out a rigging formula that worked for all models are different. The one that worked best for me looked most like the human skeleton.

 


Monday, 12 March 2012

creative process of a narrative story

My creative process:
The process of creating a narrative story started with the creation of my character mole rat, and this was the start of my narrative story pipeline. With the creation of my character, I knew I would have to learn several new programs to bring my narrative story to life in 3-D and key framing was probably one of the hardest things to master instead of doing all the key framing in maya, I had to learn motion builder, I would also have to use a sequence editor who is attached to maya called  play blast these two pieces of software would come in very handy for my narrative story sequence. (Example)


The second would be a story board  to set out me narrative pipelines to see were my characters would
stand and what they will be doing dance face off to rats going head to head with skill, this is were
motion builder help me a good deal you do not have to create IKs for your character for in the program creates ones for you making the presses a lot more less complex key framings is better as bar
sliders IKs play a big part of the key framing presses and all joints can be moved this inculds finger..

The Sony Corporation BA5

 The History of Sony.

The Sony Corporation Originally called (Tokyo Tsushin Kogyo) a Telecommunications Engineering Company’s roots go back over half a century to 1946 when it was founded by Masaru Ibuka and Akio Morita. 
In the devastated Japanese economy post war 1946 Ibuka and Morita began their living repairing
radios also manufacturing small number of test voltmeters whilst looking to the future development
in the design and manufacturing of new electronics.  [Sony make believe]


Their first electronic innovation was an automatic rice cooker the rice needed for the development of the electric rice cooker was procured by Shozaburo Tachikawa on the black market; to purchase rice on the black market, was a routine that continued for several years until the food supply situation improved, the rise cooker  had a short lived success.  [Report on Sony Corporation]

But it was the first innovations of which there would be a long history of, this still continue today.
They realised they needed to think on a global scale to cross cultural and language boarders in order to expand they business to the US and also later Europe. The consensus was they did not know what to do at first. To stay in business, they had to do something; first thing they had to think up a new name for their company as the name (TTK) was already being used by another company, so the name Sony was born.  [Sony make believe]

The name derives from the Latin word (sonus) which means sound, also from the English word sonny-boy. The name of the company was not officially changed to Sony Corporation until 1958. This new but untidy building was a place that they now could all work side by side incidentally it’s the same location as Sony Corporation today. [Report on Sony Corporation]



Key Moments.

In the 1949 Sony made their first prototype reel-to-reel tape recorder, and then launched it in 1950.
The G Type, When released, the product was viewed for government agency use, hence the name G Type; (G, for Government).
The long-fibre craft recording medium was actually paper ordered from the Todmorden Mills, a small settlement located in the Don River valley in Toronto, Ontario.


Onto the paper they dissolved magnetic powder was painted on to it. Users found the recorder really organized, with the recording controls on the front, and the transport system carrying handles
on both sides made the light unit of just 35 kg somewhat easier to carry.
In 1955 Sony makes landmark into entrainment with this transistor radio.
From 1955, when Totsuko first began using the Sony name, brand recognition had been slowly gaining much needed ground. [Reviews of Latest Sony Products]


The radio incorporates five of Sony’s transistors and is powered by four AA batteries.
The use of punched out aluminium speaker grill also marked a first to be made like this.
The way the grill fits into the case was partly inspired by an etched decorative plate dashboards of Lincoln automobiles of the day.  [Sony make believe]


Although the dial scale and Sony logo are modelled after previous products, the designers sought a completely new style in other respects, which led to a radio of unprecedented
size (89 x 140 x 38.5 mm) and shape. [Report on Sony Corporation]
In 1958, there was a boost to Sony transistor radio and its fame with the New York burglary. 4,000 Japanese Transistor Radios Stolen From Delmonico Warehouse. 

The name Sony was becoming synonymous with top quality in transistor radios. New York Times newspaper carried the bold headlines: "4,000 Japanese Transistor Radios Stolen from Delmonico Warehouse." According to the article, Delmonico's offices and warehouse were situated on a busy thoroughfare called the "Shopping Yard.

About 6 p.m., the thieves had broken in through an upstairs window, driven a truck up to the doors and loaded it with stolen goods. Moreover, the warehouse had been stacked high with other manufacturers' radios which were left untouched. The thieves had taken only 400 cartons, each containing ten TR-63s. The loss amounted to $100,000; needless to say it gave Sony a boost in sale as quality was only taken. [Reviews of Latest Sony Products]



In 1959 Sony started work on the world's first fully transistorized television, the design, including operation, features,  the size was optimized for portable entertainment every inch of the unit was used to maximum screen size in front.
The overall shape is uniformly rounded (even the CRT surface), clearly distinguishing it from larger family TV sets.
It was truly an invitation to enjoy with personal time watching TV.
This TV also introduced the signature style Sony logo, this TV was released in 1960.



In 1962 TV5-303 brought entertainment out of the home and straight into your car.
This popular "Mini TV" was the world's smallest and portable black and white TV.
Driving made a challenge for good picture quality, the flow of Current fluctuate when vehicles speeds up or slows down,  and reception had to be returned from place to place so a solution had to be found.



The solution was a pulse automatic gain control (AGC). For easier one-handed operation, this was not a good idea when driving to watch TV, but never the less it still went on to be a big hit.
In 1973 one of the key moments as Sony Corporation moves in to and establishes a place in the Spanish market in the same year they established in Paris, France market this is just a star for the Sony Corporation giants. [Reviews of Latest Sony Products]



In that same year the first in Sony's exclusive line of Trinitron colour TVs. This model KV-1310 offered twice the brightness of TVs using at that time, using conventional shadow mask tubes. This was a milestone product that establishing Sony's grand superiority in colour TVs.

Sony is pleased to receive the first Emmy ever to be awarded to the Sony giants and Japan this marked grate things to come for The Sony Corporation.
In 1979 was to be a grand year for Sony as they released the Walkman; the Sales team launched the
TPS-L2, the first stereo cassette player, Walkman is a Sony brand trade name originally used for portable audio cassette players.

Walkman introduced a change in the way people listen music; to carry their music with them enabling them to carry on doing everyday chores whilst they listen to music through lightweight headphones. [Reviews of Latest Sony Products]


In the early 1980s Sony HDVS was a range of high-definition video equipment developed supporting an early analog high-definition television system; that would be in use today. The line included professional video cameras, video monitors video editing systems.
Sony first wideband analog video HDTV demonstrated strong capable video camera, and monitors to video tape recorders.

In April 1981 type C videotape for analog recording was here Sony eventually released a digital record (The HDD-1000) that used digital signals between the machines, the HDVS brand and logo is still used by Sony today. [Report on Sony Corporation]


The first drama was shot using the HDVS professional video camera the film was (Julia and Julia) it was an Italian film in 1987 the first HDTV television show was CBC's (Chasing Rainbows) this was also shot using the HDVS system in 1988. [Sony make believe]


Play Station when to the 1991 Consumer Electronics Show. However, Nintendo realised that in the original contract, Sony would have had compete control over all CD-based game titles for system, and they secretly cancelled all plans Originally, Nintendo requested for Sony to develop a CD add on for the SNES. Sony announced the proposed product, dubbed the Play Station at the 1991 Consumer Electronics Show


The Sony Corporation had many more key moments between 1987 and the market in 1991also many more awards to add to their long and fruitful history, but on we must go.
The first PlayStation basically was a concept, which start phase was 1991. But in 1993 the PlayStation as it was known; Sony was working on it launched in Japan, and so it was on December 3, 1994. It launched also in North America September 9, 1995 and then in Europe on September 29, 1995.
The Sony age was here with cd games and home entertainment for all to enjoy.


This successful console was succeeded by the PlayStation 2 in 2000. The PlayStation 2 has become the most successful video game console of all time, selling over 150 million worldwide.
In 2005 PlayStation Portable the “PSP” Sony developed the Universal Media Disc “UMD” optical disc medium. Although Sony tried to push the “UMD” format for movies, some major-studio had support for the format which was cut back in spring 2006, some major-studio titles continue to be released on “UMD”Sony released the PlayStation 3, a high-definition console, in 2006. Whitch brings us up to the move me

Controllers

Game controllers as far back as Pong started out square with numbers sometimes with a stick. Controller are all basically the same, as time moved on controllers began to change shape became more curvy and sleek in design slowly adding stick controllers to the handsets which went from one hand to two, and as time moves forward to the present day controllers they began to get elongated like the first controllers made back in the 60s and with all the new wireless technology they all still have one thing in common we need buttons and sticks to control our games and maybe in the future there will be no call controllers just a pair of gloves. [Report on Sony Corporation]


Move.me - What is it, its reception, it’s potential.

The PlayStation Move is a multi-play system the eye camera has remained the same since 2007 and could really use slimming down process the move controller is sleek with Ping-Pong like globe at the end the navigation control like the wii nunchucks isn't required here but there are a lot of pieces to the puzzle on the other hand the connect sensor is a one and done it’s not the smallest piece of hardware and could be inconvenient to find a nice flat space to place but with its nice style and sleek design it also it reminds me a bit of the character Wall-E. [PlayStation. Blog Recap]

The system just seems to be plug_and_play but it’s not that easy you have to calibrate the controllers maybe for each game you play that would be a bit annoying calibrating controls on every game.
The connect has a very similar controls to set up and can be just as annoying maybe it could in cooperate some pre done calibrations like the Zboard for the PC which can be pre-set for each game.

It is safe to say the PlayStation two had a positive reception but putting this aside it would have been better released with a game in tow to show off its real potential game enthusiasts and hard-core gamers will like the sleek design of the move unlike the connect for the wii it will come into its own and its full potential will be realised. [PlayStation. Blog Recap]

Idea for applications.

I myself have been looking in to various applications for the move but one that intrigues me the most is its potential for helping one eyed people in seeing 3-D by reverse engineering the camera and somehow building it into the glasses so it projects to a second camera and back to the glasses the move already has potential depth perception and two main colours are needed to see 3-D blue and red but somewhere in the colour spectrum there must be colours that would work with the cameras and the glasses to enable one eyed people to see 3-D for the first time this would be an achievement for there are a vast amount of one eyed people, and for the person to crack this dilemma this application would have very many new and wonderful potential application.

It would not be an easy thing to create as the consensus says it can't be done but the word can't is not in the dictionary and said this about most things that were made throughout history so I'm sure that one day someone will crack this and make it a reality as with every other piece of hardware and software.

Conclusion

after reading about Sony's history seeing them go from strength to strength the awards that they achieved over several decades the amount of engineering that goes into making their electronics and how advanced they have become there is just no telling what the future will hold over the next few decades but one thing is sure Sony is here to stay and they will just go on creating high-tech gadgets for personal and everyday use within companies and within our homes.



Bibliography

bbc.co.uk. (2012,2011). Sony reports further losses as Thai floods hit sales. news business, 1,2,3,4.

blog.makezine.com. (2011). Sony's War on Makers, Hackers, and Innovators. Retrieved march monday, 2012, from blog.makezine.com: http://blog.makezine.com/2011/02/24/sonys-war-on-makers-hackers-and-innovators/

blog.us.playstation.com. (2012, march friday). Wrap Your Head Around PixelJunk 4am With This GDC Demonstration. USA: http://blog.us.playstation.com/2012/03/09/wrap-your-head-around-pixeljunk-4am-with-this-gdc-demonstration/.

c/net. (2007). Reviews of Latest Sony Products. Retrieved march monday, 2012, from c/net: http://reviews.cnet.co.uk/browse/sony/n-1z1243e/

Epps', S. R. (2011, august wednesday). Sony Tablet S: Innovation Won’t Insulate Product Strategists From Amazon-Economics. Sony Tablet S: Innovation Won’t Insulate Product Strategists From Amazon-Economics. uk: http://blogs.forrester.com/sarah_rotman_epps/11-08-31-sony_tablet_s_innovation_wont_insulate_product_strategists_from_amazon_economics.

eurogame.net. (2010). eurogame.net. Retrieved march monday, 2012, from eurogame.net: http://www.eurogamer.net/articles/digitalfoundry-playstation-move-tech-interview

Gallagher, J. (2011, september). PlayStation.Blog Recap. Sony Xperia Product Blog. uk: http://blog.eu.playstation.com/.

sony. (2012, september). sony make believe. Retrieved march monday, 2012, from sony: http://www.sony.co.uk/article/id/1060176719725

Ward, J. /. (2000). Report on Sony Corporation. Report on Sony Corporation. japan: http://stuff.mit.edu/afs/athena/course/15/15.249c/Sony.pdf.




Sunday, 27 November 2011

THE FIBONACCI SEQUENCE

The Fibonacci sequence
The Golden spiral should be created drawing circular arcs connecting the opposite corners of the squares in the Fibonacci multi square tiling. In fact, this should be considered an "approximate "golden spiral. As you can see here, the black spiral used on this drawing with a continues curvature, since the circular arcs give us some discontinuity perception. Anyway, this is to another rough approximation to a true golden logarithmic spiral using the illustrator Bezier curves.

The Rule of Thirds

Most standard-sized canvases have a length, the width ratio of between 1.2 and 1.4 to 1 somewhat shorter than the ideal golden ratio of 1.618: 1. A 12 x 16 canvas, for instance, is 1.33. 1. on these formats, the "sweet spot" (shown below in red) fall very close to the lines dividing the sides into thirds (shown in blue). This has led to a simplification of the golden ratio principle, known as the Rule of Thirds, which approximates the "sweet spot" by dividing each edge of the canvas into thirds.

I understand the Rule, a simplified version of the golden mean, where the frame is divided into nine sections and the points that naturally, attracts interest of the viewer, this is where the intersections is the lines that cross each other. I have struggled somewhat with the "sweet spot" because there seem to be so many different understandings of it.

The Fibonacci series can be found in flower petals, seed heads, and leaf and branch arrangements on trees, even fallen ones, and the spirals can be found in shells fossilized or living, even vegetables like cauliflower, on butterflies wings, dolphins, the solar system. The list is endless and can just about be applied to anything even the human body.

I appreciate that the balance of these compositions looks attractive, although there is a lot of room for me to improvement. I found the theory of the "sweet spot" quite a task to grasp, however, translating that information into a photograph I found a little easier. Generally though this has been the most enjoyable section for me as I like pictures, and I think that I have probably spent far too long looking at all the ones out there. (Knott, D. R.)



Bibliography
Knott, D. R. (1996/2011, March Tuesday).
maths.surrey.ac.uk. Retrieved November sunday, 2011, from Fibonacci Numbers and the "sweet spot" : http://www.maths.surrey.ac.uk/hosted-sites/R.Knott/Fibonacci/

5 Franchise

Predator (1987) franchise 1

A spacecraft enters one of the Earth's rainforests, jettisons an alien space pod, which descends to Central America to hunt. Later at an operation's base in Guatemala, a Covert-Ops U.S. Special Forces Unit, led by Major Alan Schaefer, nicknamed “Dutch” he is ordered to rescue a cabinet minister.

Dutch and his team are mercenary’s, freelance for hire. They meet a CIA agent “Dillon” he is an old-time friend of “Dutch." On their way to find the rebel base somewhere in the middle of the dense forest, where the cabinet minister is supposedly being held. “Dutch” and his team come across the remains of an American military unit, headed by another friend of “Dutch” and his team, “Jim Harper." 

All his units had been killed, and their skin was stripped from their bodies, left hanging upside-down in a tree.The whole film franchise was a hit with sci-fi fans, but the first in this series. Predator (1987) was most memorable, for the creature was not seen for a lot of the time in the film; he was mostly cloaked, with this cool device.

This franchise went on to make four more films Predator 2 (1990), Aliens vs. Predator (2004), Aliens vs. Predator: Requiem (2007), Predators (2010), being the last; followed by a list of novels, eleven in all.

Games also came out of the film franchise, there were thirty-eight officially licensed games across all major game consoles, and so for me this was most memorable. I played them, all, and I got much immersed in the games experience.



 
Alien (1979) franchise 2
This franchise also a big hit with sci-fi fans, it starts in space with the spaceship Nostromo, which wakes up all the crew from deep hyper sleep on their way back to earth. The ship is instructed to change cores after receiving an unknown signal from a derelict alien spacecraft.

The team lead by “sigourney weaver” Ellen Ripley enter the spaceship only to find they are not alone, the whole craft is filled with eggs from the aliens they objects, which releases a creature that attaches itself to the faces of their victims rendering them unconscious later, the creature which is classed as a “parasite”. 

They eventually die’s and fall off the face of the crewman, waking him up seemingly fine. Later it bursts out of the crewman’s chest and, after rapidly growing shedding its skin, then turning into an eight-foot creature, starts killing other members of the crew.

This franchise went on to make three more films, Aliens (1986), Alien 3 (1992), and Alien Resurrection (1997). There are also plans to make the film Prometheus in (2012), Filming began in March 2011, and Prometheus is scheduled to be released on June 8, 2012, directed by “Ridley Scott” one of the grates film directors of our time.

This franchise also is linked to the Predator franchise; followed by a list of novel, ten novels, which make it one of the biggest for films and games. I personally own all the films of Predator and Aliens on blue-ray and watch them all the time. 




 
Lord of the Rings (2001) 3

This franchise holds a very personal significant to me as my uncle “Billy Ike” sister “June Ike” married the son “Gabriel Tolkien” in 1952. They lived in Blackminster in Worcestershire, and his father “J. R. R. Tolkien” started writing his autobiography in the garden of Blackminster, which inspired him because of its dutiful settings.

I had a personal interview with “Billy Ike” he gave me grate insight to the grate man, but dew to its nature, unfortunately there is a lot of info that is personal, so I cannot use it. But his other son “John Tolkien” became a priest after completing a university degree; he is named “Farther John” and left a great deal of money to the church, plus they have a fully sign Edition of the books a gifted from  “J. R. R. Tolkien”, they were the very first books printed.

Lord of the Rings (2001) franchise Directed by “Peter Jackson” The Lord of the Rings is an epic film trilogy, based on the three-volume book of the same name by English author “J. R. R. Tolkien”. The films are The Fellowship of the Ring (2001), The Two Towers (2002) and The Return of the King (2003), a prequel is being made, The Hobbit: An Unexpected Journey is a two-part film is expected to 
be released "around Christmas" 2011.

The game franchise started in 1982 with the game” The Hobbit” relisted on Sinclair 48k zx Spectrum.  They then spanned over 29 years, to give some of the most loved games of their time.


Call of Duty (2003) franchise 4

Call of Duty was a game based on the Arena engine and was released in2003. The game was developed by Infinity Ward. Based on World War2, and simulates the infantry and combined arms warfare. In September 2004 an expansion pack, Call of Duty: United Offensive, both produced by Activision, was a stunning game, developed by Gary Matter. Interactive, Pi Studios made a lot of contributions to the game.

Call of Duty 2 is a first-person shooter video game and sequel to t Call of Duty. It was developed by Infinity Ward, also published by Activision. This game was also set during World War II and had the perspectives of the soldiers in the Red Army, British and United States Army. It was released in 2005 for PC, 2006 for Mac OS X and in November 2005 for the Xbox 360. Other versions of the game were made for smaller things like phones.

Call of Duty 3 was also set off World War 2, this first-person shooter and was the third Call of Duty video game in the series. Released in (2006) this new game was to follow, American, Canadian, British, and French Resistance and the Polish armies after D-Day, and was not to be developed by Infinity Ward. The new developed of the third Call of Duty was (Treyarch)

 
Call of Duty: World at War was the fifth game of the series, and returns again to World War II released in  June  (2008) it was confirmed that the title would be Call of Duty World at War and would be set in the Pacific and Eastern front. In North America on November (2008) and November (2008) in Europe, June (2009) World at War has sold over 11 million copies. 

They when on to make Call of Duty Black Ops, Call of Duty Modern Warfare, Call of Duty Modern Warfare two, and in (2011) Call of Duty Modern Warfare three, the fourth of the series sold over 13 million copies.

I myself have played every one in the series, and have enjoyed the games immersiveness, but the next time they make one in the Call of Duty series it would be better to come out of world war two, and then take it into a new age, there is only so many angel you can do for this time period.



 
James Bond (1982 franchise 5

This is one of the best loved franchises which spans an impressive 29 year, and still very much alive (James Bond) hold a very deep interest for me, and one I hopes never runs dry. Ian Fleming wrote a whole list of novels, and portrayed Bond as a more gritty character, and Daniel Craig is filling this part true to his form, but one of the most loved James Bonds has to be “Sir Sean Connery."  

If you ask anyone to name one old bond 9/10 they will say “Sean Connery."
The game franchise the James Bond video game series didn't really take off till the release of Goldeneye 007 in (1997), which I had myself on the Nintendo 64 and still have today and still play.

There were nine Canceled James Bond 007 video games in all, they consisted of, Octopus, a racing version of Goldeneye, Tomorrow Never Dies (The Mission Continues), The World Is Not Enough, 007 (Racing the Sequel), Phoenix Rising, Casino Royal, Goldeneye (Rogue Agent The Sequel), Risico.



Thursday, 17 November 2011

Fairy-tale games

Fairy tale games and what makes a fairy tale game, let's start with the name fairy tale the name doesn't automatically apply that there is fairy's in a game, so let's take a look at the name fairy tale. 

Where does it come from?

Fairy tale is a short narrative from the word folklore characters, such as fairies, goblins, elves, for a conversation of a fairy tale with other kinds of stories such as myths, legends and fables. However, only a small number of stories refer to fairies.

The stories may, nevertheless, stand out on their own from other folks narratives, such as legends (which readily invoker’s belief in something that may or may not have happened) and explicit moral tales, including beast's fables.

Fairy tales of old were originally intended for the adult audience as well as children, but were more associated with a childlike state, the definition that marked the works as fairy tales, should be taken as it differentiates between fairy tales and animal tales on the grounds that many tales contained both fantastic elements and creachers.

So fairy tale games invoke the imagination of unreal worlds and faraway lands of magical princesses, and giant Dragons a world without boundaries where anything can happen, where characters can be anything that your mind can conceive, from Glass Mountains to Ice Castles and mythical creatures, are all contained within fairy tale games.

Just that one word can conjure up a mind of ideas for games, the list could be endless. For example, most of today's games could be considered fairy tale games like the game crash bandicoot is a mythical creature, the game Lord of the rings, planet 51, the game Halo, to name but a few so anything with creatures that don't exist in a made-up game world that does not exist could all be considered fairy tale games places that dreams are made of.

Coherent World's VS Incoherent stories

Coherent worlds, to an understanding of what makes it coherent, to the characters that inhabit the world. To give its structure, but isn't structure of the world, the same as a characters structure. For example, character is the structure and structure is a character. One will not work without the other; four you must have main coherent story and coherent characters to have a coherent world. (Design, S.)

Characterization and true character the nature of the beast, and that the true character comes from within, this is true for characters within games. The true inner character is only realized when fraught with danger, or put into a situation where there may be no escape.

This is where the true character is found by giving it a sense of being or artificial intelligence almost; by the player taking on the personality of the characters in the story, when he is truly immersed within the game and its Coherent world. The only control is what we project from ourselves into our characters or coherent worlds, we have made. (Eladhari, C. A.)

The understanding of what makes it work. For what our players of games really looking for, to get so immersed in the story, with their true inner character, that they don't want to leave the world you have made. A story world so intense it takes your breath away; it gives you a world with purpose. This would be the next generation of coherent worlds and without a meaningful story will be far beyond our reach, for as players, we would be the characters within them.

When making a coherent world, there is always something missing from today’s games, a deep story line within the world, for in most games this is lost. For example, I have picked two games L.A. Noire, and Heavy Rain, to give what I am writing about meaning. I will start with heavy rain and the characters that inhabit this coherent world. (Costikyan, G.)

Quantic dream's Games Company, breaks new ground with a whole new genre with this action game; the world of heavy rain, with cinematic gaming you get to really dive into the characters you see through the eyes of the four main characters that are on their own unique missions within their coherent worlds, I will look at just three of them. Heavy Rain was set in Philadelphia, 2011. (Joel E. Fischer, I. L.)


Ethan Mars: the protagonist of the game, he has a wife and two children then later he becomes divorced and his younger son Sean is kidnapped by the origami killer the antagonist of the game, Ethan is suffering from deep depression, and a fear of crowds, and blackouts that last for several hours. “So far so good a deep story to draw in the player”. While at a park with Shaun, Ethan has another blackout, and wakes to find Shaun missing.

So when he blacked out and then wakes up, he not in the park, he is somewhere else in the city, it never shows you in the game how he gets to that point. Incoherent point one. Later he checks into motel to avoid the media. He receives a letter that directs him to a locker, and finds a shoebox containing a mobile phone, a handgun, and five origami figures.

The mobile from the shoebox instructs him to complete a set of trials written on each origami figure to display the lengths he is prepared to go to in order to save Shaun, with five trials increasing risk as they proceed, from subjecting himself to physical pain and electrocution, cutting off part of his finger, and killing a man, and drinking poison.

So from here I will explain why this does not work as a coherent world story. For example he is now checked into motel, so at this Point nobody knows where he is, so where did the letter come from under his door. Point two.

Apart from the Killer contacting him by the mobile phone he finds in the shoebox telling him to subject himself to all this pain, nowhere in the story does it state that killer can see him. Point four. So let's take one part of his tasks, cutting off part of his finger.

So he is presented with option A an option B, if he doesn't cut his finger his son dies, if he cuts off his finger his son lives. Now if the killer cannot see him, why not present in with option C, pretend to cut your finger off, this would make more sense and make it more coherent story, as it would be in the real world, because you just wouldn't do what someone tells you to do, it is against human nature to inflict harm on oneself, unless you are deeply disturbed.

So this is where the character in the coherent worlds intelligence and logic breakdown for him to have to make that irrational choice, and how does he know his son is still alive, hence chaos for the player playing the game, point five.

Scott Shelby: the classic Private eye and protagonist number two; he is also the antagonist of the game, he's is the origami killer. But in the game he has been on the hunt for the origami killer from long while, to get himself before he kills his next victim, so here's a classic Psycho character, so the game story world would be incoherent for him, because he is mad... Maybe giving the character 
Scott Shelby a few more subtle hints to the characters state of mind would of enhanced his background story.

Furthermore, visiting his old victims’ parents for information, to obtain several items that relate to him the Origami Killer, this was not apparent in the games unfolding story.
The character's whole story plot is; he’s the killer, collecting evidence and destroying it, also killing children to try to get their parents to do what his father couldn't do, to save their children.

The Origami Killer as a child, having lost his twin brother John in the same way he kills his victims, by drowning them in rain water. So he lives in a coherent world in a bad incoherent story. Point six.

Norman Jayden: The steely FBI agent protagonists number three. In the game, he has a pair of special glasses. He sees evidence with, on any surface; and on the ground; the whole story is set in a concrete jungle of Philadelphia, with persistent rain fall. It just would not work for real, as third is no evidence outside to find. The rain would wash it all away. This is where his story got incoherent for this character. Point seven.

Although the game heavy rain has done its best, giving you a coherent world, there are seven points of the game that are incoherent.  With the characters, they have multiple choices and possible endings, but they still lacked intelligence to make their characters since of a rational choice, as it would be in real life.

So this would always be the character's flaws. Illogical and irrational decisions making, this would not up to a point, help them on their quest within a really coherent world. Point eight.

Coherent worlds are structured in a way that they have to follow certain paths to function, and these parts are set by the creator to function in this way, same as the characters that inhabit them. Moreover, they can never be more than games.

For example, a game world or a character is given life with lines of well formulated code. This code is then translated via the computers' operating system to be the desired world. The same would go for characters, or any inhabitants of that world. So with this code in place the structure would be coherent in the very world that is formed around them; harmonious. (Design, S)

Now we come to game two, L.A. Noire both very similar games but worlds apart in story and coherent structure, which gives an outstanding all-round game and story performance.

L.A. Noire is set in Los Angeles in 1947 and challenges. Cole Phelps, controlling a Los Angeles Police Department, to solve a range of cases across five crime districts. Cole Phelps must investigate crime scenes for clues, follow up leads, and interrogate suspects, and the players' success at these activities will impact how much of the cases' stories are revealed.

As the title suggests, the game draws heavily from both plot and aesthetic elements stylistic films from the 1940s and the 1950s that shared visual often shot in black and white with low-key lighting giving it a touch of realism for this game period.

The game uses a distinctive style of coloring to give it that movie visual style of film, including an option to play it in black-and-white. The post-war setting is the backdrop for plot elements that reference the detective films of the 40s pushing elements of corruption and drugs, with a good jazz soundtrack.

As well as Depth of a newly developed technology for the film and video game industries called Motion Scan, where actors are recorded by surrounding cameras up to 32 at once, to capture the facial expressions, of every character from every possible angle. This technology is central to the game's intelligent, interrogation mechanic. Cole Phelps must question the suspects to get reactions to each questioning, put to them judge their reaction to whether they are lying or not.

The game takes place in Los Angeles in 1947, a city of glamour, where crime and corruption are in full swing. The player takes the role of Police Officer Cole Phelps, and as you progress through the game, he moved up to detective of homicide.

The game starts and following his career as he advances through the department and on to Traffic Homicide, on advancement through the department, this gets a new partner to help Cole Phelps on his investigations.

After each case, Cole Phelps will receive a rating of 1-5 stars depending on their investigation performance, for interrogations, and looking for clues. When looking at an area for clues to the crime, sometime Cole Phelps can also find newspapers, the newspaper gives access to a short cinematic clip that covers a part of the game this may be a flashback to Cole Phelps war memories.


The game is a blend of investigative elements of crime solving, and mysteries with fast-action sequences, including chasing suspects on foot to fast action car chases, with some good one-on-one fistfights but good old 1940s brawl, first-rate shootouts with suspects and villains with an addictive storyline.

Mole Phelps can work on optional side missions Street Crimes and robberies. Cole Phelps can travel on foot, as well as in various vehicles. Cole Phelps also has a good supply of detective clothing available to him. In addition, you will get four more down-loadable ones. The clothing he wears is equipped with special abilities, such as increased damage protection, and increased aim ability when firing a gun.

L.A. Noire takes place after the end of World War II, following Phelps as a detective who is haunted by his actions in the war. Phelps came upon a large cave that he suspected that it is holding Japanese soldiers, and he uses a flamethrower he borrows from another squad in order to clear it when the flamethrower showed up, he advanced upon the cave and burned it out.

Soon after the event, Phelps and his squad realized the cave was a makeshift hospital for innocent Japanese civilians. Moving on to become a private investigator for an insurance company called California Fire and Life, hoping to put the demons of the war to rest.

L.A. Noire has a lot more stories to offer, set in some good 1940s to 1950s backdrops at times fast paced a few weird twists that work very well. Everything about the game is coherent to the game characters that are in sync with the time period, and a vast improvement on heavy rain. 

Both games set in their worlds of law enforcement, and at the same time both very different. L.A. Noire takes the lead for its vast rooming environments, to its good stories and plots. Coherent, which means they gel, to be in sync with one another? Nevertheless, as I said from the start, they will never be more than games, who knows future games may vastly improve stories for both coherent characters and worlds, and Coherence is a powerful storytelling tool. (Project, T. G.)
 

Bibliography



Andrew's. (2011, November Wednesday). The Sword and Laser discussion. Retrieved November Monday, 2011, from good reads: http://www.goodreads.com/group/comments/4170.The_Sword_and_Laser?user_id=5610673-andrew

Costikyan, G. (2000/2001, January Friday). Where Stories End and Games Begin, 1.0. (G. Costikyan, Editor) Retrieved November Thursday, 2011, from gamnstry: http://www.costik.com/gamnstry.html

Dark, F. (2011, may Thursday). wayrun. Retrieved November Thursday, 2011, from is it possible for a fighting game to have a coherent story: http://8wayrun.com/threads/is-it-possible-for-a-fighting-game-to-have-a-coherent-story.7151/

Design, S. (2011, July Thursday). Using Details to Craft a Coherent Game World. Retrieved November Monday, 2011, from RGPWatch: http://www.rpgwatch.com/forums/showthread.php?t=14351

Eladhari, C. A. (2000). “Causal Normalisation: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games”. Retrieved November Tuesday, 2011, from PDF: http://www.tii.se/zerogame/pdfs/CausalNormalisation.pdf

Joel E. Fischer, I. L. (2006). Evaluation of Cross media Gaming Experiences in Epidemic Menace. Retrieved November Monday, 2011, from PDF: http://www.mrl.nott.ac.uk/~jef/Fischer,Lindt,Stenros07_EM_Evaluation_final_draft.pdf

Project, T. G. (2010, January). Game Research for Training and Entertainment. Retrieved November Monday, 2011, from PDF: http://gate.gameresearch.nl/UserFiles/File/control/Control_Magazine010110.pdf





 Coherent World follow up



With a rise in popularity of games such as RPGs, the roll-playing, 3rd and 1st person shooters across multiple and very distinct genres, there are many significant challenges in the creation of the believable world and for their inheritance of player characters to interact in ancient and modern time periods. Religions or to other world's types that may be different. However, creating a believable world, that is very important for players to get immersed into games. Especially in this modern age, people have come to expect a true and gritty realism of the post events of past years of this world. (Nutt, C) (dayrinni)

1 start deciding, whether your world will share make-believe, history or with really historical events. If it does share fax of history, decide where it will diverge, to extend from a common point or in different directions; and why, they are doing this.

2 your world will have Geography, which doesn't seem important at first, but it tends to be shaped over long periods of history. It will define the boundaries of your world. And what shapes the understand of its continuous challengers and changes in cultural and behavior of its people. To which city's folk may be seafaring or are they landlocked? Which people were the first to receive foreigners to their shores? And why are they there? (Weir, D)

4 Create your world Bible, with all the important events, historical facts and characters. Who are the biggest players, of your world when it was created? Alternatively, was it an alien race that just simply died out threw lack of intelligence. Creating style or naming your world. Will everyone have names like Gandalf or Strider? Alternatively, will they be named Smith, Jones and Tucker? What sort of life forms are they?

5 Then Decide who your characters are, that enter the world as players who will they be. Are they natives to this land or travellers from a distant one? Decide what sort of characters they meet, and who those characters are. Dos their actions help shape their history or culture? (iKiller)

6 decide on what their focus is, or what they believe in, within your world. Decide why each culture exists, and who the members are within the groups. Who are their leaders? What are their ambitions for their people, what rules will they follow? Creating big events in your world. Decide what big events will interact with your world and at what time. What these events will do and how they will shape your Earth?

A lot of people these days do not believe that better story will make for better games. In fact, that it will do the complete opposite. They are looking for better integrated stories that help the games along fast, so the action does not stop. (Andrew) (Costikyan, G)

 

Bibliography

Andrew. (2011, september sunday). The Sword and Laser The Sword and Laser discussion. Retrieved november munday, 2011, from goodreads: http://www.goodreads.com/topic/show/655231-games-as-storytelling
Costikyan, G. (2000/2001/2009, August 05 Wednesday). Where Stories End and Games Begin. Retrieved November 15 Tuesday, 2011, from http://www.costik.com/gamnstry.html
dayrinni. (2011, October Monday). What Makes A Good Game – Immersion. Retrieved November tuesday, 2011, from space secter: http://www.spacesector.com/blog/2011/10/what-makes-a-good-game-immersion/
iKiller. (2009, april 24). Top 5 Most Believable Game Worlds. Retrieved November Tuesday, 2011, from lurpin: http://www.lurpin.com/2009/04/24/top-5-most-believable-game-worlds/
Nutt, C. (2008, August 18th Monday). Building Believable Worlds: Yannis Mallat On Production At Ubisoft. Retrieved November Tuesday, 2011, from GAMASUTRA: http://www.gamasutra.com/view/feature/3763/building_believable_worlds_yannis_.php
Weir, D. (2011, November 11 Friday). CastleVille is Zynga's "Believable Fantasy World in a Social Space". Retrieved November Tuesday, 2011, from 7x7SF: http://www.7x7.com/tech-gadgets/castleville-zyngas-believable-fantasy-world-social-space