Tuesday, March 12, 2013

Technology in Video Game Entertainment (part 2)


 Applications of form outside light entertainment


As computers began to evolve into more complex systems for entertainment, software engineers and developers began to see the applications of computers and consoles beyond mere entertainment applications. Graphically these tools seem well suited for simulation and training.

Perhaps the most well known is Microsoft Flight Simulator which depicted a realistic approximation of the plane flying experience right down to the detail of instrumentation and weather conditions. This program represented a shift in the more conventional thinking of computer gaming as escapism and entertainment and introduced the notion that complex simulations of real world situations could be replicated on the computer (and by association console play as well). Flight simulator was created by former Hughes aircraft designer and software designer Bruce  Artwick. While working for Digital Computer Labs he honed his skills as a talented software programmer. Ultimately, he formed the computer software development company SubLOGIC after discovering that several user were interested in his ideas of computerized simulations that he had published in several technical magazines(6). In January 1979 the first iteration of Flight Simulator was released on the Apple II. It was an instant success and was one of entertainment programs for the IBM PC. In 1982 it was the top software seller for apple.(6)


Real –life simulations became the next logical step of digital enetrtainment evolution. The earliest and to this day most popular off shoot of the real world simulation is the Sim series. These unusual computer games which included SimCity and the Sims allowed the player to build cities and characters in controller environments where random variables would be introduced. Peter Molenuex’s Populus was another game that offer user the chance to interactive control their environment by acting “as God” overseeing a planet and alerting conditions so its digital charges can survive and thrive. These early games set up the memes that would become mainstay in the simulation software market on both consoles and personal computers.


Second Life (PC)




Another interesting on line real life simulator is the game Second Life  In the simulation players adopt/ create an Avatar and walk through a simulated computer world interacting with other users from around the world.  The game allowed players to “purchase” items within the virtual world. It became an incredibly popular because of its virtual open world, ease of use and it’s avatar creation system. Second Life also developed such social components as job interviews, dates, real estate purchases and other simulated interactions. It’s approx $72 dollars a year so a subscription fee. As of January 2010, Second life had about 18 million subscribers.(13)



Emergence of video games as social interactive media on a global scale.


The personal computer became the first tool that in which users began to interface directly with other players through servers. This connectivity began to open up creative outlets for software designers to develop games specifically for players who wanted to engage other players from anywhere in the world.

But in the early 80’s computers were very cost prohibitive making the application for mass usage as a recreational tool limited. After the success and emergence of Atari and the many early generation consoles systems such as Colecovision and Mattel’s Intellivision, the video game industry began to become oversaturated with product and inferior third party software.  These cartridge based game system were extremely popular until the sudden video game industry crash in 1982.


                                                    Colecovision video game system

As the consoles began to evolve and as the technology became more advanced, hardware designers began experimenting with on-line play mechanics, which was working so successfully with PC gamers. The first hardware developer to introduce an internal modem into their system was SEGA Corporation with their Dreamcast system. Introduced in 1999, the Dreamcast came on the heels of the failure of the company’s Sega Saturn system, a game console that competed directly with the sales juggernaut of Sony’s Playstation 1 console. Dreamcast came out of the gate very strong with very good overall sales, powerful graphics and strong third party software support with such award winning games as Soul Calibur and NFL 2k. Early experimentations in creating an on line virtual world were mixed. As is often the case with new technology, the public is often reluctant to deviate from their choices in standard forms of traditional console play. That coupled with the fact that the Dreamcast did not include a hard drive rendering saving large files or storing games impossible except to smaller memory cards contributed to its failure. Still the Dreamcast had a graphic superiority to the other current systems the Nintendo 64 and the Playstation 1.(8)


                                                  Sega's Dreamcast system and controller



However, Sega continued to experiment with the on line functionality of it’s system. Sega introduced Phantasy Star On-line in 2000 (it would eventually be ported to Microsoft windows) an attempt to compete with PC’s on line interactive game success with various role –playing and fantasy games.

Sega’s sonic team worked on an on-line interactive game based on their Sega Genesis system’s proprietary on-line system game Phantasy Star. An early type of role-playing game in which characters explore different planets and interact with other gamers on the server.
Phantasy Star On-line co-opted much of what players would later see in the virtual worlds of World of Warcraft and Everquest, fusing it with Squaresoft's anime like characters of Final Fantasy VII  . Character system systems such as turn based combat was integrated. It spawned two more sequels but it was eventually discontinued with the death of the Dreamcast system.


                                                Final Fantasy on The Playstation 1


Dreamcast eventually failed and Sega ceased all production on the console in North America in 2001. However because of the versatile nature of the system’s window’s based architecture support of the system continued in Europe and Japan well into 2004. (9)It was the last console SEGA would produce. They would ultimately concentrate on software development. But the advancement in console on line play was significant and ultimately the two “last men standing”  would be the Playstation 2 and Microsoft’s new entry into the console wars, the X-Box. Microsoft had a very different approach to the console wars. Its general disposition in the market would be to push this new unit not as a standard video game console. In spite of it’s sudden demise, the Dreamcast was considered a revolutionary system because of it experimentation with on line gaming. Because of these early experimentations in on line connectivity other companies could examine the technology and make advancements in the science to make it more accessible and affordable.  Because of Dreamcast's window based operating system it was easy to program for and fans of the unit began to develop software independently as well as creating what is known as “Homebrew” software, games created by fans and distributed independently through mail order or the internet. This offshoot of the general consumer market has become extremely popular with classic game players and vintage video game collectors.




Sony followed up their most successful system the Playstation, with the Playstation 2 in October 2000. This would kick off the sixth generation of home video consoles and would mark the first time that a major entertainment company would be integrating modern DVD playback technology in a system. This was a revolutionary move as it was the first system ever to have video playback capabilities. User could use it as a functioning DVD player (the highest digital resolution playback system at the time) as well as a high-end video playback machine. The Playstation 2 also offered another innovation to the game players used to having to mothball their previous systems cache of cartridges and discs: backwards compatibility. The PS2 has a chip base installed in it’s internal motherboard that allowed the system to play the previous playstations game . This increased the popularity of the unit. To this day it is still Sony’s largest selling unit. Sony also solidified the systems popularity by securing exclusivity rights to certain franchises poplar amount gamers such as the Metal Gear series, a popular hold over from the Playstation 1 that has become one of the most popular video game franchises in history. One of the secrets’s to the Playstation success was its versatility and to its commitment to third party software companies which drove sales.


  Video game structures were shifting away from the simple platforming and arcade reflex shoot em ups to serious movie –like narrative forms. Characters would be created that would have back-stories, personalities.  In camera angles would have cinematic qualities. Take for example Playstation’s first Resident Evil game. This series was developed by Capcom video game corp. (known in Japan as Biohazard). Several cut scenes in the video game narrative show close ups, camera pans, tracking shots and other techniques that are typically associated with feature films. Eventually Microsoft would enter the console market. In 2000 they introduced the Microsoft Xbox to much fan fare and industry scrutiny. The Xbox introduced several innovative components to its console, which would become industry mainstays. The first being it included an internal hard drive. This add on would be crucial to the industry’s evolution into the on-line generation. It also allowed gamers to download games purchased from the companies on line stores. Ultimately Microsoft’s Xbox system would introduce on line gaming into their system. But Microsoft improved upon the ideas set up by Sega in introducing XBOX live, an integrated on-line system that functioned as social integration point from their user base as well as an on line market place. The improvements that Microsoft made where based primarily on the notion that in order for an integrated on line system to work, it had to be working in conjunction with a proprietary on board interface which allowed the user easy access to the system’s functionality. (12)

Xbox Live dashboard interface became the most popular networking application for the modern console generation. As of Feb 2012, Xbox live had approximately 25 million subscribers.(17) The dashboard interface has been described by many of the on line gamers as extremely easy to use and organize data which does account for much of its popularity. Most technology seems to be driven out of necessity and convieince and this does reflect on Microsoft’s consistently updating the dashboard interface to address the needs of the subscribers.

XBLA (as Live is more commonly referred to) is especially popular with teenage and pre teen game players. What made this particular console stand out with many gamers was the XBLA interface’s ability to perform a function called “Cross chatting”
This enables on line players to talk to each other through their headsets while playing different games.

After a year of Microsoft’s best selling console having the lion share of the console sales, Sony released the playstation 3. A slightly higher priced console coming in at around 499 dollars, The PS3 had several technical specifics that made it a more powerful system than it’s competitor. For one the PS3 came with built in Wi-Fi, a feature not included in the Xbox 360. Microsoft owners had to purchase a separate LAN-line adapter if the wanted to play without an Ethernet cable attached to their router. Also the operating system on the PS3 included a web browser, effectively making it console PC and giving users access to the internet directly on their TV, third and most important it came equipped with a blu-ray player and HDI out put making it the only true 1080i high resolution system on the market at the time of it’s launch.
The Wifi and the free On line service certainly made the Playstation competitive in a environment that was mostly dominated by Nintendo’s very trendy wireless system which was much weaker in terms of it’s technical specifications but was very affordable and Microsoft’s machine which had a year head start at building a user base. (10)



                                                          Nintendo Wii System



Playstation 3 upon its release immediately began to market itself as an “all-in one” media system. High definition was just beginning to enter the home consumer market with high definition plasma screens becoming more affordable . Sony began pushing it’s high definition Blu-Ray disc system, which came, built into every PS3 system. This would account (at least initially) for the high cost of the system itself. It was at a hundred dollars more than it’s closet competitor, The Xbox system countered with a separate add on HD player. Ultimately a high definition format war would break out between the two mediums (Similar to the VHS/ Beta brawl that happened in the early 80’s at the height of those formats popularity). Eventually blu-ray would win out and HD format through in the towel. Since Sony owns the rights to the Blu-Ray format, Microsoft would be forced to pay a royalty to Sony for its use of its proprietary disc drive. Instead Microsoft continued to nurture its relationship with third party software and game developers such as Epic studios (with their popular on line shooter Gears of war) and Bungie (Up until recently the developer of the Halo series).   It was Microsoft’s exclusivity with Bungie, the developer of Halo that helped the Xbox leap to prominence. (11)



                                                                 Halo 4 (Xbox 360)

Due to it’s commitment to third party game developers, the ease of the system’s architecture and the affordable price, the Microsoft Xbox 360 seems to be to system of choice for hard core gamers and hobbyist as well as Indie game developers. Conversely, the most successful console in terms of sales in the current generation’s line up is the Nintendo Wii. A system that has bypass the now standard on line interface that is common place with it’s higher priced brethren. Nintendo’s follow up to it’s moderately successful Gamecube console, the Wii’s marketing push focused on its unique control system and family oriented game play. The idea here was to push for and draw in family audience or players who might normally not be attracted or interested in video games as a pastime or recreation.  Nintendo’s marketing strategy paid of in big dividends.(10) As of early 2012, the Nintendo Wii still outsells both the Ps3 and the Microsoft Xbox but it’s overall sales are sliding due to the obsolescence of the hardware.  Serious gamers are gravitating more towards the interactive components of the Microsoft and Sony systems interface. Most of The High selling software console and PC games have a function of on line social interaction 


Nintendo’s Wii system would eventually see a sales drop with gamers turning to much more mature fare. That coupled with the system’s lack of hi-definition capabilities and a lack-luster on line interface made it difficult to the system to compete with the heavy duty under the hood firepower of Xbox and Ps3. Nintendo continued to push it’s wireless motion control system as the selling point and when it announced the follow up to the Wii, titled the Wii-U they made it clear that the system would still be a family oriented machine (17). According to 5th Cel CEO Jeremiah Slaczka, the Wii U would be a competitive powerhouse.  “It’s definitely more powerful than Xbox 360 and Playstation 3. It’s kind of frustrating to see rumors and speculation of people going back and forth saying it’s weaker or more powerful. It’s definitely more powerful”.  Despite Slaczka’s enthusiasm for the system, Nintendo is still behind the times in terms of hardware as it’s new unit still uses an internal flash drive memory as opposed to the more popular standard onboard hard drive.



Console sales today are completely driven by the social interactive component that each system offers. In North American the Xbox 360 system leads in sales and many believe this is primarily due to the XBLA system’s easy to navigate user system and it’s preinstalled base. Most players I asked said they liked the easy to navigate menus on Xbox’s operating system. They can locate friends that are on line with more ease than on the Ps3 and the Live on line store has more of a variety of games. These consiles have set up an enviroment where communities can be formed within small or large social groups. The XBLA dashboard allows user to locate friends and informs them each time they log into the system. This represents a major shift in the gaming experience. It’s not simply about just playing the game but also interacting directly with friends and rivals on the system. Bragging rights on these consoles comes in the form of a “rewards” sytem. On the XBLA it is called “Achievements” for which you  are awarded points for accomplishing difficult goals 



                                                   Call Of Duty: Black Ops (xbox360)



Another aspect of console’s strong sales is dependant on the versatility of the systems themselves. The current generation of systems has set a standard for the future of overall sales by adding hard drives to the console’s interior. This enables the user to download large amounts of data such as graphically heavy high definition games in full resolution. Through the systems operating systems, users can access both XBLA (Xbox Live) and PSN (Playstation network) and their respective on-line stores on what is known as Dashboard interfaces. A point system was established with Microsoft users who can acquire points by purchasing them on cards that could be purchased in stores or on-line through the dashboard.
The immersive entertainment applications on these newer systems do not end there.  Many media distribution companies have become actively involved in the console industry. Both Netflix and Hulu have deals with Sony and Xbox to include their movie streaming applications embedded into the operating systems on the unit (However in the case of Xbox, you are required to purchase the gold system for 60 dollars a year)
According to tech journalist Daniel Terdiman, the Xbox Live interface is based on what are called “blades”, which are pages of information stacked on top of each which maximize the number of choices Xbox Live players have and the directions in which they can go.(12) Players can access lists of games to play or choose to watch a movie through Netflix or Hulu or they can go into a section to buy add-ons for games. Microsoft has recently updated their dashboard and eliminated the blades era and created a more advanced interface with windows that spread out on the screen and stretch off into the distance, allowing users to shuttle through them, left to right or right to left.(12)     

Console gaming as realistic narrative or combat simulation


The earliest models for the realistic first person shooting emerged when ID software   created DOOM in 1992. Developed by John Carmack and his team at ID, Mike Abrash, john Romero and Dave Taylor, Doom was an offshoot development project of the Castle wolfenstein prequel, Spear of Destiny and heavily influenced by the visual style of the James Cameron film Aliens.  Doom became one of the most popular and most played videogames of all time and was the visual template for hundreds of games that would follow, from Halo to Call of Duty.

It was revolutionary for several reasons. First, it was one of the earliest games that allowed network multi-player activity. This innovation alone makes this game significant, as this would ultimately become the model for all competitive games (3)  Doom also set up a visual precedence in terms of it’s visual game engine using what was later known as “the first person” perspective shooter. (14)

As the gaming industry was emerging from the industry crash of 1983 and the revitalization of it after the release of the NES/ Superfamicom system we began to see major developments and advances in the hardware gamers were playing on. Major advancements in the development of software was also driving the industry in new directions. Gone were the days of flat 2D sprites and pixels. Video game developers were using high-end software packages such as Softimage and Maya to create realistic three-dimensional NURBs model characters. (14)

Ultimately the first person shooter would become the staple of interactive entertainment structure in terms of software output. Other games came quickly on the heels of Doom’s POV graphics engine such as Quake, Crysis and Golden eye on the N64, which introduced an interesting solution to a non internet multi-player experience by having the screen split in 4 different camera angles representing the point of view of four separate players.



                                                                      Doom (PC)

The most popular of the team based shooter of the current generation is Halo. Created exclusively by Bungie corp. for the Microsoft system, Halo puts the user in the role of Master Chief, a kind of outer space super marine who leads a group of fellow soldiers against the dreaded covenant army. Recently Bungie has turned over the reigns of development to 343 industries for Halo 4 (11), which has created even more on-line content and interactive multi-player games to the property.
More recently console gamers have shifted their allegiance from Halo’s science fiction environment to the more realistic combat simulation of the Call of Duty series. The “Black ops” off shoot is now the new gold standard for all on line console shooters. The latest iteration of the series “Call of Duty: Black ops II” was a big first day seller. As of November 11, 2011 it is estimated that the Call of Duty series has sold over 100 million copies. (16)

The Call of Duty series is a first person shooter that involves several player modes including single player mission modes and multiplayer on line survival scenarios. The creator, Activision games, has been in the video game development industry for years, best known for producing many successful games for the Atari 2600 unit such as Pitfall, Kaboom and River Raid. The main focus of the game is the player moving through several different combat scenarios. The game uses several different graphic engines including idTech3, The Treyarch NGL and IW 5.0. The game has incredibly realistic graphics and physics as well as an extremely robust and popular on-line multi-player user interface, which became very popular with young gamers.

According to one unnamed clerk at a GameStop software store, Call of Duty Black ops outsells Halo approx 4 to 1 by his estimates. He describes the differential in sales numbers simply because Call of Duty is a more socially engaging game, more people play it therefore there are more people that the user can engage.

Most on line gaming in the current system iterations involves a player using a headset that is hooked up directly into the controller and wirelessly transmitted into the system itself, essentially linking the audio directly to anyone who is playing
The game in any given “room”. Players on both the XBLA system and PS3 have the ability to switch off this function. Although Microsoft and Sony police their own on line communities for abuses, one of the main complaints of these on-line gaming experiences seems to be abusive and aggressive behavior


 The Future of Interactive active and social entertainment: Following the Trends


Consoles and personal computers continue to be the main distribution for interactive digital gaming. However, new technology motivated by revanue potential and the need to innovate and capture interesting changes in game play have motivated engineers and designers to experiment in new delivery systems for the medium.
An interesting new example of this experimentation is the Ouya, a new digital gaming system developed by industry veteran producer Julie Urham and designer Yves Behar. The Ouya is interesting for several reasons. First it is extremely compact, smaller than even the Gamecube (It’s roughly the size of a Rubik’s cube). Secondly, it has no internal hard drive but carries an on board 8 GB of Flash RAM. But most importantly it’s one of the first mass produced console that is created with open architecture, which enables hobbyists and programmers to modify the system and software without voiding their warranties. This opens up the system to “Homebrew” fans who can make their own independent games and share them with fellow gamers. (18)

Ultimately this will drive the future of gaming. In this journalist’s opinion, all technology is driven by necessity and convenience and the gaming industry is strongly driven by both. But one thing is certain; the future of gaming will have a strong social interactive component to not only the games but also the hardware it’s played on.



                                                                        Ouya system





References/ Footnotes


1)   Blake Snow, “Why console gaming is dying” CNN.com/2012 Nov 9th
2)   Jermemy Hsu, “For The US Military, Gaming gets serious” Livescience.com August 2010
3)   Doom, http//en.wikipedia.com/wiki/doom
4)   Macedonia, Michael “Games, Simulation and military Dilemma 2010 essay
5)   Matt Miller,  “Mists of Pandoria, no Longer Undisputed Champion” Game Informer Dec 2012
6)   Bruce Artwick is still flying, Flight simulator history Feb 2001,http://fshistory.simflight.com
7)   Interview, Jeremiah Slackka,”Checking the Industry’s Pulse” Game Informer August 2012
8)   Marty Goldberg “Before videogames-what happened before the Big Bang?” Retrogamer #108, sept 2012
9)   The Lemelson center, Ralph Baer: recovering the history of the video games
10)        Consolidated financial highlights, Nintendo 2007 p8 retrieved 2012
11)       Halo4 Master chief’s new foe Game Informer Magazine August 2012 p49
12)        Daniel Terdiman “Microsoft unveils new Xbox experience” CNET.com, October 8th 2008
13)        Cracked.com”second life: just the facts. Cracked.com
14)       Journey to the Heart of Doom, Retro Gamer issue 108
15)       Retrogaming, “Coregaming”” Issue 108 August 2012 p40
17)       www.statisticbrain.com, Xbox statistics 9.4.2012
18)       Kotaku.com “The Mastermind behind the Ouya console is answering your best questions, 7.19.2012






Additional reference material

Kent, Steven L. (2000). The First Quarter: A 25-year history of video games. BWD Press. ISBN 0-9704755-0-0.
Consolidated financial highlights Nintendo 2007 p8
Retro Gamer Magazine August- September 2012
www.cracked.com

Sunday, March 3, 2013

VFX documentary- Empire Strikes Back behind the scenes

Perhaps the most highly regarded film in the Star Wars saga is The Empire Strikes Back. This half hour documentary by Michel Parbot  has recently appeared on youtube courtesy of starwarsarchives.com. It allows the viewer some amazing insight into how effects and sets were created in the pre-digital age. It shows the stop motion techniques used to create the AT AT and the Tauntaun riding creatures. You can see matte paintings created on glass as well as set constructions of the Hoth base and the swamp planet of Yoda. It's an amazing time capsule of what it was like when problem solving didn't involve the convenience of computers.

You can see the whole documentary here

http://www.youtube.com/watch?feature=player_embedded&v=5aS-HIgvANE#!









Where the industry stands: The Visual Effects Crisis in Entertainment

Many viewers of Sunday night's telecast were probably unaware that just outside the ceremony a group of visual effects artists and personnel were picketing the event to raise awareness of their plight. Just recently one of LA's largest and oldest visual effects studios filed for bankruptcy, laying off (Initially) close to 200 employees in the process. The company was Rhythm and Hues, the studio responsible for the visual effects imagery for the film "Life of Pi". Luckily several VFX studios in Los Angles have taken up the slack by providing employment for many of R and H's furloughed artists and staff. Because it is such a rarified occupation, most feature film artists have a difficult time of finding employment in a field whose ranks are closing rapidly. Quite frequently, these artists are forced to find work outside the United States, usually Vancouver British Columbia or England. In the late 90's when Peter Jackson was expanding his digital effects company WETA to tackle the effects work for his Lord of the Rings trilogy, he was forced to recruit talent from the States due to the lack of trained personnel in New Zealand. Now the scales have tipped in his favor. With multiple Oscar wins for his Trilogy, King Kong and Avatar, Weta is one of the largest and busiest effects firms in the industry. It has the support of Jackson and other filmmakers such as James Cameron but it also has support of the studios.  The lack of experienced digital personnel down under is a lot less rare now. If you look at the history of many digital vendor firms, the ones with the strongest half life seem to be the ones supported by filmmakers who feed them with work. If the filmmaker is powerful and successful enough, the studios seem willing to go along. ILM and WETA survive the lean times because they have successful filmmakers backing them up.



Another business model that seems to work are with digital houses that produce their own intellectual property. These companies would be PIXAR animation studios and  BLUE SKY in Ct on the East coast.  They mainly concentrate on creating feature length animated films for families that they produce internally in conjunction with the major studios (In PIXAR's case , Disney) that distribute their product. They manage to flourish because they share in the profits.  In addition, PIXAR and WETA develop their own digital effects software which they license out to other effects firms. PIXAR's  Renderman software is considered one of the industry's top CGI rendering software on the market.



The ultimate solution to this crisis seems to be adaptability. The studios will need to adapt as much as the vendors will. Both want to make a profit. But the only way to truly make money in this competitive often cutthroat industry is to own (or at least partial own) what you produce. Most visual effects companies do not have any profit participation in what they produce. Perhaps a new business model is necessary. In exchange for massive discounts, perhaps vfx studios should offer profit sharing on high profile vfx projects thats would normally be quite costly.  Another solution would be to work with the vfx software companies to offer development deals in utilizing software on their films. In exchange they would field test and promote the use of software.

Additionally VFX companies may want to consider moving away from proprietary software locks that prevents studios  from moving or sharing costly shots to other companies so the productions can save money.

Ultimately , its up to the vendors as to how much control they are willing to relinquish. Most company's have a very weak pulse at the moment and favors are often forgotten quickly by studio heads so underbidding as a gesture seems self defeating.

Looking at the massive amount of profits these big effects films make it's quite possible there's room for profit for everyone. The question is will greed drive the industry, or will innovation.

Coolvfx Facebook archive of VFX technology

One of my adjunct webpages to my blog and twiiter page is my archive of  images recording the history of vfx technology in film and television.

i hope to expand this ultimately into a database website where people will be able to access these images and accompanying information for education purposes

If you are interested in seeing some interesting behind the pictures shots form various movies, Please feel to check it out. Would love to get everyone's opinion on it

If you are a Facebook member and like what you see, Please hit "like".





http://www.facebook.com/pages/Coolvfx-visual-effects-archive-page/394337563989731

Proposal for online presence. What is the future of technology in entertainment?

It seems like the internet is overwhelmed by tech blogs and individuals covering the field of computers and the digital effects field.

What is the purpose of covering it further?

I suppose a more relevant question would be what could I add to the conversation?

My approach in my writing has been a sort of hybrid one. I'm looking at the development of the technology used in entertainment. I plan on examining not only the trends and the technology but the history of the art itself. What are the practical uses of technology in this field? What will the advances be? Will the current economy of the industry do to effect the these trends?

I suppose my thesis on this subject would be to focus on the people who make and evolve the craft. They are the ones who drive the industry. Recent events in the field of visual effects(company closure, massive layoffs at facilities, etc) have played a huge part on how the industry will evolve.





My approach will be to examine the evolution of technology by focusing on the creators and the history. Not just in film but in video, hardware development, software, video games and television. Surprisingly, these varied fields often utilize the same tools and personnel.

Technology in Video Games (part 1)


 

Technology in video game entertainment (part1)

Evolution of the form


The transformation of the modern video game to recreational pastime to social interactive media and real life combat simulation is a complex and controversial one. Video games as entertainment have only existed in the consumer market for a few decades. Compared to other recreational pastimes like golf or poker, that’s a relatively small amount of time. Yet the form has evolved a great deal in that short period. What started as a solitary engagement and test of reflex and motor skill would ultimately evolve into one of the largest entertainment revenue generators of the late 20th/ early 21st century. Video games have surpassed motion pictures, literature and music as the predominate revenue generating form of entertainment in terms of gross sales. Video games are distinctive in the world of entertainment because they represent a medium that can be both passive and interactive, they can tell a narrative and at the same time the user can drive the story. This has drawn fans and audiences and divided critics as to the cultural and historical impact of the medium.
The history of the first video game and its actual application in society is often contested but it is believed it began in January of 1947 when inventor Thomas Goldsmith and Estle Ray Mann applied for a United State patent for a device that was identified as a Cathode Ray Amusement device which involved manipulated images on an early television cathode ray tube and a controller which allowed the participant to shoot a moving target on screen. Most development in this field was done at technical Universities such as MIT or experimental laboratories developing the emerging computer sciences. These early tests were nothing more than scientist and engineer’s means testing the technology at their disposal. There appears to be seeds of what would eventually become the modern video game and a definite drive to create interactive entertainment as opposed to scientific research.

Most of the early work in digital interactive entertainment was crude and experimental but many did see the potential as interactive entertainment and this is what drove the thinking of the companies and scientists that explored the potential of computers as mass media and entertainment. The most successful of these early experiments was by a group of student computer engineers lead by Steve Russell who created a game called Spacewar on a PDP-1 computer. The game introduces several major dynamics that would be adopted by many other game designers such as simultaneous multi-player interface, game scoring and early vector graphics.

Introduction to the masses

Eventually a computer engineer named Ralph Baer began experimenting with the computer graphics application realized the potentiality of the medium when converged with the emerging popularity of television consoles in the living room. He along with co-engineer Bill Harrison developed what would become the Odyssey.. Baer and Harrison built an early prototype of their video game console system later dubbed the Brown Box as it was constructed of Brown wood and included an inboard data processor and wired controlled sticks in a crude rudimentary form.
The Odyssey design used a kind of early form of the cartridge-based system later to be seen in the Atari 2600 console. In this case, players would input a printed circuit board into the machine. The PCB card contained code, which included the game data. Another major innovation was the wired joystick controllers, which allowed players to sit back and play the game from their sofas.  
Eventually Baer’s idea was picked up by the Magnavox Corporation, which was primarily known for selling television sets in North America. Magnavox’s campaign pushed the group interactivity value but ultimately the marketing for the system was confusing, as most consumers believed that you needed to own a Magnavox television in order to use the system.







Nolan Bushnell a software and electrical engineer and investor who ran an engineering firm called Syzygy Engineering built one of the earliest stand up arcade machines, Computer space, a game where one or two players pilot a rocket ship and attempt to shoot down enemy spacecrafts flying toward them. It is generally considered the world’s first commercial sold coin operated video game machine and one of the very first commercial sold video games ever. Although it wasn’t a great commercial success due to the high cost of manufacturing the units and low marketing visibility, the game was a gigantic leap forward in terms of technology and accessibility.
He later went on to start Atari, which would ultimately become the world’s largest video game hardware and software developer. The Atari 2600 system would eventually become the first multi million-dollar selling video game console. The 2600 was specifically designed as a social interactive device. It included multiple joystick ports in the front of the unit and many of the their best selling first and third party games were multi-player experiences such as Warlords, Pong, Outlaw and Tank! 




Console, arcade and computer entertainment emergence as interactive social media


The mid to late 70’s saw the emergence of social gaming in the form of role-playing systems such as Dungeons and dragons. The popularity of these of games were fueled by the group experience in which several players would adopt characters
Several software companies expanded on the original ideas from role playing board games such as the fantasy world environments but most importantly the character building aspect. This function would ultimately be adopted into the digital RPG industry and become a staple of almost all computer and console role-playing games.

One of the earliest to adopt these fantasy archetypes was Sir Tech’s Wizardry, an early example of what game players and developers would call a “Dungeon Crawler”
Much of these principals were carried over to personal computer gaming models. Once modems became affordable to the personal computing crowd, game designers began to adapt the concepts of user developing characters within a game. This variable concept is known as “leveling up” and most fantasy games would allow users to ritualistically through the play experience 



One of the most popular genres in the PC gaming field was fantasy role-playing games. An early innovative example of this was Richard Garriot’s ULTIMA series. These games were considered groundbreaking when they were first released for the Apple II in 1981 for several reasons: one they were amongst the first games to recreate in great detail a fictional world or environment. Secondly, it allowed players to develop and keep track of characters records and status. This model would become standard for all role-playing games that followed. 



Ultima spawned hundreds of games that adopted the style and function of the character based systems and helped form the game genre called the MMORPG or massively multiplayer on line role playing game. These games are based primarily on the player’s ability to develop the skills of their own character by leveling up in certain attributes, which assists in the user’s ability to advance in the game system.

One of the most popular of console games to emulate this character development style was Final Fantasy 7 for the Playstation 3. Although not a multiplayer game, FF7 created a realistic fantasy world in which you follow your main character Cloud Strife through the world of midguard, a futuristic amalgam of  middle earth and Blade runner’s future LA.

The Most popular of all personal computer MMORPGs. is The World of Warcraft developed by Blizzard software. WOW is a fantasy-based role-playing game in which user pay a subscription fee. Each user develops and controls an Avatar, which they can gradually level up with additional strengths, armor and attributes. As of October 2012 WOW has sold over 10 million user subscriptions making it the highest grossing MMORG in history.

The World Of Warcraft would ultimately become the gold standard for the on line interactive experience on the web. The designers of the game created a world in which characters are constantly updating their character in terms of appearance in skill. By also designing the game around expansion sets, they continue to renew interest in the software and keep it relevant. WOW also promotes the game as a social experience as well as an escapist one. Gamers form social groups and some players have been known to form deep personal connections . WOW continues to be a popular franchise with PC gamers although it has yet to be ported to the consoles and remains exclusively a PC property.

The earliest example of video games as an interactive social experience could be traced back to the earliest days of arcade gaming in North America.
The popularity of the arcade gaming experiences as a social phenomenon emerged in the late 70’s with Atari’s introduction of PONG and later the Atari game Tank. Both were early examples of arcade that were successful but also games that were interactive with co-players making them the earliest examples of social gaming in the digital age.

Later the Japanese company Tiato introduced the first smash arcade game to North America, Space Invaders.  In the game the player takes control of a small base at the bottom of the screen and is required to shoot down a cascading armada of pixilated aliens who move downward in waves. There was no actual narrative or end to the game. The purpose was simply to score points. However, This game was unique for various reasons but one of the most significant contributions to interactive entertainment was its internal scoring system. Players who scored highly were allowed to enter their initials. Thus began the emergence of video games as popular entertainment. Gaming became a serious hobby and a means of social interaction. Most games allowed for two player competitive interaction. Other games such as Atari’s Gauntlet, allows multiple players to play side by side as a team to reach goals. Later the arcade experience exploded with the introduction of such powerhouse properties such as Namco’s Galaga and Pac-man, William’s Defender and Robotron 2084 and Atari’s tempest and Centipede. These games created the industry’s foundation as a social experience as the arcade hits would later be transferred to the console and PC formats. Despite their somewhat quant and crude graphics by today’s standards these games are still popular and are often ported over to such gaming systems as Wii’s virtual console and XBLA on the X-box



Thursday, February 28, 2013

Wiki entry- Publishing ideas

Outside of wikipedia I believe the best venue for my entry would probably be on IMDB.com in a bio section or on VFXpro.com. My article is mainly focuses on two award winning vfx artists who have mixed traditional visual effects photography (such as miniatures/in camera effects) and current digital technology. They themselves are a merging of older ideological thinking and current problem solving. They use old techniques in their work while embracing new technologies.

As the industry changes to adapt to global economic concerns the entertainment field is going through a serious downturn in terms of jobs. I'm trying to examine if its possible for North America to adapt to the competition with global markets.  Can artists such as these talented men compete against the tide of outsourcing and international low wages. Can you put a price on artistic talent and if so will studios pay for it?

Despite these set backs, some visual effects studios in the states still flourish. ILM, George Lucas' visual effects division of his own Lucasfilm (Now owned by Disney) continues to acquire huge film projects. Studios view this firm as  High cost but low risk, meaning they have the personnel and cash flow to guarantee quality and on time delivery. Smaller boutique style companies are riskier and usually only get smaller, less complicated visual effects costs, usually as a cost cutting measure.


In my thesis , I hope to examine and research what possible solutions can Hollywood do to stop the job hemorrhaging? What are the solutions? Will these companies shutting down signal a trend in other tech industries? Are we looking at a replay of the traditional animation studio shut down that happened in the 60's? Will American digital artists have to reinvent them selves?guarantee



Tuesday, February 26, 2013

Congratulations to "Life of PI" Visual effects team

Congratulations to  Bill Westenhofer, Guillaume Rocheron, Erik De Boer, Donald Elliott
for Best Visual Effects on "Life of Pi". 
Best of Luck with R and H. Hopefully they can figure out a way to keep it afloat.




It is a shame that the academy wouldn't let him finish his speech before they played the "Jaws" music. I think what he had to say was worth hearing. Perhaps Hollywood doesn't want the public to hear what he had to say.

Having worked in the industry myself for many years, I have seen a lot of companies go under from the enormous weight of their own overhead. Without the support of the studios, it's impossible for them to survive in a globally competitive market. This is what is happening with Rhythm and Hues, the company that created the visual effects for "Life of Pi" (they also one an Oscar for their work on "Babe"). Their enormous operating costs became too great for them to sustain their overhead- a weekly payroll of anywhere between 500 an d700 individuals. Without a steady stream of work awarded to them , large companies like this cant survive. That, coupled with massive competition from overseas companies where labour is cheaper and it becomes another example of an industry being shuffled out of the States, similar to the steel and textile industries. 


What are the solutions to these problems? For one, the industry and it's vendors need to reconcile the tech with the costs and try to find a middle ground. Studios and industry representatives need to put the pressure on lawmakers to end subsidies for outsourcing. Create tax incentives for companies who keep work here in the states. But the Vendors have to give a little too. One producer recently commented on OccupyVFX's Facebook page that R and H hamstrung productions by claiming it used proprietary software it wouldn't share with outside firms. This prevented studios from farming out shots to smaller less expensive companies to save costs. There has to be a give and take. Many believe unionization will solve many of these problems. It's difficult to tell, however. Unions have always had a tenuous relationship with Hollywood in other areas. Film crews typically work long hours and many feel that without Union safeguards, the studios would take advantage for their own benefit.