Sunday, April 10, 2011

Casual Games Guiding the Industry

Over the past decade, the videogame industry has made some tremendous strides that have enveloped it into our mainstream media and culture like never before. What used to be the typical vision of a pasty-faced, pimply, four-eyed nerd is now merely an out of touch stereotype; today's videogamers are everywhere and anyone.

For a while, in the late 90s, games had been focusing on better graphics and more visceral experiences. It was a natural progression as technology advanced, and many gamers were excited about “next-gen” titles that boasted life-like ultra-realism. One game in particular that is emblematic of this period is Crysis, a first person shooter whose major hook was its advanced graphics engine. Upon the game’s release it gained exceedingly high praise from most reviewers, but the bias of such reviews is questionable, not only because most of the reviewers’ largest advertisers is Crysis’ publisher, EA, but also because the game proved to ultimately have no lasting effect. Some reviewers saw past the graphics and understood the game for what it turned out to be, with one reviewer saying “Crysis is like the gal that guys love to look at, only her Mensa score complements her measurements” (Elliott, 2007). Overall it is a well made game and delivered on its promise of graphic realism, but it lacked memorable gameplay and served as an eye opener for the industry that graphics are not all that is important in making a great videogame. As next-gen games began reaching their peak, others in the industry had already strayed away from this to create games with more ease of access which would spur an unprecedented change in the industry.

Casual games allow people to jump into them and play without having to spend too much time learning controls or following an elaborate plot, and the Wii and mobile devices brought casual games to the masses like no other platforms had before them. The Wii’s remote, which was largely underestimated at the time, allowed for people not used to playing games to pick up a controller and use it more intuitively than a standard console controller, where the characters in the game easily match the natural movements performed by the player. The Wii therefore brought into the fold a demographic that wouldn't otherwise play videogames. Mobile phones have also helped bring casual games to a larger audience. Now, when someone who normally wouldn't consider himself a gamer finds himself waiting for a bus or business meeting, he might download a game onto his phone to pass the time. No longer do people have to sit at home hooked up to a video game console to be gamers. Mobile games have existed for a while, but they're a lot more established now and have become a big market.

Because of the casual players the Wii brought into the industry, other platforms that feature more involved games and that require a higher level of player commitment, such as the Xbox 360 and Playstation 3, have begun to lose momentum. For a while, the PC platform was thought to lose popularity, but, with casual gamers putting the Wii console in the lead, it is not unreasonable to predict the hardcore gamers moving from consoles to the PC, where multiplayer games have gained the most popularity with intense online shooters such as Call of Duty: Black Ops and MMORPGs such as World of Warcraft (Noer, 2008).

While the industry had largely been dominated by experienced hardcore gamers, it's now time to welcome causal gamers with open arms and understand how this demographic is advancing the industry.

Resources:
  1. Noer, M. (2008). The Future of Videogames. Retrieved from http://www.forbes.com/2008/02/08/future-video-games-tech-future07-cx_mn_de_0211game.html
  2. Elliott, S. (2007) Crysis. Retrieved from http://www.1up.com/reviews/crysis

Friday, October 1, 2010

Natural and Indoor Lighting Study

I worked on a series of test renders after reading this superb article about lighting. I tried to replicate many of the different types of lighting Richard Yot covered simply so I could understand them a bit bitter. Please bare in mind they're rather low quality Mental Ray renderings so I could dish them out faster.


This is typical mid day lighting. All the objects in the scene are grey so that the effects of the lighting changes can be seen more easily. At mid day there are fewer colors coming from natural light and the shadows are very strong and dark.


This is a study of color tone and brightness in open shade on a sunny day (mid-day to afternoon). The sun is not directly hitting any of the objects and instead they are illuminated only by reflected light from the environment around it and light from scattered blue photons in the sky.


This is a study of dusk. The objects are hit partially by the last of the warm light coming from the sun and partially by alpenglow--the pink light coming from the eastern sky right after sunset.


This is a test of lighting on a very cloudy day where it may rain any second. Notice here there are little to no shadows because the objects are already in shade created by clouds. This causes there to be less of the blue color seen above in the open shade. The only shadows created by the objects in this scene are caused by what little light is reflected in the shade itself.


This is a study of indoor lighting typically seen in places like restaurants, hotels and shops. It's a very warm and slightly dim orange tungsten light. Here the shadows are softened a little as there are multiple light sources in the room.


This is the same setup with florescent lighting typically seen in offices, subway stations, or other non-commercial settings.

You can check out all the other lighting experiments here.
All these scenes were rendered in 3dsMax.