Showing posts with label sports. Show all posts
Showing posts with label sports. Show all posts

Monday, September 24, 2018

Post-partum: "Ruck Me", a gay Aussie football TV game about men marking men

How the installation looked from the street; temporary transformation of Bar SK into a sports bar.
Ruck Me was a game installation commissioned for Bar SK as part of the Artworld Videogames event series, in conjunction with the MEL x NYC festival in 2018. It debuted on August 9th and ran until August 15th. For a variety of reasons, it will never be made available for download, and it will probably never be exhibited outside of Bar SK in Melbourne, Australia.

... so if you missed your chance, then, um, too bad.

This post focuses on the game's design and public reception / reaction, and it basically spoils the game. For more information on the game's themes and influences, see my earlier post "Ruck Me and its inspirations." You can also read this CNET write-up by AFL super fan Jackson Ryan for someone else's take on that night.

The Ruck Me installation consists of two parts: (1) an interactive video-based Aussie rules football league (AFL) TV simulation made by me, (2) controlled via a custom-made vinyl blow-up sex doll controller constructed by Bar SK co-proprietor Louis Roots.

Wednesday, August 1, 2018

My gay Australian football game "Ruck Me" and its inspirations


I'll be premiering a new game "Ruck Me" on Thursday, August 9th at 6 PM at Bar SK. As per usual, I'll eventually publish a more thorough artist statement that spoils the game's systems and imagery, but for now I'd like to talk about its general themes and inspirations.

Ruck Me is a game installation specially made for Bar SK in Melbourne, Australia for the Artworld Videogames event series. Because it's designed specially for this installation, Ruck Me will never be made available for download (because it simply wouldn't work without the right setup)... so if you want to play it then I guess you better go visit Bar SK!

For this commission, I wanted to do something site-specific that accounts for the local Smith Street / Collingwood neighborhood around Bar SK, while also stepping out of my comfort zone and trying something new.

To that end, I've made a homoerotic Aussie rules football league (AFL) game which makes heavy use of video footage starring the local Collingwood club, to be played using a custom-made blow-up doll alt-controller by Louis Roots (designer and Bar SK proprietor).

Monday, December 10, 2012

Tiny Soccer Manager Stories, by Pierre Corbinais


My very strong favorite of the TIGSource "Sports" compo is Pierre Corbinais' "Tiny Soccer Manager Stories." It's a 20 minute-ish puzzle game made in Adventure Game Studio that tasks you as a substitute junior high soccer coach, and your job is to balance the two teams to make sure everyone plays, even the kids who suck.

(INSTALLATION NOTE: To get this to run on my Win7x64 system, I had to change the settings to "Direct3D 9" windowed mode. Try that if it doesn't work for you.)
(HINT: If a particular puzzle gives you a lot of trouble, use the "Skip Puzzle" option in the menu. The game doesn't penalize you or limit you at all.)

I've whined before about how we should narrativize the sports genre, and I think TSMS does some really great things with game narrative using this roster mechanic -- it isn't the first sports mechanic that comes to mind, which just makes this all the more refreshing and novel. Here's why this game is awesome: (SPOILER ALERT)

Monday, November 26, 2012

Radiator Blog: Three Year Anniversary


Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year, and the year before, here's a "greatest hits" compilation of this past year's posts:

(Oh, and feel free to have some cake. Forks and plates are over there, on the table.)

GAME ARCHITECTURE CRITICISM

COMMISSIONS
  • Level With Me, a post-mortem. A Portal 2 mod I did for Rock Paper Shotgun. The level design is some of my better work, and I like the idea of game journalism in the form of games, but it seemed somewhat cooly received. I have to conclude that it must simply be not as good as I think it is... or that Portal 2 players are super lame.
  • The Future of the FPS, written for PC Gamer UK in issue 240. A short essay and list of really cool indie FPS games and how they're changing the genre, kind of the basis for my later RPS series. Thanks Graham!
  • A People's History of the FPS. A three-part essay series for Rock Paper Shotgun that argues mods are transcending their video game bodies, becoming genuine culture that is increasingly independent of the products that they're meant to be "modding" and adding value to.

ON GAME NARRATIVE
  • The myth of psychological realism in narrative. Argues that thinking of fictional characters as "people" is meaningless for a writer. It is much more useful to write by thinking of a character as a vehicle for plot, and let the player fill-in character for themselves.
  • Dishonored fails as an immersive sim in its first minute. The simulation should be "immersive" -- meaning, the scope of it should be consistent and everywhere. Scripting special cases goes against this genre dogma.
  • Dishonored uses the Heart to lie to you. You'd expect the Heart to be an unreliable narrator of some sort, but it doesn't lie to you with narrative -- it lies to you through gameplay and psychological framing.
  • "Stair K": architecture criticism, Thief, and a coffee maker. Situates Thief as dialog on social class and urban architecture. (e.g. stairs are invisible to rich people who take taxis, not subways, and frequent buildings with abundances of elevators) It argues that in Thief, stealing is framed as an ethical act because the rich deny the truth and infrastructure of cities.
  • Thief 1's "Assassins" and its environmental storytelling. I really hate the type of analysis that just thinks of game narrative as a static text that you read -- game narrative is also a game design tool, a way to make the game better to play. Games tell stories, yes, but those stories tell games too.
  • What do simulations simulate? Argues that a simulation gap is important for framing a narrative.
  • The structure of Sleep No More (part 1, no spoilers) and (part 2, detailed and spoilery). You paid a lot to see this damn show everyone's raving about and now you're inside, on a timer. Are you going to spend your valuable time (a) reading faint scribbles on random pieces of paper under a dim flickering light-bulb or (b) follow the crazy naked people who have an interpretive dance orgy in a blood-smeared disco?

    I still think a lot of "game critics on Sleep No More" like the idea of it more than how people actually consume it -- unfortunately, reading is boring and performance is captivating. So I argue the readables function as set dressing to assure you of the production's expense, not to serve as barely coherent narrative in a familiar plot that's hundreds of years old. Of course, the dancing's fantastic, but I guess it's hard to argue for the value of dance to gamer culture.
  • Rule Databases for Contextual Narrative. On modding Valve's dynamic self-branching conversation system and using it to author dynamic self-branching narrative, and how Emily Short's already doing something like that, naturally. I think it's one of the more promising directions toward a holy grail of procedural narrative.
  • Balls and conversation: let's narrativize the sports genre. I really love baseball movies, but I'm really bored by the focus on statistics, which is probably why Moneyball sucked. There's a rich tradition of sports narratives in film and literature, but in video games it's conspicuously absent. Let's change that.
  • "Do you think shooters take themselves too seriously?" We watch blockbusters in a special way, I think, but the gulf between action films and action games is this: the films are structured to be human and sympathetic, but games are sociopathic and mean. This is a game narrative writing problem.

ON GAME CULTURE
  • Frog Fractions should really win something at the IGF.
  • On appreciating the UV texture flat as fine art. Here, I propose three aesthetic modes for enjoying texture flats on their own merits and glorifying them as authentic game art, rather than the silly concept art we parade as game art. I later re-wrote this piece for Game Developer magazine, as "Loving the Bones."
  • Desperate Gods and rules-forcing in games. Pretty recent, but I think it's a good summary of current thought on the issue -- if you can play a game of Starcraft in your head, and Starcraft exists fundamentally more as a mental construct than a product, then why can't we just argue the rules of Starcraft in the same way we interpret and amend the laws of board games.
  • On grad school for games / what studying at Parsons was like. Imagine a cohort of game developers from all around the world, and 50% are women, and 10% aren't straight people. Parsons is like the rainforest: diverse, beautiful, and vital to the global ecosystem -- but it's also humid, with lots of insects everywhere, and it's constantly in danger of deforestation. It's not for some people, while others will really grow to love it.

GAME CONFERENCE / FESTIVAL NOTES
  • Why Indiecade is the best games conference / festival I've ever been to. It might sound like hyperbole but it really isn't.
  • I spoke at Games for Change this past year, on LGBTQ attitudes and developers in games. It went great. I began with "I'm Robert Yang, and I'm a practicing homosexual" -- and the entire auditorium erupted in applause and cheering. It was an amazing feeling.
  • Notes on the Games for Change industry. Fun fact: I got into an argument with a G4C speaker in the comments. His stance -- yeah the games suck, but people want to put a lot of money into this, so just accept it. My stance -- art should be a free or reasonably available public good, not a product.
  • How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum. I encourage everyone to go to at least one big mass market game convention, because that's when you will know what "indie" really means and you'll realize how small, puny, and insignificant we "video game intelligentsia" really are. The sheer amount of money being thrown around in this industry is insane -- the money spent on a 20-foot tall Blops booth-complex, blaring out noise at a regular interval, is a huge contrast to the humility and humanity of indie game culture.
  • What were the main trends of GDC 2012? A look-back on what happened and what stuck out as significant.

    UNITY TUTORIALS / RESOURCES
    • Shader-based worldspace UVs ("triplanar") in Unity. The worst thing about BioShock's environments is the cookie-cutter feel of the game architecture, the result of modular building in game engines today. The scale and proportions don't feel human or plausible. To me, one answer is to embrace old school BSP construction techniques with procedural UVs so that you can scale your primitives to arbitrary sizes without texture stretching.
    • How to integrate Unity and Twine. Notes on Unity's web player JS hooks, and how that can feed into Twine's JS, or any webpage's JS, really.
    • How to dig holes in Unity terrains. How to use depth mask meshes to selectively mask geometry, then disable the terrain collider temporarily.
    • The best Unity tutorial writer in the world. He really is. I'd pay him to write a book, in fact, but unfortunately I'm poor.

    Thursday, May 24, 2012

    Balls and conversation; let's narrativize the sports genre.

    The mechanics in baseball video games usually work like this: the pitcher chooses between a fastball, a slower pitch (change-up), or one that rapidly sinks / curves (breaking ball). The batter tries to predict the trajectory of the pitch to hit it. Both players try to fake each other out. It's rock paper scissors with a heavy element of timing.

    However, I'm making a game about a specific pitcher named Troy Percival, and Percival rarely threw slow pitches. In fact, he pretty much only threw fastballs -- but they were deadly, among the speediest fastballs in the history of the sport.

    Bases loaded, Jeter at the plate? Percy threw fastballs.