The Trajectory of an Exploding Barrel

People love stories. Your first hit was most likely the bedtime kind then you went eyes wide at comics, books and movies. We gravitate to people who can entertain us - we usually don’t call the introvert to meet up at the bar for kicks and giggles; they may sometimes remark with snap crackle pop, but they are not an exploding barrel of laughs.

In the next couple of years - perhaps even months - the majority of gamers will find themselves gravitating to the games that tell a good story. Pulling way back, gameplay has evolved at a much slower rate than graphics (a topic I’d like to discuss further in a future post). This yearly growth spurt is not necessarily something we should look down on since killer looks captures the masses. The Game Industry embraces the blockbuster and it, too, is infatuated with Hollywood style. “Look at my cut scenes, all lean and cinematic can I have your phone number?”

Interactive storytelling is another way developers/publishers try to capture the masses. Bad storytelling outweighs the good, and the good still suffer from moments of dissonance between story and gameplay.

Sometimes it feels like a story is an afterthought, sometimes it feels like the gameplay diminishes the story and its purpose. If people - me included - are hell-bent on game writers trying to take our emotions to paradise, then how bout we have games where the gameplay and its limitations are central to the story. Then we can start making games like:

- The Curious Case of the Immovable Trees
- I See You, Mr. Invisible Wall
- Sim Explodable Barrels
- Re-Spawninator: Didn’t I Just Kill You?
- The World Ends With You In A Sewer
- The Sims Explodable Barrels: Explodable Barrels Expansion Set
- Bullet Sponge presents The Amazing Adventures of Kevlar and Clay
- > Help I’m Stuck

August 19th, 2008  by Mike / 0 Comments / Trackback / games, game writing, story

Everything old is new again: Transmedia goes traditional

According to the LA Times, Trent Reznor is in talks with HBO to turn the Year Zero campaign, a marketing ARG developed to promote and narratively augment the last NIN album, into a two-year limited series.

There’s been a lot of discussion in recent years about how marketing is becoming increasing about giving viewers and users valuable content and interactions, and coming to resemble entertainment more and more. With transmedia and ARGs making their way into the marketing toolbox, we began to see something that was technically developed as “promotion,” though in a way that provided a rich, innovative means to developing and expanding the story in over a range of platforms and media in ways that were limited by “old” media.

Now, we’re seeing these stories cycle back, getting developed further by traditional broadcast media, reminding us that it is not these mediums themselves that are limiting, but the insistence of fitting increasingly complex stories and rising demands for more robust user experiences into any single form. We are not moving from old to new media, trading in one for another, but adding to our repertoire. Media in transition, media in accumulation: this is the age media multiplicity.

August 13th, 2008  by Xiaochang / 0 Comments / Trackback / transmedia, ARGs, year zero

Help Big Spaceship Land At SXSWi 2009!

Last Friday, the infamous SXSW Panel Picker opened its doors to the public, with a list of over 1,000 proposed panels for the 2009 South By Southwest Interactive Festival.

If you’ve never been to SXSW, it’s a fascinating — and rapidly evolving — four day marathon in Austin, TX, that brings together pop culture aficionados, marketers, programmers, content creators, entertainment professionals, advertisers, and a wide range of other new media types for panels, workshops, informal lunches, hallway discussions, countless open-bars, all night parties and soirees, and launch events for geek-chic brands, products, services and startups.

That sounds like a marketing plug, I guess, but it’s not intended as one — it’s just a lot of fun, and a great place to meet interesting and motivated people.

This, on the other hand, is a conscious plug: now that voting for the 2009 panel lineup has commenced, Big Spaceship needs your help! Among the 1000+ panel submissions, you’ll find a handful featuring BSS crew members discussing everything from our unorthodox creative and development processes, to the future of Alternate Reality Games and transmedia narratives.

So if you’ve got 15 seconds to spare, please swing over to the SXSW Panel Picker and cast your vote for the following panels, featuring talent from Big Spaceship:

Big Spaceship: Digital Creative Agency
Gain insight into the approach and process the team at Big Spaceship uses to create innovative and award-winning digital programs for entertainment and consumer brands. Among other things, we’ll talk about our strategy and brainstorming process, cross-disciplinary collaboration, tools and techniques, while giving behind the scenes looks into our culture and using examples of recent work. 
Vote Here

FPO: The Beast Behind the Beauty
Learn how integrating developers into the early stages of a project not only fosters mutual respect, but also improves your ability to meet tight deadlines. We will share real examples of FPO frameworks, motion tests, tools for designers, failures, successes, and even dreaded timeline tweens.
Vote Here

Alternate Reality Gaming: Behind the Curtain
What really goes on behind the scenes of an ARG? Get a glimpse backstage, as a diverse group of veteran puppet masters and experience architects share insights on how to build, deploy and navigate an ARG through an unpredictable sea of players… and how to prepare for the unexpected. 
Vote Here

And if you have questions or suggestions of what you’d like to see us cover, we want to hear them! Just leave a comment here or on the individual panel pages, and we’ll be sure to respond.

See you in Austin!

August 11th, 2008  by Ivan / 0 Comments / Trackback

Interviews for The FWA

fish

There’s one site that is guaranteed to be on at least one person’s monitor in the office — The FWA. With a daily dose of great design and development, we can launch into our work with renewed excitement.

Another great feature is the interview section. Our friend Tim Barber from Odopod was recently featured. And Rob Ford asked a bunch of us to participate in May. I’ve pulled out some choice quotes from each:

Tim
The biggest gap in the current landscape is with sites that are conceptually inventive and super high production value but that are also super easy to comprehend and navigate.

Tyson
The best way I’ve found to learn something in Flash or any other program is to have a goal in mind, or something specific you want to accomplish. Then you figure out the tools you need to accomplish that goal. Also, learn shortcuts, they will save you massive amounts of time.

Jamie
Great food can be appreciated by anyone. Think about that when you build a website.

Zander
I learn most techniques from opening other designers’ and developers’ files. So newbies…ask for people’s files.

Joshua
I started at Big Spaceship in 2002. I was the coder. The first day that we hired another coder to be on the team, I declared myself Minister of Technology.

Michael
I’m interested in doing more application design. We’ve barely scratched the surface of how even mundane tasks can be made fun through innovative interaction and quality experience.

And I feel a little shy about adding my own, but here goes:
Tina
Say what you want about Disney…but Walt had “experience design” figure out before anyone else.

Thanks to our talented designer Adam for the FWA screensaver image.

August 6th, 2008  by Tina / 0 Comments / Trackback / FWA, design

Rock that art, Man


Pyoo Pyoo

Take a gander at that image - a promotional shirt for Capcom’s Mega Man 9 game. I know what you’re thinking: “Jesus the Christ that is all kinds of ugly.” But ask a gamer and he’ll tell you that’s the greatest piece of marketing ever. “Are you blind? Even Helen Keller would say that’s atrocity.” Let’s look past the Anne Sullivan-like miracles needed for that to be true and gather around, for I have a Once Upon a Time to tell….

Mega Man is a franchise that started on the NES way back in 1987. The latest installment is a retro offering that aims for a pixel perfect representation of the NES Mega Man games, upping the nostalgia factor by a hojillion percent. Instead of polygons and cutscenes that look like they have the budget of a teen comedy, it’s all 8-bit sprite glory. The developers even went as far as mimicking the limitations of the hardware; for example, the first game couldn’t handle more than 3 enemies on the screen, and so the new one doesn’t have 3+ baddies sharing the same on-screen real estate. The original Mega Man - and its first sequel - is recognized as one of the all-time greats. And it’s also recognized for having one of the worst box covers ever, not only cuz it looks wicked terrible but also because Mega Man doesn’t even carry a handgun in the game - nor does he look like a middle-aged Captain Constipated. Capcom knows this, and so when they announced number 9 and its strict adherence to the NES classic, the marketing department decided to create that shirt and laugh with us.

And that is the story of little boy blue and his mega awesome marketing digs.

August 5th, 2008  by Mike / 0 Comments / Trackback / games, marketing
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