Thursday 27 March 2014

Evaluation

Kinga Makowka
OUDF503
Evaluation

This brief was different to any others I have done in the past. I liked the freedom of being able to find something I would enjoy doing. It was hard because most competitions are animation or film based. But there is a way out of every situation. What really helped me is social networking sites. After attending the recent Bradford Game/Animation Festival I got in touch with one of the environment artists from FuturLab. I was lucky enough for him to set me a a brief and give me tons of tips and advice to start with.
Even though he set the brief he told me what he wants to see there was still this sense of freedom because I could choose what I want it to look like, feel like, choose my own target audience.
I enjoyed every part of the project, even the research purely because I love reading about space, mythology, crazy theories and that’s mostly what I did.
The only negative about not having that many restraints is the indecisiveness one minute I was sure I am creating a whole planet, the next I was convinced it would be more interesting to do floating islands. This is just an example but it took some time for all the ideas to settle and for me to make up my mind.
I tried my best at sketching as much as I could during this project, purely because my drawing skills are not the greatest and I want to improve them. I feel like I did not do too bad of a job and I will carry on with this practise during future projects.
What I am not so good at, and it became quite a problem lately is scripting and things. I had all the scripts because I found them on forums and things, but applying them where they need to be applied was a different story. The more I tried reading into it the more people confused me, so in the end my environment doesn’t have a respawn set up. It’s quite difficult because it is quite tricky not to fall off… So this is another thing I really need to start digging into, I am planning on getting some books to try and get at least some basic understanding of this so it’s easier to figure stuff out afterwards.
The other problem I’ve been having was with my textures. The structures were quite big. And my textures seemed to stretch quite a bit, I am not sure why because I tried my best for it not to happen.
Another thing I wanted to talk about is my terrain. I did not use the tool in Unity for that because it was floating islands so I tried to model a floating island, but then again came across the texture problem, and it was really frustrating… Because it either looked so unnatural because it was too perfect or it looked too square and… In the end I just improvised, I am not really happy with the result but again that’s just another thing I’ll spend some time looking into when I have some time to spare.
I completed my environment for a while before the brief deadline because he wanted to give me some useful feedback and ways to improve before I hand it in.
I receiver some really useful tips which will definitely come in useful in the future.
He told me to make sure there is a bigger contrast between the foreground, rocks and temples, and the sky/space. He said that while the grays and browns might be more realistic, it doesn’t make for much of an interesting piece and told me to NOT BE AFRAID TO PUSH COLOUR. Which is something that does not come easy to me, I usually try to make things dark and scary which usually makes it a 50 shades of gray/black thing... so I will have to play around with that.
He commented on the cloud in the sky, I thought it’d make it seem a little more like Earth just to make it seem more, livable but he says that it makes him think less of space and more of just our sky so it’d look a lot better if I swapped it for something like a nebula in the background, and with that have rocks more of a yellow/red tone and it would help the space become more interesting.
He told me to play around with a diffuse detail shader and it should sort out my problem.
He said all this along tons of others and I am so grateful for all of his help, and I see all the mistakes I’ve made and I will be fixing all of it very soon.
I wanted to improve this environment before the deadline but other deadlines which happened to be in one week didn’t let me do that. I do not blame bad planning for once, because I think my planning was quite good this time. I worked on everything bit by bit and I am pretty proud of myself it is just before the deadline you want to spend this extra time on it just to polish it up, but if there are a lot at once it makes it kind of impossible.
Overall I think it was a really good experience, you start seeing things from a different perspective, I always thought it’s best to make things as realistic as possible but really you want to blow things out of proportion and make it crazy awesome. Also receiving feedback from someone else than your teachers and friends is very good, because it seems to be a completely different kind of feedback. This positive helpful experience will definitely push me to do it more often!

Final Environment










It's a little too bright for my liking. It looks a lot brighter than it actually is on the screen shots, but it's not letting me printscreen while I play the standalone... stupid thing. 
What makes it bright is the moon I think.... and there is lack of shadows because I don't have unity pro. I wish they did that Autodesk do and give licences free for students for 3 years! D: 
It would make life so much easier.
Anyways... there's still work to be done. I will make this one of my summer projects ^^

Transmedia essay

‘Transmedia is a way of telling a story over a variety of media.’ It is happening all around us. We watch movies based on books, those are mostly then transferred into games, xbox games, playstation games mobile games. They print shirts, posters hell, we can even get cups with our favourite characters on them! Most of the time before they even release the movie/game etc. It is to get the public excited for the release. There are people within the companies hired purely to excite their customers, they are in charge of social networking, they run competitions, give hints to what is going to happen and most importantly interact with consumers.
A really good example of this is the Harry Potter series. After a huge success of the first book everyone turned their attention to Harry Potter. EA seemed to get it right and as the movies were coming out they were releasing a new Harry Potter game alongside, each one with better graphic and more complex gameplay. Millions of toys were produced, your everyday figures of characters as well as Lego’s etc. I even have a chess board with ‘magic’ pieces that you can move with a wand exactly the same like the chess from Harry Potter And The Chamber Of Secrets. ( no magic, they are just magnetic.) They did produce little things like costumes, cups, pillows, posters. But they did not leave it at that I think the most impressive thing they have done is give you the ultimate Harry Potter experience by organizing weeks nights in castles, with weird potion classes, uniform and witchcraft activities like just like in the books themselves. What they did differently, they did not just hire people to take care of social media but they created a website called pottermore where the writer herself! Was interacting with her fans which was a huge deal.

As a part of this brief we are to consider how we would expand on our project, where would we take it?
I got a life simulated brief which was to create a game environment. I have created an ancient Mayan city, in space. I have looked into tons of theories and stories about Mayans. One of them was about this cult, where they believe that these huge open mouth creatures were teleports to another world. I really liked that concept so I decided to go with it and everything went from there. Because my environment is based on a tale like this one there are many ways I could expand it. But in my opinion the best path to take would be the animation route. When making this decision I also considered my own skillset, I have animated in the past and I know I am able to do it. I could do a short film, it would be something similar to my vfx project because it would have to be full of special effects to make it really exciting. But I think, I would not be so confident about film or even a comic book, they aren’t my strongest skills. I could create an animation explaining the story, maybe how the civilisation happened to be out of space, I could make up a further story explaining why they left the Earth to start off with. I could make it into a huge chase where I create enemies that would hunt them through the galaxies. Considering what kind of animation I would want to do… I did think a about a stop motion animation because it would be a challenge, I have not done that kind of animation before but it is one of my favourites! Or I could make it using photographed textures to make it seem realistic. Now I think about it, it could easily become a collaboration with a music student. I always said that music makes or breaks the project. And I read an article about music storytelling and how popular it is becoming... I think this could make a great piece! I did not mean a song but more along the lines of an interesting instrumental soundtrack. But I could also consider my target audience, I could easily change it and maybe aim the animation at a younger audience and make this piece into an educational cartoon. I was always fascinated with ancient civilisations and I remember watching such things on tv and dvd’s. I think it would be quite interesting to recreate something like this.
If I was to do an animation of any kind it would mean developing the story a little further. I would have to spend a good couple of days on further research, to make sure that the story I create makes sense, it is always more believable if based on historical events, theories etc. I think it would be an exciting process because it would be me developing the whole thing on my own, I would not have to follow someone else’s theme or guidelines and I think it would be really exciting to do! Now I think about it I think it is something I might do during summer, we have quite a few weeks off uni and it is always good to keep busy, that was you don’t come back after 3 months off and forget how to use every possible software you have been using. Most importantly it would be a great thing to add to my portfolio.

Wednesday 26 March 2014

Asset Modeling

After I made my mind up about what I wanted to do. There was nothing left to do but to start with the asset modeling. So I started with the big main things, the pyramids, and went from there! 
 c: 


I have encountered one issue when modeling the big structures, the textures were a little stretched, and I can't seem to fix that. They're at 1024 but still don't seem big enough. 

I used my own textures for all of the models. All I did is change the saturation and a few colour of them. 

Since I've been having a few problems with my textures on big objects, I've decided to do a mountain in my own way, I actually created a few planes and small parts which I textured using a photograph I have of a stone. And I tweaked and played around with those till it resembled a floating mountain. Afterwards I made little floating islands to sit around it, and be used as a way to get from one island to another. 








Tuesday 25 March 2014

Final Essay


Kinga Makowka
OUDF501
What influence publishers and businessmen have on the gaming industry. Did it turn from an entertainment industry purely into a money making machine?


The perception of gaming has changed a great deal in the past decade. The niche-market stereotype of male nerds and geeks playing video games in their basements has evolved to a much broader spectrum of markets. Now there are games targeted to consumers of all demographics – children, adults, boys, girls, strategy games for the intellectuals, sports games for the jocks, even balance-board exercise games marketed towards elderly women wishing to stay agile. An example of this is a Wii Fit Balance Board. ‘using Nintendo’s Wii Fit for training to improve clinical measures of balance in older adults and to retain the improvements after a period of time.’
 What was once considered ‘lame’ by the general populace in the Sega and Nintendo era, has now exploded in popularity as evidenced by metrics like convention attendance, advertising expenses, and most importantly – sales revenue. Though difficult to fully estimate, in 2011 the global video game market was valued to be roughly 65 billion in US dollars. ‘REVENUE FORECASTS FOR 2011. Size of global game market revenue:$65 billion, up from $62.7 billion in 2010.’ Many argue that for this reason, the gaming industry (sometimes referred to as the “interactive entertainment industry”) is no longer as pure as it once was. It is believed that once upon a time, those who played and produced games did so mainly for one underlying reason – the love of the game. Once discovered that it was capable of turning a great deal of profit, those wishing to make money off of it began to abuse it – and thus, the industry became convoluted. ‘ We gamers do not have any problem with DLC until it is done in a right way.’

In this essay I will be discussing what effect does this have on the gaming industry. Many people think that businessmen ruin it, that they shouldn’t be in charge of the industry they know nothing about, but if not businessmen then who? Gamers they say. “We put people who don’t know gaming in charge” “the type of person who knows how to make an awesome video game about fighting dragons with a giant chainsaw tends not to be the same type of person who is an expert in business and finances.”
They have got a point there, but it works both ways, it is not just about making a great game afterall. Because you need a great way to advertise it, and sell it well. “In 2009, EA executive Rich Hilleman indicated in a speech that his company ‘now typically spends two or three times as much on marketing and advertising as it does on developing a game.” And it is completely understandable why, it is because no matter how good a game is, it will never sell itself. We live in a world where most people do not have own opinion. ‘People do not know what they want until you give it to them.’ People that will buy what most of their friends own, what is advertised on tv. We live in a world where masses need to be kept on their toes, they need constant reminder and reassurance that they are waiting for something amazing. That is where transmedia comes into play. We play games inspired by books, that are then made into movies, cartoons. We cover our walls in our favourite game’s art work, wear clothes with our favourite logo’s purely to let other people know what we love. We even drink from cups with our favourite faces on while reading books that inspired our favourite game. It is a one big loop. A good example of this is Harry Potter, after the game came out they earned $427 million purely on the game, we are not counting other trinkets toys and figures. ‘Electronic Arts, which have sold a total of $427m in America.’ But nobody blames anyone, because it keeps people happy and excited and it makes the companies the much needed money. “ The leaked initial development contract for the game Destiny - $140 million” After All no matter what it is caled it is a one big investment, and like any other, when they invest huge lumps of money into something they do it so they can at least break even.

Gamemakers have been pushed beyond their limits to produce games that will please the masses. These days people are not excited about the little things anymore, they want more, more, more, bigger, better, faster. It is a kind of people you will never please. So what happens you have got to make a few sacrifices and a bit of extra effort. Games used to be different before, now even the simplest of shooters has a good storyline behind it, great weapons, armour, leveling up system, sort rewards schemes etc. People get bored of ordinary gaming. This means that they do not want to see something they have seen five thousand times before. ‘Nintendo in particular has fallen behind in the console ‘war’ because it has been slow to adapt to the needs of a global audience.’ It puts the producers in a very difficult place, lately they decide either remake the old games hoping people will buy it for sentimental reasons. Or they have to invest three times as much into it to come up with something completely new, this means using new technology and techniques to do it. ‘Gaming itself is expanding far beyond this single paradigm’, ‘making games… requires a lot of men and women working with expensive tools for years. And that’s before they are even marketed.’ Which means the end product, which will be something highly anticipated, but also will be a little more expensive than your average game. So clearly the investors need a guarantee they will get their money back. This is where a lot of DLC’s ( downloadable content) come into play. When you buy your AAA title you should expect the game to be incomplete, and the DLC to be available to buy but at a price. ‘Nowadays, though purchasing a full game after the release date is not an easy task: maybe the developer locked some in-game content in the pursuit of milking its own creation with absurd DLC.’ The original concept was to develop and add extra content for games after they have been released, to keep the audience engaged in the game. It became very popular and started being abused. The subject that raises most people’s blood pressure is the “Day one DLC’s” Developers remove content from their games on purpose and release it as a Day One DLC along the side of the original game. ‘Developers remove some content from their games and release it as Day One DLC which actually means to enjoy the full game now you will have to pay for the disc you buy and 10-15$ for the DLC. This practice brings loads of cash in developers’ bank account as franchise lovers who want to enjoy the complete experience offered by the game will go and pay for that DLC.’ But truth be told if masses would not buy it it would not carry on for a long time, we cannot complain about something we keep alive. With such high expectations people should not complain about having to pay a little extra. It is like a holiday. You can go camping and have a great time, or you can go to an all inclusive five star hotel in Italy and have a great time, both fun, different kind of fun but also comes with a different price tag. People have become accustomed to playing games for free, and it is increasingly difficult to capture paying gamers.’
There are free to play games out there. they are usually games on Facebook, Mobile apps, iPad apps. It is becoming a huge market there are 800,000+ iOS applications available in the App store. Is it worth spending a lot of time making a game to sell it for $1? Well let’s look at League of Legends. It is a free to play game and in 2013 the revenues topped $600 million. The way those kind of games make money is off the little things. If you want extra ‘in game’ money you have to pay for them, pay for better weapons and armour. Pay to unlock extra levels. Pay to progress faster in free plays. Usually people that play free to play games spend more money on it than if they were to buy your average AAA title game off the shelf. ‘A “free to play” model, but gives severe disadvantages to players who don’t pay.’ This system makes people frustrated for not being able to either complete the game or their character being bad, and making spend money.

Many people think that the businessmen are so scared of losing their precious money so much that they panic and do indeed make decisions that anger people. They go for pretty desperate and very image damaging moves. For Example gaming review sites like IGN and Metacritic have been accused of giving certain games and companies higher reviews in exchange for kickbacks – evidenced by several factors such as the selection of their critics being under no formal control and little transparency in how the process fully takes place and its funding. According to an analysis report by the Xentax Foundation regarding the quantification of Metacritic score data:  “The data at Metacritic leaves much to be desired and seems to be heavily biased.” - Mike W. Zuurman

Retailers like Gamestop have also been brought under scrutiny . Forbes noting a most recent example involving Sony and Microsoft issuing a free Xbox One and PS4 to all of GameStop’s general managers. ‘the store’s general managers will all be receiving a free PlayStation 4 and Xbox One this holiday season’. Although some may argue this to be an educational endeavor, rather than a bribe, to help managers answer potential customers’ questions. Many perceive it to have become a “you scratch my back, I'll scratch yours” industry wherein games are no longer produced and purchased based solely on their quality, but now instead on things like how large a company’s budget is, what ties it has with various publishers, and ultimately what the general public is led to believe about the game long before they even buy it. The assumed loser being the consumer.

Another example of businessmen greed damaging own image is the recent reveal of the Xbox One. It was something people really waited a long time for but when they finally revealed it Microsoft got “booed” right there and then. There were a few reasons behind that. Originally, on Xbox One you had to connect to the internet at least once every 24 hours the console would not function unless you did, they made sure you could not share and lend games to your friends, you could only log into your online account on another console for no longer than an hour. This has caused a huge disappointment. Purely because it showed how Microsoft wanted to squeeze as much as they could out of their customers. Because it would force people to buy Xbox Live, if you were not sure if you are going to like a game your friends happen to have, you would not be able to lend it to try it out before you buy your own copy. And what about the old games, that you ca not buy in shops anymore, sometimes you lend them of people for that reason and that reason only, it is not a crime. And as for the hour restriction to using your own profile on another console? It is very common practise to log into your profile when at a friend’s house when playing together, purely because gamers tend to care about their gamerscore, and they will use every opportunity to bump it up. ‘Since that event, Microsoft had famously changed several of the policies originally outlined.’ The system is without a doubt controlled by numerous forces – but ultimately, it is the consumer that is the person still most in control. The reason Call of Duty games continue to be recycled and remade over and over again is because in spite of all the complaints, in spite of all the disgruntled customers, there is still a market that exists that enjoys playing the games. The vast majority of games are still made and marketed towards young males. Why? Because it remains the largest demographic of those who purchase and play video games. The consumers are still the most controlling force. The launch of the Xbox One is a perfect example of this. Its initial sales failed in comparison to the PS4 and previous generations of consoles not for lack of vision… not for lack of innovation… not for lack of games – but based on one metric: it was not what most people wanted. While it's certainly reassuring to hear that the Xbox team is invested in making the Xbox One the system that gamers expect and want, there is still clearly much work to be done.’ Microsoft scrambled to fix the problems. Public relations frantically performed damage control. Engineers were told one minute to design certain features, only to be informed shortly later to scratch the idea and create something entirely different.
The Xbox One’s fate was inevitable – the damage was done. Game Over. All the hype in the world – all the Mountain Dew advertisements and celebrity endorsements couldn’t revive the image people had originally envisioned.


Milking cash out of customers, is a fair argument founded on many well-established truths, but it is also flawed and misleading for several reasons. The same profit-steering dynamics are shown in all industries, not just gaming. In fact, they are found in every aspect of the world. It is existed since the very beginning of its infancy – only now in our information age of access is it more apparent. And as shown by several examples and metrics, the consumer, gamers, are ultimately still the ones most in control, even if at times it does not feel like it. The strange, unexpected reality is that in many ways it is actually making things BETTER. Close up, elements of the industry appear manipulative and despicable – and many of them are. But taking a step back and looking at the whole picture, one realizes that many of the greatest aspects of what consumers love about games and gaming have only come about because of these necessary evils.

Propelled forward by “evil” forces. For decades, many artists, writers, and programmers were steered away from a career in the gaming industry because they feared it would not be lucrative enough to support a family. Now, majors and even entire colleges are dedicated to the science and art of game design. Why? Because there is now money to be made. Careers. Jobs. It is not money that is evil, but the love of money. The negatives created when people cast aside their morals solely to attain more money.

Summarising, maybe we should not be so harsh on any of the game producers. Yes they do sometimes push their luck a little. But in the end it is all down to us to make sure they do not. Gamers are still ultimately in control what was proven by Microsoft swift change of the new console purely because their fans were not happy with it. we will continue to listen to your feedback.’ They are still perfecting it as we speak, adding more and more servers to eliminate lag, coming up with new challenges and competitions. Maybe we should take a step back and think of an overall image before judge them on how much they charge us, because a lot of people’s time and money went into it at first place. It’s a huge market and creates a lot of job positions too. Gamers can even get a job as a tester in the company they love and help the development! And if Gamers were not so hard to please, always expecting something huge maybe the games would not be pushed beyond their limits and costing us a fortune.



Bilbiography:

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DLC, Evil practise?

The original concept was to develop and add extra content for games after they have been released, to keep the audience engaged in the game. It became very popular and started being abused. The subject that raises most people’s blood pressure is the “Day one DLC’s” Developers remove content from their games on purpose and release it as a Day One DLC along the side of the original game. ‘Developers remove some content from their games and release it as Day One DLC which actually means to enjoy the full game now you will have to pay for the disc you buy and 10-15$ for the DLC. This practice brings loads of cash in developers’ bank account as franchise lovers who want to enjoy the complete experience offered by the game will go and pay for that DLC.’ But truth be told if masses would not buy it it would not carry on for a long time, we cannot complain about something we keep alive. With such high expectations people should not complain about having to pay a little extra. It is like a holiday. You can go camping and have a great time, or you can go to an all inclusive five star hotel in Italy and have a great time, both fun, different kind of fun but also comes with a different price tag.

Comparison of the two Cartoons

Ersatz (Surogat) - Zagreb Film (1961)

‘tells the story of a tourist on a beach who inflates an entire village’
When I begin watching this cartoon my immediate thought is, I hate the ‘end credits’ at the beginning. I am about one minute and ten seconds in and I still have not seen a sign of a cartoon yet.
The good thing I can say about it is the music is quite nicely chosen. It adds to the humour of it and overall just seems very chilled out. The concept of being able to inflate whatever you want out of little blocks is really fun, makes me think of what I’d do with such ability. The cartoon seems very childish when you look as I watch it, seeing the breast size on the lady and paying attention to the whole storyline, I begin to think it’s aimed more on adults?

Jiri Trnka Ruka The Hand

When I watched this cartoon I can’t say anything else but that I am really creeped out by it. I can’t even see past the interesting animation or the story I just can’t get over the CREEPY HAND! I think it’s a metaphor of the communist dictatorship controlling/manipulating the artists to create what they want them to create… or nothing at all. In the cartoon ‘the hand’ destroys the pots the little artist created, it’s not letting him even open the window without barging in and destroying his little plant.

It’s really hard to compare the two cartoons because the first one, as I said earlier, seems really childish with no deeper meaning. Where this one is very meaningful. It’s sending a strong message to the people. The audio in the first cartoon is very comforting and friendly where’s the second one it adds to the creepiness of the hand. Another thing I wanted to comment on is the animations themselves. It seems to me like they’re both stopmotion but first one being hand drawn and the second one seems like they have built the set for it. But that way they made it easy to incorporate the hand into it.