#more physical puzzles especially!!! my tablet is filled with puzzle apps
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i think i deserve a walk into a bookshop to browse the puzzle magazines so i can pick one out to buy as a treat
#my brain is stuck on puzzles tonight#as it often is#SJFHKSDJFH I FUCKING LOVE PUZZLES THOUGH#i want more#more physical puzzles especially!!! my tablet is filled with puzzle apps#i want some more puzzles i can physically interact with they are so so so so fun#i also still have some puzzle magazines i haven't completed fully BUT. hear me OUT. what if...i buy another#skdjfshdfkjhsdfhksdf pls. i would like that very much#i've seen some really fucking interesting looking puzzle books on uhhhhh#i don't remember the website#amazon maybe. idk#where there's a whole storyline and you're like solving a case through logic puzzles#idk how good they actually are but highkey on my want list rn#I FUCKING LOVE LOGIC GRID PUZZLES. i don't have a book of them either!!! i really want one#shfkshdf okay it's almost 1am i need to put my puzzles away and sleep#i have work tomorrow. well. today
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73. DREAMS come true
3... 2... 1... Blast Off! And the drawing’s Done. I’m most of all happy with how fast I doodled it out using Microsoft’s free ‘Notebook’ drawing/writing software on my Tablet, and that’s truly down to the app’s accessibility. Could I have used more powerful sketching software? Yes. Would it have resulted in a better drawing? Probably. But trying to juggle layers in Sketchbook or fight with the insufferable clunkiness of Photoshop is just something I don’t enjoy facing, and so I’ll stick to my quick simple doodles. And I’m happy with that.
Because making it all result oriented can sometimes destroy the enjoyment of the process, (not that I’m saying a result isn’t important, rather the journey is equally crucial) and I openly admit that I sketch away on Notebook because I enjoy it for many of the same reasons I adore writing: It’s the fastest way to get my ideas down.
Throughout my entire childhood, my imagination was fast and fickle, Ideas rushing in faster than I could output them, which resulted in a short attention span on any projects that took longer than, well, a sit-down. And so when a tool pops up that allows me to get ideas down faster, which potentially cuts out that “Photoshop” middleman, it ALWAYS draws my attention, especially if it yields the same high-end results.
But, as a filmmaker who wants to dabble in music, Game design and anything and everything, these tools seldom pop up. Sure, everything’s most certainly become more user-friendly, especially with such game engines like ‘Unity’ and ‘Unreal 4′ now becoming freely accessible, cutting out a lot of Dev. time/hurdles. But these advancements have never articulated in the form of tools that make animating, game design, music and everything in-between feel as intuitive as the sketch I did above on my Tablet or the essay I’m plonking out on my keyboard as we speak (or read).
Until recently, most notably announcements of an upcoming Tool made at the last Electronic Entertainment Expo (E3).
But let us jump back a moment for there’s an origin to this great new tool; an earlier iteration that’s celebrating it’s Ten-year anniversary right now, a birthday I’m personally celebrating with the way it changed games/creativity forever. I know that sounds hyperbole, but trust me when I say this comes from the most Sincere place in my heart, a heart that yearned throughout my entire childhood as I stuck together simple stick men levels in Alien Hominid (Ps2, 2004) or laid out cookie cutter racetracks in RC Revenge Pro (Ps2, 2000) for the game I speak of next brought that childlike wonder back into my heart. I’m speaking of the warm, fuzzy, ambitious and very successful:
Released Ten years ago by Media Molecule (also known as Mm), a small team compiled of such visionaries like Alex Evans and Mark Healy which was founded in 2006*, their first outing on Ps3 from a distance looks like a simple fabric styled platformer. But sown (excuse the pun) deep into the fabric (sorry) of its very roots were creative ideas that grew larger than life.
* 2006 also being the year they released ‘Rag Doll Kung Fu’ which was the first third-party game to be distributed on Steam. Their progressive thinking was there from the start.
The articulation of these ideologies can be best expressed through Mark Healy’s early foray into game development when he programmed titles for the Commodore 64 (Console, 1982, also known as C64). The C64 was the Guinness Record champion for most units sold at 10-17 million units, a record laid to rest with future consoles such as PS2 hitting over 155 Million. Yet, in recent interviews, Mark has spoken of those open source tools that allowed him to create with relative ease, and how as future consoles rolled out into people's homes which ended up selling more and more with each passing generation, that accessibility to create was lost. I mention the word ‘accessibility’ like a broken record because that’s the very word Media Molecule seem to have as their unofficial modus operandi. It’s their very soul!
And it was this very soul that was poured into their 2008 juggernaut, Little Big Planet (Also known as LBP), which was teased far earlier than it’s release (to my impatient frustration); I saw the announcement perhaps a year before, the game post-phoned, but I had a taste of the potential and it was the only thing my heart called out for every day leading up to its release*. Finally, a game that gave me the tools to make my very own games.
* This part was actually true. Extreme? Sure, but I was stuck on an Farm growing up so it was the light in my tunnel.
The Puzzle Platformer’s official slogan was “Play, Create, Share”, basically boiling down to a Gaming Youtube with the tools ready built in. Here’s a cute 10-year-old trailer that best expressed this warm fun collaborative charm and it’s progressive stance on creativity (as well as one of the funkiest Game soundtracks from recent memory). You could make levels with ease, publish, get “views” (in this case, plays) and “likes” (expressed through Hearts) and then surf Mm’s servers to play other's creations. The first worry expressed by Critic’s was that no one would want to make levels, but Youtube as a creative platform was already the monolith of proof that this was not the case; people wanted creative output, and once the game was released with Metacritic scores averaging around 95% the Game sold well and the coMmunity was born.
The creative tools were easy to grasp but hard to master, the layers of ways to utilise them for more complicated contraptions and professionally polished levels took time to learn; fumbling around to mediocre results might draw you to the conclusion that quality couldn’t be obtained, but Mm cleverly put those anxieties to rest by including a campaign that was built exclusively with those very same tools. You had no excuse apart from “lack of practice”, and this pushed the coMmunity to make all kinds of contraptions from Mm’s physics-based engine, including someone building a fully functioning Calculator (the Creator even allowing you to fly around Jet-pack style to see how complicated the mechanisms were; turns out, very).
LBP 2 built on that success, implementing a new refined tool called ‘Logic’ (among other improvements) which was an array of different microchips with simple functions that could be wired together to essentially ‘code’ objects to do your bidding. It was deceptively simple and never bogged down the ease that was at the heart of LBP’s Creative tool-set. The step up between games showed up past ‘peak’ coMmunity created inventions (namely the previously mentioned calculator) as bare-bones in what you could achieve with this new instalment.
I poured hours into these games, playing every LBP sequel; the future iterations were handled well by Sumo Digital (LBP 3) and Tarsier Studios, Double Eleven and XDev (LBP Vita). Mm also produced the Bafta-winning Vita/Ps4 Tearaway which I’m part way through now, enjoying endlessly in an attempt to fill the void till their next highly anticipated game.
For once again they’ve teased a pipeline title which the public await with bated breath; their next instalment in their Creative franchise (and the very reason I’m writing this article) doesn’t just build on their previous efforts of community-based tools but fully realises them. They finally made what I and many others have always wanted, a Gaming engine with the ease of drawing; a level creator that’s as simple as me typing on this keyboard; the true Youtube of gaming:
I love the LBP franchise a whole lot (still play it now), but whatever I built always felt a construct of ‘LBP’; the most approachable expressive tools I’ve ever used still restricted by the 2.5D realm of Sackboy’s recognisably cloth based world, and while you could creatively open up the borders to reveal new perspectives and ways to make games there was always the nagging feeling that you weren’t truly making YOUR game, you were making a game for Mm. This wasn’t their fault, and it’s not like you could point at any other accessible tool to exemplify these faults, because Mm was leading the charge, and still are. But this upcoming release of their new title aptly named Dreams (Beta 2018, full release TBA) shows with ease that Mm doesn’t just continue to lead this push forward, but are doing so with such an extent as to potentially shake up the gaming industry; for you truly are now making YOUR game.
Strong words are easily backed up with results I’ll show further down, but the final hurdle on their next instalment’s success isn’t just the quality or function of the final output (which Mm shows with confidence on their near-weekly streams and collaborations with other gaming developers via Twitch/Youtube) but with how the market will react to it, or if they even will react at all considering a relatively quiet reception in the wake of AAA games like Red Dead 2 and other heavyweights.
But before we discuss that further, speaking of a game like this with mere words doesn’t really do Dreams justice. I’ve watched nearly every video they’ve released across this last year so here are, in my opinion, the videos that best exemplify what their upcoming game/tool has to offer:
Trailer (TGA 2017 Trailer), which is the shortest of the bunch, quickly highlighting the general feel and look of Dreams.
Game Informer’s playthrough of campaign levels, which is fantastically demoed by Veteran Mm founder and C64 programmer Mark Healey.
A run through of fun bite-sized levels made by their team, showing off the astounding variety and how each level flows into the next like a Youtube playlist.
And should you choose to watch only one of these videos, choose this next one; Game Informer’s Rapid-Fire Q sesh (with other Mm Founder Alex Evans), which isn’t just informative but should also be commended as creative and engaging journalism at it’s finest, running at the speed of a scripted TomSka Sketch* (It should be noted that Game Informer has been hitting it out of the park over the last month with their fun and insightful cover of Dreams).
* ’TomSka’: a popular Youtuber, famous for the ASDF Cartoon sketches and his fast and frentic comedic sketches. He’s done much, and with such a consistently recognisable style and tone across all projects it could be argued he’s an auteur, which excites me greatly that Youtube can own such a phrase and that ‘auteur’ could also translate to the users on Dreams (the platform I indulgently want to be referenced coining the term ‘Youtube of Gaming’. I’ll stop saying it when everyone else starts.)
TL;DR to sum up those clips: Dream’s works. Not just in regards to it building on LBP in every conceivable way (especially in being fully 3 dimensional) but also being easier to use, with motion controls utilised to essentially free-mould the level around you, and the jump between creative and playing being even more seamless; I was previously going to link three individual videos, title-ing them ‘PLAY’, ‘CREATE’ and ‘SHARE’ respectively, knowing there are such videos that focus on each aspect out there (shown at this year’s E3), but the Videos linked above demonstrate far clearer how the boundaries between those three different worlds are getting harder and harder to define; less “Play, create, share” and more “placrehare”... which isn’t as catchy but you get the idea.
Above: Picture of the Mm Team taken by Game Informer during their visit.
Everything about this game covers all aspects of game creation, even in terms of building a CV the defines your best skills (Animator, Modeler, Musician etc.) and then allowing you to allocate different roles to different creators (if you so wish). Objects/characters/music/levels etc. can be shared and remixed, creating a library of never-ending stock objects which either help fill in your weaknesses or set up a foundation to build on. Everything is built around a coMmunity which is so heartwarming considering an industry which, much like the film industry, is very clicky and “who you know”.
To prove how Mm appose this, and help highlight their deep-set sincerity, online creators from some of the finest levels on LBP were later hired by Mm to work in their company on future projects based on how well they grasped the tools. Mm recognised them for their talents and allowed these artists to flourish, artists who may have never broken into their dream profession without that much-needed step up.
This harks back to that phrase I’m trying to coin: “A Youtube of Gaming”. Film-making has gotten far more approachable over the last 10 years with equipment becoming progressively more affordable and every PC/MAC coming pre-loaded with editing software. The ability to share with ease online has helped many Video creators land roles in the industry or even create their own*.
* Youtube channels FreddieW (now named Rocketjump) and Corridor Digital (founded by Niko and Sam) springing to mind; their effects driven action/comedic shorts is what made many even consider film-making as an option (they even put out free tutorials/BTS) and their channels frequently collaborate with each other, other channels and even known names (Smosh, Key and Peele, and Jimmy Kimmel to name a few).
And so this is what makes Dreams so special; a chance to lower down the industries’ impenetrable defences and highlight player’s hidden talents with a tool that’s grown beyond ‘making levels for Mm’s games’ and matured (while retaining its essential charm) into a fully fledged game engine*.
* Many of you might think I’m counting eggs before they’ve hatched; understandable, but even if the game came out as a mere shadow of it’s intentions (which at this lately developed stage I doubt considering their showcases), the idea is already there. With VR and motion controls improving across all platforms there will doubtlessly be an imitator who can pick up where they left, improving from their failures. Failures I believe unlikely due to Mm’s track record of achievement and future support (they’re very involved with their CoMmunity, hence why I’ve placed a Mm in every use of the word CoMmunity (not my idea btw, Mm do this themselves)).
But more importantly than this future engine’s apparent depth is it’s accessibility, which cleans the slate of any straight up coding (LBP’s ’Logic’ is still there in spirit), rubs away clunky creation and puts all the tools under one roof with a platform to share and collaborate on. An infinite world of infinite creations that you can join your friends to play, Sofa sharing or online, streaming through playlists or creating, new content or remixed, in infinite combinations with infinite flexibility with an accessibility that has been unheard of until this game/engine.
Above: Front Cover Mm did for Game Informer’s November issue, which was created entirely within Dreams.
Which brings me to why I’m writing this article. I’m not writing extensively of the tools you can use, I’m linking other journalists’ work and mostly speaking of Mm’s past and what their new game could mean; so what’s the function of this? Well, as mentioned earlier, their success on something so CoMmunity led will be based on how the CoMmunity utilise it, which first and foremost means they need a CoMmunity to start with. And as also mentioned earlier, I think the reception for this game is relatively quiet compared to larger AAA games; this feels wrong to me in so many ways, as Dreams with the right support could literally shake up the gaming industry and influx a new wave of creative talent, showcasing an entourage of new ideas; a French New Wave of Games but, well, British (at least in origin). And I want this to be heard. I’m writing this article because I want to support them, in an attempt to build awareness. Because I want them to succeed. For their success will change so much in so many innovative ways.
When I saw all this beautiful creative potential oozing from their E3 trailers earlier this year something inside me changed. It wasn’t a new feeling, not at all, rather a familiar one; one I missed. It was that childlike wonder I had so long ago; that awe and glee when I watched the announcement trailer for LBP; the many days I sat scribbling and doodling on the floor as a child in those long stretched out Summer holidays; those 3 hour long GCSE English Language exams where I would write out whatever story popped into my head (honestly, only exam I ever enjoyed). Those are some of the happiest days of my life: pure unchained creativity with seamless tools.
Finally, those days are returning. Finally, I can be a child once more. And hopefully, so can you <3
#blog#blogger#news#writer#writing#gaming#gamer#game#2018#Dreams#media molecule#playstation#ps4#LittleBigPlanet#little big planet#Mm#Future#Potato#writerblr#writers on tumblr#E3
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5 Romantic GAMING Ideas
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