Archive for Videogames

The Prince goes Big Screen…

It seems to be my week for riffing, which just goes to prove that you cannot create in a vacuum.  The more sources of INPUT you have and are accessing, the more OUTPUT you are able to achieve without long stretches of ennui and writers block.

I ran across this post here regarding the new Prince of Persia film in the making:  http://www.filmdailies.com/archives/prince-of-persia-workout/

Now, you know and I know that crossing media is a bit**.  A hairy scary motherbit** that makes the goddess Kali look like one of those ladies in the ballet studio that Degas was so fond of painting.  For decades the “superhero” genre movies were put out, one after another, all of which seemed woefully underbudget for the type of heroics that comic books were so fond of showing.  As the artistic style and expectation of these comics has changed from the more advertising-based style of realistic body proportion in suits to the hyper-muscled demigods of today, the difficulty in bringing them to life in a form that would satisfy their core audience AND appeal to a broader filmic audience grew expenentially.

Game based movies have suffered a similar fate.  Like comic and graphic novel properties, they live and breathe in the realm of the fantastic, a clever artist and writing team can pull stories out of the page that simply have not been reproducible in a “live action” format.  They rely on the flexibility of their media to push the bounds of reality in ways that, without the budget to bring heavy-hitting VFX work in to play, you simply can’t replicate in film.

But now we have the big dogs stepping into the ring.  The POP (Prince of Persia) franchise is venerable (for a game) fantastic, full of action and the kind of tittilating (non-bodice ripping) romance that goes hand in hand with fairy-tales and fantastic stories.  The new movie has a reputable budget and a reputable team putting it together, so when it comes to spinning the roulette wheel on whether or not the film is going to make any money, someone’s gone and painted about 75% of the slots all red.  The odds are going to be very good.

Is it going to be critically acclaimed?  Not a chance.  It’s going to be panned by the same groups that bagged on Avatar for it’s lack of story, the same people who hated 300 because it wasn’t historically accurate.  At the end of the day POP is going to be an action movie.  It’s a fantastic, Sinbad-style action/adventure story, heavy on the visuals, heavy on the style and movement and palette and the rich feel that the games have developed after a couple of decades of redos and evolutions.  Its’ going to piss off a bunch of gamers, primarily because we each already have our favorite version of the “Prince” and already kick and scream about which version of the game is right or “better” and whether or not this version of the Prince has a bad accent or a bad haircut or too many muscles. 

The thing is though, gamers are a whiny, vociferous bunch.  We talk smack even to our BFF’s while we’re teabagging them in Halo, we argue, we disagree, we all get on our soapboxes and critique what we love, what we hate, what WE would have done different.  But we all LOVE games (even though we bit** and moan), and its a rare rare thing that will pit a gamer against an IP so strongly that they will have nothing to do with it.  POP is going to pull in the game audience as long as they don’t try to turn a fish into a fowl and make the movie into a chick-flick or something equally absurd (and lets face this, this is Bruckheimer, so the odds of *that* happening are slim) and they are going to pull in the literary crowd, fantasy, sci-fi, steampunk, even the vampire-lovers are probably going to stop in to take a look (in part because there is a dearth of good material to serve these markets as quickly as we are capable of consuming it).  They are going to pull in the old-school action lovers, the guys and gals who like Bond, who thought Zulu was one of the finest films ever made, and who watched *all* of Lawrence of Arabia twice and who still watch Chuck Norris movies when Spike plays them through.

But nobody’s EVER going to see the bottom of the table…

The ever-awsome Will Wheaton posted this image through Twitter and then his blog a couple of days ago (http://wilwheaton.typepad.com/wwdnbackup/2010/02/the-cooperhofstadter-coffee-table-proof.html).   What you’re seeing here is a background element.  A table that can be found on the set of “Big Bang Theory”.  Its not hugely important to the story, it’s not something the camera is going to linger on.  As Mr. Wheaton himself said, it could have been filled with any handful of magazines, they didn’t have to go so far as to make sure everything there fit the story and the characters.

 

The Cooper-Hoffstadter Coffee Table Proof

The Cooper-Hoffstadter Coffee Table Proof

This is, interestingly enough, one of the things that separates a great game (or TV show) from an AWESOME one.  The level of detail in the world.

People operate under the misconception that if you can’t get a clear look at it, it doesn’t matter.  That taking a line of text and reducing the pixel count until it is unintelligible for a mipmap is just a pain in the a** and not the best way to handle the process, you can just hit it with a few clicks of the mouse in Photoshop and get some wordy looking blobs in place.

But the human eye is a wicked, amazing instrument.  Man-made optics cannot hold a candle to what the human eye can actually pick up on.  The trick is all in the perception, what the mind does with the information once it runs up the optic nerve.  So even though you may have taken a pretty 1024×1024 texture and reduced it down to 32×32, if you’ve stair-stepped it down, those little pixels, their placement in relation to one another, the colors chosen, are going to give the eye a ghost of an image, a hint, a kiss of what was there before.  You’re giving the mind the opportunity to make a connection to the larger, more complex texture, and it will make that connection.  The mind, given just enough information to do so, is looking for a way to fill in the blanks and add it’s own level of resolution to the images coming in through the hardware of the eye itself.  If you take your 1024×1024 texture and say…  well, I dunno, we could get away with just a flat grey panel here, and a black line there, you’re taking away those little details that allow the mind to jump the gap.  It *will* save on memory, don’t get me wrong, taking out those details can take a texture image down to the kb range of filesize, but it’s going to cost in terms of user experience and perception.

Players are the kinds of people (if they’re a *fan* of the game and not just playing it to beat it and move on to the next) who are going to dig into corners.  Who are going to somehow, anyhow manage to shoehorn their player character into position to see whether or not you’ve gone to the trouble of texturing the back of the soda-machine, or whether the magazines on the table have nudy-pictures on the cover.  Details like this often get glossed over out of necessity, because the game ran out of time, because the dev-cycle was just too tight, but often as not they also get left out simply because no-one thought about it.