Showing posts with label platform. Show all posts
Showing posts with label platform. Show all posts

Thursday, August 23, 2012

How Sound Shapes Shines

In a year of indie wonders, PS3 and Vita musical platform puzzler Sound Shapes is a marvel. Crafted by Queasy Games' Jonathan Mak and Shaw-Han Liem, it’s a darling synthesis of a beautifully simple world and hugely likeable music.

Through the central character, a spinning 'fried egg', players navigate gorgeous worlds, gathering musical notes and creating songs along the way.

Platforming and puzzle-solving are wedded together in levels that somehow manage to glue visual minimalism with environmental complexity. This is a game in which thoughtful progression, rather than twitch, pays dividends, especially for those of us who measure our dull two-dimensional acuity with a pendulum. It’s a stop-and-start adventure swinging through the arc of the screen in search of strange, new aural experiences.

Sound Shapes’ cute charm is a balm for anyone suffering from gaming’s malaise, shooting-dudes-fatigue, the point here being discovery and creation rather than mayhem and gore.

Interesting that the tutorial for the game’s level editor comes very early in the experience, a testament to creativity’s central role. It is already yielding genuinely interesting user-generated offerings. Sound Shapes is an artistic adventure both from the creators and for the players.

Some critics have questioned Sound Shapes’ shortness, knocking points off their crude scoring systems because the game is “over” after a few hours. But replayability is a genuine factor here, in which level variety and a catholic musical overlay demand another look, another listen, just like a good album. In any case, there is a Death Mode for people who enjoy a mind-gnashingly tough challenge.

IGN caught up with Jonathan Mak and Shaw-Han Liem to talk about the game’s genesis and the decisions that went into its design. Here are the seven creative steps that culminated in one of the year’s best small-team games.

1. Experimentation

The team had previously created Everyday Shooter, which synthesized a classic game genre with musical exploration. Mak says, “The challenge for us was, ‘how do we give the player more ownership over the music’? Allowing players to actually create music within the game. So when we exhausted the Everyday Shooter style. We kept trying different things, different genres.

“The reason we chose a platformer was, we wanted to find some super-ubiquitous form of video game. A top-down shooter is kind of abstract. It has some weird rules. Certain things you can touch, certain things you can't. If you've never played a video game, you might not really understand that.

“But a platformer already has some real-world things built in. There's gravity. There's a character that walks around. Although I f***ed that up and made the character a fried egg [chuckles]. And the whole going from left-to-right. Classically, the platformer goes the same way. It's similar to how you read music and so it makes sense in that way.”

2. Design

Each of the ‘albums’ that make up the game carry a different musical style and visual story, but they all adhere to a distinctive look, a felt-board collection of shapes and colors that never fails to delight and surprise.

‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

Mak says the simple aesthetic was designed to give the player as much access to its music as possible. “You need some way to show the player the gameplay features, the checkpoints, in such a way that it doesn't draw attention away from the stuff that's actually making music. But I think Shaw-Han and I share the same liking of the idea of a clean aesthetic. Luckily, we found [designer] Cory Schmitz.  It just feels more modern. You look at the iPhone. Simple is the way to go.”

3. Gameplay

The elegance of the game’s design is underpinned by its relatively forgiving nature. This is no pixel-Nazi platformer. Once the rules of the world are understood, progression is less a matter of hand-eye-perfection as of timing. Music’s own playbook being the obvious inspiration.

Mak says, “Is about enjoying the music, getting players engaged in music, and inspiring them to write their own music as well. Our worst fear was making some sort of musical toy. I really wanted to get to the point where the game was, for real, a video game. Not just this musical gimmicky thing with some half-assed video game slapped over it. Part of the magic of Sound Shapes was how Shaw-Han was insistent that the game itself be a music instrument.”

4. Music

One of the great commercial and cultural successes of the last decade has been selling the illusion of creativity as entertainment. This idea that, with the right tools, we are all towering mountains of artistic genius just waiting to be mined.

Because, let’s face it, there are few things in entertainment more rewarding than the sensation of creativity. The genius of Sound Shapes is in turning a two-dimensional left-to-right progression into an act of musical composition. Of course, the music is really just being ‘read’ by your movements, but it feels like the songs are being untethered by player-choices.

Mak says, “The game is a gateway to the music. It’s showing people that writing music is easy. We let the players discover that for themselves, and that discovery is what's fun. It's like if you're tweaking a patch on a synth and you discover this crazy thing by turning a knob. ‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

5. Synthesis

That great human invention, musical notation, allows us to visualize and record pitch, tone, duration, and has been with us for centuries (arguably, millennia). Although Sound Shapes moves the player in every direction on-screen, it works much like a musical score, left-to-right with high notes high, and low notes low.

Shaw-Han Liem explains, “Obviously there's a connection. The music and visuals have things in common. You can map relationships, like tones to colors and volumes to sizes. The timing of animations to the curves of volume.

“There are certain things that map pretty naturally across the two aspects. But of course, not only do these things have to sound good and look good, but they have to be understandable in a game world and meaningful in a way where they work with the logic of a 2D platforming game, I think that's where you start. It's really the intersection of those things when it becomes a big design challenge.”

6. Pitch Perfection

Of course, this synthesis sounds pretty straightforward in principle, but in practice, a platform game and a musical score are not the same things, and they both demand absolute perfect placement within the rules of their own domains. A lava pit that cannot be traversed is no use. Likewise, a duff note will ruin an entire composition.

So, the note floating above the lava pit, assailed by shooting bubbles of magma, must be in harmony with its surroundings.

Mak says, “With scoring the levels, even the placement of the notes, we'd have to be super-careful. Towards the end, we'd be like, okay, I need to move this ground here one pixel, but that might change the rhythm bit. I'd need to move a note down, and then there's this huge day-long discussion about this note moving down and what we should do about it. It can get really intricate.

“In the editor for players, it's kind of a whimsical experience, and obviously that's what we intended. But when we're crafting our levels, we have this mindset of perfection. It's hard to be perfect when you have all these variables floating around.”

7. Level Edits

Sound Shapes’ greatest puzzle is its level editor, which invites you to not only create platform worlds, but to work-in a musical theme. This offers limitless creative possibilities.

Liem says, “After about a week from when we launched in North America, there were already thousands of levels, and tons of really cool ones. We've been watching people starting their own communities on different message boards and sharing different tips and levels.

“I got a message from a guy who said he was at his job secretly sketching out what his level was going to be at his desk, and he was sending out the images and the drawings of what he was planning on doing once he got home and was able to put it together. Obviously we hoped that people would be excited by it, but to be able to see that happening first-hand with some people is really exciting.”

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. I really think you'll like Sound Shapes. You can contact me via Twitter or IGN to discuss this game.


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Monday, August 13, 2012

The iPhone 5 Rumor Roundup Continues

While the media's patience wears thin and the Android platform continues to grow its market share, the 'net is bursting with iPhone 5 rumors ranging from the plausible to the laughable and everything in between.

Source: T3

The most believable (and corroborated) set of Apple hints now surrounds the unannounced device's release date. iMore reported today that, coinciding with an iPhone 5 event, pre-orders for the next-gen smartphone would begin on September 12, or nine days before the alleged release day.

All of this information comes to iMore by way of "sources who have proven accurate in the past," a character we've seen a few times before, and since.

Source: BGR

His distant cousin, BGR's "trusted source" and apparent AT&T insider, also outed a late September release window for the iPhone 5, citing a rescheduled employee training event and an "all hands on deck" policy as the reasons for suspecting that timing.

The Apple press conference on September 12 is almost certainly the platform for Apple's iPhone 5 announcement, but the question is whether or not release will follow so quickly. For comparison, the iPhone 4, which released over two years ago (a longer development timeline that most), was announced on June 7 at WWDC 2010, then introduced to store shelves June 24 internationally. Apple is no stranger to surprises, or to swift turn-around times, so the September and October rumors sound like reasonable guesses.

Over the past week, images and even video have "leaked" from Japanese manufacturers, French journalists, and American speculators. The footage swam over the Pacific from Japanese site Macotakara to deliver a purported first full look at the casing that will be holding the new iPhone. While this seems to be in line with other ideas about the wraparound middle-back cover, there's no way to know if the video is a good-looking farce or the real deal.

Source: iPhone 5 Guides

Other rumors about the casing and display have circled around a 4-inch screen and a thinner, higher-resolution LCD panel.

Blogs all across the tech-interest sphere have been claiming for months that the days of the 30-pin iPhone dock connector won't continue with the iPhone 5. Although a consensus on the smaller connector has yet to be reached, it's not unthinkable to imagine that Apple may be going to the micro-USB standard, if changing at all.

Leaked images of what may be the iPhone 5's motherboard have also given rise to some spurious speculation. While some contend that the SIM card slot from the pictures looks to support micro-SIM cards, those infamous sources are claiming some insider knowledge about nano-SIM cards for the iPhone 5.

IGN will be on-hand at the September 12 event and keeping tabs on all the rumors (and eventually facts) about the iPhone 5 and Apple's next generation of mobile devices.

Sources: 9to5 MacThe VergeMacotakaraBGRiMore

Dan Crabtree is an I.T. guy and freelance writer with words on IGN, and a league of other gaming news outlets. His dog is considered handsome and well-read. You can find him (the human) on Twitter and IGN.


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