Monday, 12 November 2012

12/11/12 - Case Study

In the tutorial today we were asked to create two case studies based on subjects relevant to our projects. We'll be given the time between this tutorial and the next to expand on them.

The first I'm planning on doing is the NPCs in Skyrim. This seems like an obvious choice because of the progress I've been making with my proposal. I've started to notice that a lot of the examples I'm using come from Skyrim for example the way NPCs recognise my chosen race as something to help dictate their actions towards me which I've found is uncommon in games that i have played. On the flip side of this there are also examples of major gaps in interaction such as the way NPCs don't seem to form an opinion of you as an individual. I would be interested to see whether there were reasons for leaving out this sort of interaction that possibly link to the limitations I've already looking into or possibly new ones i haven't come across.



Maybe i should look at Heavy Rain for the second? More to do with making games more like playable films and removing cut scenes than NPC interaction but it's still a key point as to why my research is relevant to the current game developers. Also if i look at the method used and try to see how it could be applied to my research or could be improved by conclusions I've already made.

Interview with David Cage creator of Heavy Rain. Interesing insights into what they were trying to achieve.
http://www.fastcompany.com/1558681/heavy-rain-creator-david-cage-reveals-secrets-his-photo-realistic-serial-killer-ps3-game
http://www.fastcompany.com/1558728/conversation-heavy-rain-creator-david-cage-continues-spoilers


Create tests based on findings
Skyrim- film animations of a guard reacting to various characters. Create using existing conclusions what i think should happen.

Heavy Rain- Not sure.

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