Archive for the ‘findings’ Category

Fighting the Triple Play: Disruption, Affiliates and Hardware

Saturday, June 26th, 2010

Google announced Google TV as part of their aim to extend their presence in the the $70 billion dollar TV industry. According to Google this is a new television experiences that “combines the TV you know and love with the freedom and power of the Internet.” Google TV software will run on the Android platform, Google’s own open source foray in to the mobile and electronics space.

Obvious to all observers, Google is attempting to disrupt the distribution platform of TV and secure the market of the increasing efficiency of delivery for video through IP. However Google is not the first to try this. For years Microsoft has been pushing media center PC’s into the market without strong results. The industry and government has also tried to push forward the digital aspect of hardware by requiring cable card for future TV hardware but again also without visible results.

Last week I appeared on Blookcast Weekly to talk about a wide range of materials. I give my opinion about Google TV in here. The main points I give are, content producers are not partnering because the disruption will kill their advertising dollars. Second currently most money for cable tv channels come from subscribers and affiliates, advertising is icing on the cake. Third, hardware is the key to distribution. Dish network is not enough, they will need to get partnerships with other ISP’s and currently the fight will probably lead to net neutrality discussions. ISP’s and cable companies have one advantage over satellite, that is known as the triple play. They have the ability to bundle internet, tv and phone into a nice package under a hundred dollars. That is what Google TV is really fighting against.

Link to show:
http://blook.my/tv/2010/06/26/blook-techcast-02-google-foxconn-and-time-traveling-iphones/

Interactive Emotions (a repost of old thought)

Saturday, May 8th, 2010

Interactive Emotions… the sound of it can suggest ideas ranging from intoxicating interests to perverse actions (yes I’m talking about the new SNK Witch-hunting game). However recently, I’ve taken a stab at defining different forms of interactive emotions. With films we general call it visual emotions, something we can see with our eyes, but in a passive state. With games, interactive emotions is what the player feels, its not something we’re fed but something we find.

Three types interactive emotion that I define:

Time-based emotions-

I define a time based interactive emotion as ones that are determined by the passing of time. If an emotion were supposed to be trigger two minutes into the event, after 119 seconds some for of change in game is supposed to take place. Whatever this change is, it’s utilized to trigger an emotion as the player traverses the gameplay hitting the 2 minute time limit. An example of this would be Ghost Recon Advance Warfighter. In the second map, the point of the game when the American Embassy building blows up, your goal is to bunker into a corner and protect the Mexican president. From there a major gun battle ensues, basically trapping you into the corner as you fend off waves and waves of militias. Just as you start to feel the wall crumbling around you, the screen gradual turns monotone and hopeless musictrack comes on. This is what I call time based interactive emotion, at a certain moment determined by the passing time, GRAW will start changing the color of the screen, playing a specific soundtrack all intended to engage the player in feelings of hopeless, and despair.

Environment-based emotions-

I define an environment based emotion as ones determined by not only the game environment but also NPCs, basically every element the player interacts with. The idea of an environment based emotion has to do with an event or change triggered by the environment the player engages in. As the player traverses through the game environment, specific events happen as the player reaches a certain area all intended to evoke an emotion in the player, could be fear, could be nostalgia, could be love. The greatest example of this would be Half-Life 2. Half-Life and Half-Life 2 are built from this form of interactive emotion. There are numerous examples but the one that stands out the most resides in the beginning stages of Half-Life 2. Playing as Gordan Freeman, moving through abandoned buildings trying to find a way to escape the heavily policed area, the player is guided to a building where many people are hiding out. As the player comes across the NPCs they then proceed to tell the player directly to keep moving and run. Then as the player continues moving along the corridors of the building to the stairs, a group of masked men run up the stairs coming at you creating a sense of heightened urgency to run. This is what I call environment based emotion, an event such as the masked men running at you the moment you are in proximity of the stairs, created by the environment, designed to heighten your sense of urgency.

Now how is this different from GRAW’s time-based emotion. The difference lies in the determining factor and the replayability. Time determines GRAWS intended emotion, and if you were to replay the same level, at the 7 minute mark you can expect the screen to change colors. In Half-Life, the environment determines the emotion, and if you were to replay the same level, as soon as the player reaches within distance of the staircase, you can expect the masked men to come after you. But both of these techniques have flaws. Both of these emotions depreciates in value as you replay the level, losing despair and urgency as you play it for the fifth or sixth time.

Action-based emotions-

I define an action-based emotion as ones determined by the input of the player; I consider this the holy grail of all interactive emotions. An action-based emotion happens when a player performs a specific input to the game whether it be firing a shotgun, opening doors, or swinging a sword. When the input is received by the game, a specific change appears and triggers an emotion in the player. The best example of this would be Shadow of the Colossus, as the game progresses, the player encounters huge colossi the player will eventually to bring down. The moment the emotion is triggered happens when the player succeeds in engaging and climbing on the colossus. At that specific moment determined by the specific action of climbing on to a colossus, a specific music track will broadcast evoking emotions that can range from heroism and sacrifice. In this example, the emotion of heroism or sacrifice is forever linked to the action of engaging and climbing the colossus.

What make this the holy grail of interactive emotion? Again the determining factor and replayability. By tying emotions and feelings of heroism and sacrifice to the specific act of climbing onto a colossus, Shadow of the Colossus succeeds in allowing the player to determine their emotions reflected by their inputs, eliminating the anticipation of exterior factors beyond their own action. No time limit to anticipate, no environment event to anticipation, just the input of the player. All this opens up the possibility of reliving the same emotion all with the push of a button, translated to the climbing of the collosus, translating to heroism and sacrifice.

In conclusion, I have too much time on hand and I’m a Shadow of the Colossus fanboy. Now I will go buy a hundred dollar figurine.

Videogame Discourse (a repost of old thoughts)

Saturday, May 8th, 2010

Ebert said it’s not art. Well Roger Ebert might be a gaming douche but he’s certainly a voice to be reckoned with. And recently, Fumito Ueda, the director of Shadow of the Colossus considers the games he creates commercial work, not art. Even though everyone in the industry considers ICO, Okami or Shadow as works of art, cross medium acceptance has been hard to come by.

Most people believe the current state of the game industry is parallel to the film industry in the 1930s and 1940s, when large studios controlled creativity, directors we’re signed on to contracts rather than independently created work. However the comparison ends there, the maturation of the game industry for one hasn’t matched the development the film industry had over the past century. Second, films as an academic art medium is firmly established even among those who do not study films. Now the game industry needs to catch up, but what steps need to be taken?

Seems like the answer is basically one word, dialogue. At it’s current state, discussion about the intentions and techniques behind the art of gaming isn’t where it needs to be. In films, magazines are published specifically towards film discussion; directors appear at Q and A sessions after pre-screenings of their film. Currently after games are released, high intensity discussions about technique and intentions behind videogames are neglected. Until open academic dialogue is created, videogames will still be second or even third fiddle to other artistic mediums.

CNN embeds Ad space between Video Browser

Sunday, November 8th, 2009
New Ad Spot?

Is this how we tell the world what we watch?

CNN has began placing ad spots within the video navigation section. Viewers scan through videos by clicking on the arrows and shifting the list of videos left and right. CNN has intelligently placed an ad spot as the 3rd square from the right. Will this generate CPM or CPC? Not sure. Not even sure what type of ad rates you can charge for that, $0.50 CPM?

Change from a tutor?

Wednesday, September 23rd, 2009


mag1, originally uploaded by andrew.lau.

A pretty blatant attempt at bastardizing President Obama’s campaign slogan and then turning into a way of selling yourself as a tutor. I must say. Pretty Lame. Though nice picture @flickr andrew.lau