Showing posts with label story. Show all posts
Showing posts with label story. Show all posts

Tuesday, April 15, 2008

Story Time

Well over a decade ago, I had just graduated from college. I went straight from college into a job. Which is great in some respects, but my college buddies and I had always talked about going into business for ourselves. Even before graduation we'd all had some experience working as human resources in our chosen majors. Without getting into specifics, let's just say our experiences gave us the impetus to pursue the idea of starting our own business.

We used to brainstorm all sorts of ideas. Some of these ideas were actually a little ahead of their time (meaning they didn't exist at the time, but do now), and I'm sure there were some that would have made money, but some of these same ideas also were not... savory... (I take the blame for most of those.) But these were brainstorming sessions. So, we tried not to rule anything out to start with. Just throw stuff out there and see what sticks. One of the ideas we had was to develop an advanced 2D side-scroller game for the PC.

Keep in mind, that this was before 3D games were the norm. This was before hardware 3D accelerators were readily available. 320x200x256 with an 80486 or Pentium processor ruled the PC gaming universe, and Sound Blaster compatibility was a requirement of all sound cards.

In short, a side-scroller game still stood a chance of some success, but this wasn't going to be just any simple side-scroller. Being ambitious, technically minded geeks, we cooked up all sorts of specs for the game engine. It was going to have arbitrary number of layers with parallax scrolling. It was going to have an arbitrary number of sprites. It was going to have advanced physics models to allow us to create ice levels or sand levels or sticky theater floor levels!

And if you just understood those past two paragraphs, I weep for your misspent youth.

Actually, I have to admit that although I would have been capable of helping, I provided very little input into the engine creation or planning. It was all I could do to find time to graduate between all the hackey sack sessions. This was my senior year. The best I could muster was moral support. Additionally, my college buddies happened to be a year behind me in school, and one of them was even two years behind (I've always been immature for my age). When I graduated and went to work, I had to leave my friends behind.

However, my friends decided to spend the summer working on this game engine. They allowed me to participate. I already had a full time job writing software and documentation and designing logic for CPLDs and FPGAs and being our company's IT guy (I have a modicum amount of useful skills), and I found it difficult to gather my energies to work on technical things in the evening after work. (I'm not as big of a nerd as I would have liked. I get picked on a lot by the other nerds. *sigh*)

Considering these issues, we decided I should work on implementing a sound library. The stuff that allows games to play music and sound effects. I did manage to get something going during that summer. As I recall, I mainly managed to get somebody else's example code to compile using our compiler of choice and have it play sound files. In summary, what I accomplished was pretty much nothing.

Truthfully, I spent more time dreaming up story lines and back stories for the game than I did working on the sound library (sorry guys!). I wanted a compelling reason to use all the features that my friends were cramming into their game engine. I actually came up with two stories I thought might work, but I only remember one of them now, and I'm not going to detail that story at the moment. This post is already too long.

Along with the story lines, I tried my hand at some character designs. I came up with a character that was going to be a sort of guide but also an integral part of the story. I had in mind a comic character capable of exaggerated (if alien) expressions. He also needed to be a character that was literally out of his element. He needed to be ineffectual for the predicament he found himself in the game. That's where the hero character (player) would come in.

Anyway, I was remembering all this stuff the other night while I was doodling in a sketchbook, and I doodled a version of this character. This made me want to track down my original design so I could compare it. I was surprised that I was actually able to find the original. I'm sure there were other versions, but I think the original captured a little energy and fun that were probably lost in any others I may have attempted. The first is the original doodle, and the second is the one I drew the other night.




Sometimes I think all these side activities should tell me something, but I have no idea what that would be. Doodling is a waste of time? Fear is the mind killer? New Coke sucked?

My friends did actually finish a lot of work on the game engine. As far as I can remember, it worked quite well, and they accomplished many of their objectives. Of course, a game engine is only a part of the work that goes into a game. At that point, what they really needed was some content. Unfortunately, going to an engineering college isn't conducive to meeting many artists.

The game, unfortunately, was never completed. They had to start school again, and I still had my job. I still think the game was a good idea, but we just couldn't pull it off (not that I helped much anyway). Some time later, I ended up working for a game development company, but you guys already know how that turned out...

Monday, May 21, 2007

Short Stories are the Best Stories

I was going to post this later, but I didn't want the previous post to be the first thing on my blog for very long. Even though I only linked to a trailer, and even thought I don't think we should be afraid to explore topics (especially in stories), there are some things I don't necessarily want to dwell on either.

I don't know if I really believe that short stories are better than all other stories in some absolute sense, but I really do appreciate short stories. Perhaps it is the focus? (Not to keep harping on that.)

Anyway, I found a cute short story that I would like to share. I hope you enjoy it. Notice how much is not said in this story. Of course, this time the author expects you to already know what he is referring to. It's useful to have a shared context with your audience.

Focus in Stories

I was reading this post about elements of story. In particular, how much you can leave unstated while telling a story. I consider this a variation of focus (something the writers of Spider-Man 3 should have really worked on). For many of our media today like movies, TV, and other short form story telling, focus must be nearly relentless. Decide what your story is about and strip away everything that doesn't serve to tell it.

Of course, leaving some things suggested or mysterious can also be a powerful way of drawing an audience in. Your brain will latch on to the mystery and mull it over. So, it's not just about focus. But mystery in a story can only take you so far. I admit that whole TV series have been based entirely on mysteries (e.g. X-Files, The Pretender, Lost, etc.). In the end, if all you have is mystery with no forward progress, the story is likely to be unsatisfying because, well, there isn't a story. All you have is a fictionalized mystery.

Anyway, I realize I'm being vague. Maybe I'll expand more on that some other time should I ever feel sufficiently proficient in story telling. What I really want to point to is this trailer for "Day Night Day Night" linked to in the aforementioned post. It's just a trailer, but it suggests the movie has a relentless and intense focus and probably hasn't bothered to explain the whole context.

One thing about leaving something unstated is that sometimes it's not meant to really be mysterious. Sometimes the story writer knows you will readily fill in your own experiences or fears. In fact, leaving something unstated can actually make it more powerful because of that. You don't know what it is, but you can't help but fill in the blank with your own personal demons.

P.S. Honestly, the trailer made the hair stand up on the back of my neck. Considering the nature of the film, I don't know if I'll want to see it when it does arrive. Horror movies don't scare me. They just turn my stomach, and I usually don't bother watching them. But movies like what "Day Night Day Night" seems to be like can be very unsettling. They're the stuff of my nightmares. Imaginary monsters don't scare me. What people are capable of doing scares me. Having said that, I would probably see it given the chance. I don't believe we should be afraid to examine these sorts of topics. That gives them more power over us than they deserve.