Sunday, September 23, 2007

Bioshock V Half-Life 2

It is not often that a first-person shooter is uniformly held in such high regard as Bioshock, and having just finished the game, it is easy to see why comparisons are being with between it and Half-Life 2. The inevitable question is: which is better?

Both demonstrate the kind of polish that is only found in games created by highly-talented teams with the time to devote and the dedication to making everything right. The art and environmental design suggest the involvement of many gifted and experienced artists and designers, which has led to game environments for both games that are believable, thereby creating a sense of place and presence.

While both games have strongly engaging game play, distinctive storylines and interesting characters, I believe that it is in these three elements where small differences between HL2 and Bioshock can be found and hence, from which the answer to my question can be determined.

As far as I am concerned, prior to Bioshock, HL2 was the benchmark for outstanding game play design. Its pacing is outstanding and the variation in game play dynamic means there is no opportunity for boredom. Put simply, HL2 was an exercise in juxtaposed game play. Tight, linear environments that mandate specific actions are separated by large, open environments in which there are many ways to succeed. Bioshock’s locale – the undersea city of Rapture – dictates a more traditional FPS game play space: generally smaller, tighter ‘room and corridor’ design. The brilliance is that, even in a confined environment, the design, in combination with the plasmids, allow for multiple ways to succeed. I don’t think I have ever pondered so carefully decisions about which weapons (i.e. plasmids) and ammo to utilise for a specific battle. There were even times when I replayed sections of the game after realising that a different combination would have led to a better outcome. Both HL2 and Bioshock are excellent examples of game play design, but I think that Bioshock is more distinctive and engaging.

The storyline of HL2, while simple, is well-constructed and unfolds throughout the game. Like HL2, Bioshock’s story unfolds initially from a point of uncertainty – “why is this happening to me?” At the outset, the storyline is reasonably straightforward, almost clichéd, but it soon becomes more involved, with an intriguing twist and even a moral decision. One becomes aware of the multi-threaded back story that both informs the game play and propels it forward. To my way of thinking, this is a significant difference between HL2 and Bioshock.

The representation of the non-playing characters in these games is, however, the ultimate point of distinction. The characters in HL2, in particular their mode of interaction with the player, are still unmatched. Their capacity for facial expression that is both believable and immediately understandable remains, almost three years later, unmatched. Bioshock’s design, on the other hand, generally prohibits direct interaction with other characters, but when this does happen in open game play (as opposed to in cinematic mode) the characters, bar the little sisters, lacked genuine facial expression and often stood in one spot, staring into the distance, delivering their speech.

As an overall game experience, I love both games, but found Bioshock slightly more compelling. My only point of hesitation about the game is that I found myself wishing that the few characters with whom I was able to directly interact were not to the same standard as the rest of the game and certainly well short of benchmark set by HL2.

Sunday, July 08, 2007

2007 QSITE Conference

Last week I attended and presented at the 2007 QSITE (Queensland Society of Information Technology Educators) Conference in Brisbane. My presentation focussed on my "Exploring Ancient Wonders: The Parthenon" project as part of the eLearning conference strand. A PDF of my PowerPoint presentation should be available from the conference site soon; in the interim, it is available to view from my EAW site.

From a personal and professional point of view, I enjoyed attending the conference. There are many innovative IT teachers actively engaging with, investigating, and exploiting the diverse range of pedagogical opportunities afforded by new technologies. I was challenged in a number of ways.

The implications and potential applications of Web 2.0 technologies to learning and schooling (as combined and separate contexts) are massive. It occurred to me that I had not effectively grappled with the significance of the 'social networking' and collaboration applications of Web 2.0 (thanks Tom March and
Amanda Rablin). I have been challenged to consider how I might use these technologies more effectively in my professional and personal life. My del.icio.us bookmarks represent the start of this endeavour.

I was pleasantly surprised by the number of teachers interested in the 'games in learning' project. I was challenged by the various ideas and technologies being used. A number of schools have already begun embedding games study, planning and/or development in the curriculum.
Lindy McKeown's research into Second Life as a professional development tool is very interesting; particularly, the utilisation of collaboration and social engagement in Action Learning. Indeed, the convergence of games-style technology and social interaction in virtual environments (Web 3.0?) is exciting.

Possibly the greatest challenge related to my own project work. EAW: The Parthenon had a very narrow focus - which was my intention, given the context in which it was developed. It is clear to me that future projects, on the other hand, need to incorporate social networking and collaboration.

Thanks to the organising committee and QSITE community for an excellent conference.

Saturday, May 05, 2007

DM-Desperation released

My latest map for HL2DM will be released in the next few days - check Plutonic Design for updates. Notwithstanding the surprisingly long time that it took me to get around to the finalising this map, I am very proud of it. Visually, it is quite distinctive from my other maps and, for that matter, anything that I have seen in the HL2 series.


Click on this image to view of widescreen wallpaper version of this image.

I increasingly find myself drawn to the artistic exploration of form and architectural style facilitated through level design. In this case, I was interested in art deco architecture as one of the periods when even industrial facilities possessed artistic integrity thereby making them aesthetically distinctive from their utilitarian cousins. I have tried to capture art deco's inspired use on contrast - contrasting linear with curved surfaces; and contrasting light-coloured, smooth materials with darker, more textured ones. I utilised contrasting environmental features, in particular the utilitarian forms of the drain and surrounding structures, to emphasise the collision of style between art deco buildings and more recent forms of architecture.

Friday, March 16, 2007

Preview of new HL2DM map


I have almost completed a new HL2DM map, called Desperation. It is an art-deco inspired industrial facility that features an open outdoor environment surrounding the three sides of a tighter indoor area.

Note: this image is from a 'fast' build of the lighting. Other image can be accessed via my WWW site.

I plan to release this map soon.

Saturday, November 18, 2006

DM Necessity

A few months ago - okay, it was actually five months ago - I announced a beta for my most recent HL2DM map - DM Necessity. I am pleased to report that I have finalised and released the map!


More information and download links are available on my WWW site - http://www.planetunreal.com/plutonic/necessity.shtm

Saturday, September 16, 2006

Masters Project



I have been really busy since July developing a level to support the Computer Education Research Project subject that I am studying this semester for a Master of Education degree. I took the opportunity to combine two of my passions - teaching and level design - to develop a project about the Parthenon. My research question is: can a desktop virtual learning environment facilitate students’ appreciation and understanding of the features, scale and cultural significance of the Parthenon?

I have used UnrealEngine 2 Runtime to recreate the Parthenon in its original state (or near as I can make it based on available information, and within the limitations of the engine and the computers it will run on). I have created all the content, except for some of the photographic images of the Parthenon and its sculptures. There are still some elements that need to be polished and other "problems/frustrations" that are functions of engine limitations which I can not fix. The core functionality and environmental assets, however, are present.

Screen shots and the current beta version of the project are available on my WWW site -
Plutonic Design. Comments and feedback would be appreciated.

Sunday, June 25, 2006

Beta test DM-Necessity for HL2DM

I have created a new map - DM-Necessity - for Half-Life 2: Deathmatch and would appreciate comments and feedback on a beta version before final release.
A tight DM map intended for 2-6 players set in a train station. The map features tight interconnected flow with opportunities for z-axis battles. More information about the map can be found at my WWW site.

The file is available to download. I would like to release this map before the end of July. Please feel free to provide feedback via the comments link for this post.