Media disinformation

01-31-08

After the recent Fox/EA debacle I have been thinking just how far from the mainstream media the games industry really is. This is certainly not the first time a mainstream media gets it wrong. Sure we are still a form of underground culture but as a media form we should be a lot more prominent then we really are. Lets look at some numbers, in a recent lecture by Raph Koster he claimed that Youtube had a 190 million users each week. By contrast the second mostly sold console ever, the ps2, sold just above 100million (around 130 I think).

Now this are just two numbers and I don’t claim they paint an accurate picture about the state of the games industry as a media form. But I think most gamers meet this attitude of “what? games? you mean children’s toys?” pretty often.
We might be using a lot of money for our hobby, but I think we have to face that games just aren’t mainstream yet by a long shot. Sure, World of Warcraft broke down a lot of barriers. But that was just a first step for games into the world of media, or what do you think? Am I just rambling here?

I think everyone can enjoy games, what we lack is accessibility to the gameplay (less fiddly controls to perform functions) and a wider and perhaps more mature content set (no? a shooter with burly men and only you can save the world? how original…).

Let’s push more games into mainstream. Go Buzz! Go Singstar! Go Brain Training! Go.. Peggle? (It really is awesome)

EA defending developers and games

01-24-08

Yes it’s true, EA has stepped up and defended Bioware’s Mass Effect (a quality game like few others) and requested that Fox corrects their slanderous lies about their product.

Not only is this an action I can endorse and be happy about, media should never try to censure other media, but it is also a sharp kick in the teeth to all those hardcore gamers out there that haven’t quite understood that companies like EA do a lot of good for the industry. Regardless of what you think of them. Don’t believe me? Who else could say this to Fox? http://kotaku.com/348187/ea-calls-fox-out-on-insulting-mass-effect-inaccuracies
And for that matter, who else (yes I know activision-blizzard can, but they’re hardly a month old company) could manufacture a product like spore?

Lets applaud EA and hope they win against the ignorant media censureship of Fox, then we can discuss originality and innovation. Let’s win recognition first.

Media being educated, about media?

01-24-08

When I saw the Fox broadcast starring Geoff Keighley, a utter quack and a very biased reporter I was outraged. Media condemning media based on complete ignorance? I foresaw a new age of darkness ahead of us.

But then a light appeared at the sky, gamers and Internet freaks mobilized and did this:
http://kotaku.com/348355/quack-gets-amazon-book-rating-spammed
They spammed the quacks book with poor ratings and included reviews that where clever satire of her own blatantly dumb remarks on the Fox broadcast. While I doubt that this will have any effect on any of the involved parties (perhaps Geoff will receive more love from the community for some time) it will almost certainly be visible in some media. Some, maybe not mainstream but it’s a step in the right direction.

I can’t endorse destroying the sales of a persons livelihood because of stupid remarks that person made but I feel proud to be part of the community that actually does something about what they see in the world. Voices for the people are heard on the Internet, we might not be entering dark ages just yet.

Feedback and rewards in games

01-03-08

I’ve had a few comments asking about game design jargon. Namely what feedback and rewards are, in a recent blog I used Assassins Creed to prove a point about how important feedback is (what would Altair be without the accurate climbing animations?).
I only want to have to write this post once so I’m writing it in English.

Feedback is the single most important factor for creating FUN in a game. Really, it is. Don’t believe me? Let me explain:

When a player interacts with the game that interaction much be shown, if the player does not see or hear what they did they wont understand that they did anything at all and stop trying to do it. Simple eh? It means that anything you do must have an effect, and it must be a relevant effect. This applies to everything in a game, from jumping and shooting to solving the puzzles and completing the game. The word feedback is usually applied to mechanical events (rock hits ground, pistol fired, foot placed on floor etc). But this is a form of reward, actually the type of reward that matters most; When you defeat a boss or finish a level you expect there to be some kind of reward, if there is none you might feel cheated and not want to play another one. But if you lack feedback from your actions nothing in the game will feel worthwhile. If you press jump and the avatar does nothing, or something less then what you expect, you’ll most likely think the controller or the game is broken.

There are as many opinions about good design as there are designers, but so far I’ve yet to hear anyone propose that feedback is in any way less then essential. That’s why its called feedback and not reward, though it actually is the same thing.

Rewards do not have to be tangible (gold coins or a wolf pelt), in the real world most rewards are soft values. A smile or a handshake is often more rewarding then winning a few bucks. This applies to games as well, some designers just seem to forget or are unaware (read: incompetent). These soft values are how we create the feeling of the game. Making sure that jumping in Mario games or climbing in Assassins Creed feels right usually means making sure that the feedbacks, or rewards, are logical and in scale with the action (leap of faith must feel more rewarding and therefore give more feedback/reward then jumping).

Now you know how feedback and rewards are linked together I thought I’d end this short text with a real problem for modern games today:

Jumping in a cartonish game, for example Mario or Jak & Daxter, feels exhilarating because the reward, or feedback, is much more then humans anticipate. This is why its fun.
But in a realistic game, such as Assassins Creed or Gear of War, the feedback must be precisely what humans expect or the illusion of realistic human characters is broken.
So how do we make that as fun?… :)

 

Twitter

2010

JesperBylund.com remake

I redid jesperbylund.com, finally hosting it myself.

It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.


Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.

2009

Tele2.se remakes 09

Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.

The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.

Shattered Alliance

This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.

The game was bought by the University and was intended to be used for PR purposes at LAN parties.

Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.

The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.

2008

Dreamlords the Reawakening

Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.

The lore was the same but the game play was not.

Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.

Dreamlords the Reawakening is still being developed by active community members and former devs.

Dreamlords

Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.

The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.

Grim Breed

Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.

The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.

who am I?

what do I do?

I'm just a really tall guy who happens to love to understand what people do and why.

I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.

I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.

IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:

I design for interaction. No matter what the product or service.

And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.

Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.

Jesper Bylund CV Download my CV

jesper bylund.com